<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://ringofbrodgar.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ArvinJA</id>
	<title>Ring of Brodgar - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://ringofbrodgar.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ArvinJA"/>
	<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/wiki/Special:Contributions/ArvinJA"/>
	<updated>2026-06-11T21:12:38Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Ant_Larvae&amp;diff=33944</id>
		<title>Ant Larvae</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Ant_Larvae&amp;diff=33944"/>
		<updated>2015-10-12T16:23:23Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox metaobj&lt;br /&gt;
| xsize      = 1&lt;br /&gt;
| ysize      = 1&lt;br /&gt;
| skillreq   = [[requires::Hunting]]&lt;br /&gt;
| objectsreq = None&lt;br /&gt;
| producedby = [[requires::Ant Hill]]&lt;br /&gt;
| str        = 0&lt;br /&gt;
| agi        = 1&lt;br /&gt;
| int        = 0&lt;br /&gt;
| con        = 0&lt;br /&gt;
| per        = 0&lt;br /&gt;
| cha        = 0&lt;br /&gt;
| dex        = 0&lt;br /&gt;
| psy        = 0&lt;br /&gt;
| hurt       = 0&lt;br /&gt;
| hunger     = 1&lt;br /&gt;
| energy     = 75&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ants]]&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
Go raid an [[Ant Hill]].&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Block_of_Wood&amp;diff=33762</id>
		<title>Block of Wood</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Block_of_Wood&amp;diff=33762"/>
		<updated>2015-09-30T11:47:13Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
|xsize      = 2&lt;br /&gt;
|ysize      = 1&lt;br /&gt;
|skillreq   = [[requires::Lumberjacking]]&lt;br /&gt;
|objectsreq = [[requires::Log]] or [[requires::Stump]]&lt;br /&gt;
|producedby = [[requires::Stone Axe]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The quality of the blocks is based on the quality of the [[tree]].  The quality of your [[stone axe]] has no effect. Blocks obtained from stumps are always q10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
Blocks of wood are produced by chopping either a [[log]] or removing a [[stump]] with a [[stone axe]].&lt;br /&gt;
&lt;br /&gt;
Removing a stump provides 4 blocks and chopping a log provides 12 blocks. You can also right-click blocks and select the &amp;quot;Split&amp;quot; option in order to split the blocks into 5 [[branch]]es each. Qualities of branches obtained by splitting block of wood depend on both: log and [[stone axe]] using formula:&lt;br /&gt;
&lt;br /&gt;
[math]\frac{q_{log}+q_{axe}}{2}[/math]&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*As blocks of wood have a vast variety of uses such as fuel, but if you have got high qualities axe it is better to split them to branches to gain better qualities fuel.&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Combat_Actions&amp;diff=33299</id>
		<title>Legacy:Combat Actions</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Combat_Actions&amp;diff=33299"/>
		<updated>2015-09-13T12:42:11Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OutdatedPage}} &lt;br /&gt;
== Damage formula ==&lt;br /&gt;
Damage can be calculated by the following formula:&lt;br /&gt;
:&amp;lt;math&amp;gt;damage = basedamage * \sqrt{\sqrt{ql * str} / 10}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
:ql is the [[quality]] of the weapon&lt;br /&gt;
:str is the [[Attributes#Strength|strength]] of the hearthling&lt;br /&gt;
:basedamage is the base damage of the weapon&lt;br /&gt;
&lt;br /&gt;
The base damage of a [[Soldier&#039;s Sword]] is 400. For a 65 QL Soldier&#039;s Sword wielded by someone with 319 [[Strength]], their damage would be calculated by:&lt;br /&gt;
:&amp;lt;math&amp;gt;damage = 400 * \sqrt{\sqrt{65 * 319} / 10}=1517&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can adjust for [[Personal Beliefs]] (Peaceful vs. Martial) by multiplying the result by 0.8 or 1.2 (or anywhere in between, depending on the Peaceful/Martial slider).&lt;br /&gt;
&lt;br /&gt;
The defense consumed by an attack is &amp;lt;math&amp;gt;\sqrt{AW / BW} / 2&amp;lt;/math&amp;gt;, where AW is your attack&#039;s weight, and BW is the enemy&#039;s maneuver&#039;s weight.  Your attack weight is multiplied by from 0.5 to 2.0, depending on the combat advantage.&lt;br /&gt;
&lt;br /&gt;
== Attacks ==&lt;br /&gt;
&lt;br /&gt;
Attacks are moves that inflict damage on your opponent. Using an attack will fully deplete the attack bar. The attacker must deplete the defense bar of the target before actual damage is inflicted on their HP. The amount of defense depleted is &amp;lt;math&amp;gt;\frac{a \sqrt{w_A / w_B}}{2}&amp;lt;/math&amp;gt;, where &amp;lt;math&amp;gt;a&amp;lt;/math&amp;gt; is the amount of offense you have (the red attack bar), &amp;lt;math&amp;gt;w_A&amp;lt;/math&amp;gt; is the weight of your attack, and &amp;lt;math&amp;gt;w_B&amp;lt;/math&amp;gt; is the weight of your opponent&#039;s maneuver.&lt;br /&gt;
&lt;br /&gt;
After attacking, you will return to using the move you were using before attacking.&lt;br /&gt;
{{infobox combat&lt;br /&gt;
|Box title = Punch&lt;br /&gt;
|image = Image:Pow.png&lt;br /&gt;
|imagewidth = 30&lt;br /&gt;
|Row 1 title = Hotkey&lt;br /&gt;
|Row 1 info = P&lt;br /&gt;
|Row 2 title = Cooldown&lt;br /&gt;
|Row 2 info = 9.6 seconds&lt;br /&gt;
|Row 3 title = Weight&lt;br /&gt;
|Row 3 info = UnarmedCombat&lt;br /&gt;
|Row 4 title = Damage formula&lt;br /&gt;
|Row 4 info = 0.75 * 50 * sqrt(Strength / 10)&amp;lt;br&amp;gt;&lt;br /&gt;
Doesn&#039;t take into account: [[Personal Beliefs]], hand weapons (cutthroat knuckles, soldier&#039;s gauntlet)&lt;br /&gt;
|Row 5 title = Required skill&lt;br /&gt;
|Row 5 info = [[Unarmed Combat]]&lt;br /&gt;
|Row 6 title = Notes&lt;br /&gt;
|Row 6 info = The most basic attack, as it doesn&#039;t require any [[Combat 101#IP|IP]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{infobox combat&lt;br /&gt;
|Box title = Knock His Teeth Out!&lt;br /&gt;
|image = Image:Knockteeth.png&lt;br /&gt;
|imagewidth = 30&lt;br /&gt;
|Row 1 title = Hotkey&lt;br /&gt;
|Row 1 info = K&lt;br /&gt;
|Row 2 title = Cooldown&lt;br /&gt;
|Row 2 info = 7.2 seconds&lt;br /&gt;
|Row 3 title = Cost&lt;br /&gt;
|Row 3 info = 6 IP&lt;br /&gt;
|Row 4 title = Weight&lt;br /&gt;
|Row 4 info = UnarmedCombat&lt;br /&gt;
|Row 5 title = Damage formula&lt;br /&gt;
|Row 5 info = 100 * sqrt(Strength / 10)&amp;lt;br&amp;gt;&lt;br /&gt;
Doesn&#039;t take into account: [[Personal Beliefs]], hand weapons (cutthroat knuckles, soldier&#039;s gauntlet)&lt;br /&gt;
|Row 6 title = Required skill&lt;br /&gt;
|Row 6 info = [[Brawling]]&lt;br /&gt;
|Row 7 title = Notes&lt;br /&gt;
|Row 7 info = Twice the damage of Punch.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{infobox combat&lt;br /&gt;
|Box title = Strangle&lt;br /&gt;
|image = Image:Strangle.png&lt;br /&gt;
|imagewidth = 30&lt;br /&gt;
|Row 1 title = Hotkey&lt;br /&gt;
|Row 1 info = G&lt;br /&gt;
|Row 2 title = Cooldown&lt;br /&gt;
|Row 2 info = 14.4 seconds&lt;br /&gt;
|Row 3 title = Weight&lt;br /&gt;
|Row 3 info = UnarmedCombat * 0.8&lt;br /&gt;
|Row 4 title = Damage formula&lt;br /&gt;
|Row 4 info = 0.75 * 50 * sqrt(Strength*1.5 / 10)&amp;lt;br&amp;gt;&lt;br /&gt;
Doesn&#039;t take into account: [[Personal Beliefs]], hand weapons (cutthroat knuckles, soldier&#039;s gauntlet)&lt;br /&gt;
|Row 5 title = Required skill&lt;br /&gt;
|Row 5 info = [[Unarmed Combat]]&lt;br /&gt;
|Row 6 title = Notes&lt;br /&gt;
|Row 6 info = Stronger than Punch, but has almost twice the cooldown time.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{infobox combat&lt;br /&gt;
|Box title = Sting&lt;br /&gt;
|image = Image:Sting.png&lt;br /&gt;
|imagewidth = 30&lt;br /&gt;
|caption = Basic sword attack.&lt;br /&gt;
|Row 1 title = Hotkey&lt;br /&gt;
|Row 1 info = S&lt;br /&gt;
|Row 2 title = Cooldown&lt;br /&gt;
|Row 2 info = 12.0 seconds&lt;br /&gt;
|Row 3 title = Cost&lt;br /&gt;
|Row 3 info = 2 IP&lt;br /&gt;
|Row 4 title = Weight&lt;br /&gt;
|Row 4 info = MeleeCombat&lt;br /&gt;
|Row 5 title = Damage formula&lt;br /&gt;
|Row 5 info = See [[#Damage formula]]&lt;br /&gt;
|Row 6 title = Required skill&lt;br /&gt;
|Row 6 info = [[Swordsmanship]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{infobox combat&lt;br /&gt;
|Box title = Valorous Strike&lt;br /&gt;
|image = Image:Valstr.png&lt;br /&gt;
|imagewidth = 30&lt;br /&gt;
|Row 1 title = Hotkey&lt;br /&gt;
|Row 1 info = V&lt;br /&gt;
|Row 2 title = Cooldown&lt;br /&gt;
|Row 2 info = 24.0 seconds&lt;br /&gt;
|Row 3 title = Cost&lt;br /&gt;
|Row 3 info = 6 IP&lt;br /&gt;
|Row 4 title = Effects&lt;br /&gt;
|Row 4 info = Resets Advantage to 0. Gives +2 IP to opponent.&lt;br /&gt;
|Row 5 title = Weight&lt;br /&gt;
|Row 5 info = MeleeCombat * 1.75&lt;br /&gt;
|Row 6 title = Damage formula&lt;br /&gt;
|Row 6 info = See [[#Damage formula]]&lt;br /&gt;
|Row 7 title = Required skill&lt;br /&gt;
|Row 7 info = [[Swordsmanship]]&lt;br /&gt;
|Row 8 title = Notes&lt;br /&gt;
|Row 8 info = Useful when your enemy has a lot of Advantage on you. Has almost twice your MC as attack weight. Note the long cooldown, and +2 to enemy&#039;s IP.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{infobox combat&lt;br /&gt;
|Box title = Chop&lt;br /&gt;
|image = Image:Axe.png&lt;br /&gt;
|imagewidth = 30&lt;br /&gt;
|caption = Basic axe attack.&lt;br /&gt;
|Row 1 title = Hotkey&lt;br /&gt;
|Row 1 info = C&lt;br /&gt;
|Row 2 title = Cooldown&lt;br /&gt;
|Row 2 info = 18.0 seconds&lt;br /&gt;
|Row 3 title = Cost&lt;br /&gt;
|Row 3 info = 4 IP&lt;br /&gt;
|Row 4 title = Weight&lt;br /&gt;
|Row 4 info = MeleeCombat&lt;br /&gt;
|Row 5 title = Damage formula&lt;br /&gt;
|Row 5 info = See [[#Damage formula]]&lt;br /&gt;
|Row 6 title = Required skill&lt;br /&gt;
|Row 6 info = [[Militia Training]]&lt;br /&gt;
|Row 7 title = Notes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{infobox combat &lt;br /&gt;
|Box title = Cleave&lt;br /&gt;
|image = Image:Cleave.png&lt;br /&gt;
|imagewidth = 30&lt;br /&gt;
|Row 1 title = Hotkey&lt;br /&gt;
|Row 1 info = L&lt;br /&gt;
|Row 2 title = Cooldown&lt;br /&gt;
|Row 2 info = 24.0 seconds&lt;br /&gt;
|Row 3 title = Requirements&lt;br /&gt;
|Row 3 info = &amp;gt;= 3 Advantage&lt;br /&gt;
|Row 4 title = Cost&lt;br /&gt;
|Row 4 info = 8 IP&lt;br /&gt;
|Row 5 title = Weight&lt;br /&gt;
|Row 5 info = MeleeCombat * 1.5&lt;br /&gt;
|Row 6 title = Damage formula&lt;br /&gt;
|Row 6 info = See [[#Damage formula]]&lt;br /&gt;
|Row 7 title = Required skill&lt;br /&gt;
|Row 7 info = [[Militia Training]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;display:block;overflow:hidden;visibility:hidden;width:0;height:0&amp;quot;&amp;gt;.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Maneuvers ==&lt;br /&gt;
Maneuvers are patterns for responding to an attack. Your selected manuver determines how effective the attacks are on you, and have an effect every time the enemy uses a move.&lt;br /&gt;
&lt;br /&gt;
Most maneuvers use a variable &#039;&#039;&#039;Delta&#039;&#039;&#039; for their effects and weight. This variable is based on the difference between your [[Unarmed Combat]] skill and your opponent&#039;s Unarmed Combat skill.  delta = sqrt(Your UA/Their UA)&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;weight&#039;&#039;&#039; of a maneuver is how much defensive weight you have when attacked while using that maneuver.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bloodlust&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Bloodlust.png]]&lt;br /&gt;
&lt;br /&gt;
Hotkey: B&amp;lt;br /&amp;gt;Weight: 0.5 * Unarmed Combat&amp;lt;br /&amp;gt;Effect: +10% attack * Delta&amp;lt;br /&amp;gt;Required Skill: [[Warrior Spirit]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Meditation&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Medi.png]]&lt;br /&gt;
&lt;br /&gt;
Hotkey: M&amp;lt;br /&amp;gt;Weight: Unarmed Combat&amp;lt;br /&amp;gt;Effect: -0.2 Combat Advantage. Gives you a temporary status effect that reduces the cooldown of your moves by 25% * Delta.&amp;lt;br /&amp;gt;Required Skill: [[Fire &amp;amp; Ice]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death or Glory&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Dorg.png]]&lt;br /&gt;
&lt;br /&gt;
Hotkey: G&amp;lt;br /&amp;gt;Weight: Unarmed Combat&amp;lt;br /&amp;gt;Effect: -10% defense, +Delta Initiative.&amp;lt;br /&amp;gt;Required Skill: [[Valor]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dodge&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Dodge.png]]&lt;br /&gt;
&lt;br /&gt;
Hotkey: D&amp;lt;br /&amp;gt;Weight: Unarmed Combat&amp;lt;br /&amp;gt;Effect: None.&amp;lt;br /&amp;gt;Required Skill: [[Unarmed Combat]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oak Stance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:OakStance.png]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hotkey: O&amp;lt;br /&amp;gt;Weight: Unarmed Combat&amp;lt;br /&amp;gt;Effect: -10% attack, +5% * Delta Defense. This maneuver will stop giving you defense if have no more attack.&amp;lt;br /&amp;gt;Required Skill: [[Tales by the Hearth]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Shieldmanouvre.png]]&lt;br /&gt;
&lt;br /&gt;
Hotkey: S&amp;lt;br /&amp;gt;&lt;br /&gt;
Required Equipment: [[Shield]].&amp;lt;br /&amp;gt;Weight: 1.25 * Melee Combat&amp;lt;br /&amp;gt;Effect: None&amp;lt;br /&amp;gt;Required Skill: [[Militia Training]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Moves ==&lt;br /&gt;
Moves are actions in combat that have some effect on the battle, generally raising or lowering your attack or defense. Once a move has been performed on an opponent, you will continue using that move as long as the conditions are met.&lt;br /&gt;
&lt;br /&gt;
{{infobox combat&lt;br /&gt;
|Box title = Charge!&lt;br /&gt;
|image = Image:Charge.png&lt;br /&gt;
|imagewidth = 30&lt;br /&gt;
|Row 1 title = Hotkey&lt;br /&gt;
|Row 1 info = H&lt;br /&gt;
|Row 2 title = Cooldown&lt;br /&gt;
|Row 2 info = 5.4 seconds&lt;br /&gt;
|Row 3 title = Effects&lt;br /&gt;
|Row 3 info = +1 IP, +3% Attack, -8% Defense&lt;br /&gt;
|Row 4 title = Required skill&lt;br /&gt;
|Row 4 info = [[Brawling]]&lt;br /&gt;
|Row 5 title = Notes&lt;br /&gt;
|Row 5 info = The most basic action for gaining [[Combat 101#IP|IP]]. It has a short cooldown time, but reduces your Defense bar by 8% with each use. Also increases your Attack by a tiny amount.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{infobox combat&lt;br /&gt;
|Box title = Call Down The Thunder&lt;br /&gt;
|image = Image:CallDownTheThunder.png&lt;br /&gt;
|imagewidth = 30&lt;br /&gt;
|caption = Gain IP from a distance.&lt;br /&gt;
|Row 1 title = Hotkey&lt;br /&gt;
|Row 1 info = T&lt;br /&gt;
|Row 2 title = Cooldown&lt;br /&gt;
|Row 2 info = 10.8 seconds&lt;br /&gt;
|Row 3 title = Effects&lt;br /&gt;
|Row 3 info = +1 IP&lt;br /&gt;
|Row 4 title = Required skill&lt;br /&gt;
|Row 4 info = [[Leadership]]&lt;br /&gt;
|Row 5 title = Notes&lt;br /&gt;
|Row 5 info = This action can be used from a distance of up to ~25 tiles from the target.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{infobox combat&lt;br /&gt;
|Box title = Dash&lt;br /&gt;
|image = Image:Dash.png&lt;br /&gt;
|imagewidth = 30&lt;br /&gt;
|caption = Slow, defensive IP gain.&lt;br /&gt;
|Row 1 title = Hotkey&lt;br /&gt;
|Row 1 info = A&lt;br /&gt;
|Row 2 title = Cooldown&lt;br /&gt;
|Row 2 info = 10.8 seconds&lt;br /&gt;
|Row 3 title = Effects&lt;br /&gt;
|Row 3 info = +1 IP, +6% Defense&lt;br /&gt;
|Row 4 title = Required skill&lt;br /&gt;
|Row 4 info = [[Valor]]&lt;br /&gt;
|Row 5 title = Notes&lt;br /&gt;
|Row 5 info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{infobox combat&lt;br /&gt;
|Box title = Flex&lt;br /&gt;
|image = Image:Flex.png&lt;br /&gt;
|imagewidth = 30&lt;br /&gt;
|Row 1 title = Hotkey&lt;br /&gt;
|Row 1 info = X&lt;br /&gt;
|Row 2 title = Cooldown&lt;br /&gt;
|Row 2 info = 4.32 seconds&lt;br /&gt;
|Row 3 title = Requirements&lt;br /&gt;
|Row 3 info = Must have 6 IP&lt;br /&gt;
|Row 4 title = Effects&lt;br /&gt;
|Row 4 info = +20% Attack, -0.5 [[Combat 101#Advantage|Advantage]]&lt;br /&gt;
|Row 5 title = Required skill&lt;br /&gt;
|Row 5 info = [[Warrior Spirit]]&lt;br /&gt;
|Row 6 title = Notes&lt;br /&gt;
|Row 6 info = Acceptable move for increasing your Attack when you have the advantage and/or in preparation for a Valorous Strike.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{infobox combat&lt;br /&gt;
|Box title = Jump!&lt;br /&gt;
|image = Image:Jump.png&lt;br /&gt;
|imagewidth = 30&lt;br /&gt;
|Row 1 title = Hotkey&lt;br /&gt;
|Row 1 info = J&lt;br /&gt;
|Row 2 title = Cooldown&lt;br /&gt;
|Row 2 info = 4.32 seconds&lt;br /&gt;
|Row 3 title = Effects&lt;br /&gt;
|Row 3 info = +12% Attack&lt;br /&gt;
|Row 4 title = Required skill&lt;br /&gt;
|Row 4 info = [[Unarmed Combat]]&lt;br /&gt;
|Row 5 title = Notes&lt;br /&gt;
|Row 5 info = Increases your Attack by a small amount.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{infobox combat&lt;br /&gt;
|Box title = Slide!&lt;br /&gt;
|image = Image:Slide.png&lt;br /&gt;
|imagewidth = 30&lt;br /&gt;
|caption = Trade Attack for Defense.&lt;br /&gt;
|Row 1 title = Hotkey&lt;br /&gt;
|Row 1 info = D&lt;br /&gt;
|Row 2 title = Cooldown&lt;br /&gt;
|Row 2 info = 7.56 seconds&lt;br /&gt;
|Row 3 title = Effects&lt;br /&gt;
|Row 3 info = -15% Attack, +15% Defense&lt;br /&gt;
|Row 4 title = Required skill&lt;br /&gt;
|Row 4 info = [[Unarmed Combat]]&lt;br /&gt;
|Row 5 title = Notes&lt;br /&gt;
|Row 5 info = Restores your Defense bar at the expense of your Attack bar. If your Attack bar is less than 15% full, the amount of Defense you regain is equal to the amount of Attack you have left.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{infobox combat&lt;br /&gt;
|Box title = Float Like A Butterfly&lt;br /&gt;
|image = Image:FloatLikeAButterfly.png&lt;br /&gt;
|imagewidth = 30&lt;br /&gt;
|Row 1 title = Hotkey&lt;br /&gt;
|Row 1 info = B&lt;br /&gt;
|Row 2 title = Cooldown&lt;br /&gt;
|Row 2 info = 10.8 seconds&lt;br /&gt;
|Row 3 title = Effects&lt;br /&gt;
|Row 3 info = +7.5% Defense, +0.3 [[Combat 101#Advantage|Advantage]]&amp;lt;br&amp;gt;&lt;br /&gt;
+1 IP to opponent&lt;br /&gt;
|Row 4 title = Required skill&lt;br /&gt;
|Row 4 info = [[Warrior Spirit]]&lt;br /&gt;
|Row 5 title = Notes&lt;br /&gt;
|Row 5 info = This move is bad. It gives your opponent IP, and the good effects aren&#039;t worth the cooldown time.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{infobox combat&lt;br /&gt;
|Box title = Push The Advantage&lt;br /&gt;
|image = Image:Padv.png&lt;br /&gt;
|imagewidth = 30&lt;br /&gt;
|Row 1 title = Hotkey&lt;br /&gt;
|Row 1 info = U&lt;br /&gt;
|Row 2 title = Cooldown&lt;br /&gt;
|Row 2 info = 10.0 seconds&lt;br /&gt;
|Row 3 title = Requirements&lt;br /&gt;
|Row 3 info = +3 Advantage&lt;br /&gt;
|Row 4 title = Effects&lt;br /&gt;
|Row 4 info = +1 IP, -5% Stamina.&lt;br /&gt;
|Row 5 title = Required skill&lt;br /&gt;
|Row 5 info = [[Warrior Spirit]]&lt;br /&gt;
|Row 6 title = Notes&lt;br /&gt;
|Row 6 info = This move is generally inferior to &#039;&#039;&#039;Dash!&#039;&#039;&#039; and &#039;&#039;&#039;Charge!&#039;&#039;&#039;. This move does not increase [[Combat#Intensity|Intensity]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{infobox combat&lt;br /&gt;
|Box title = Seize The Day!&lt;br /&gt;
|image = Image:SeizeTheDay.png&lt;br /&gt;
|imagewidth = 30&lt;br /&gt;
|caption = Trade Defense for Advantage&lt;br /&gt;
|Row 1 title = Hotkey&lt;br /&gt;
|Row 1 info = Z&lt;br /&gt;
|Row 2 title = Cooldown&lt;br /&gt;
|Row 2 info = 3.0 seconds&lt;br /&gt;
|Row 3 title = Requirements&lt;br /&gt;
|Row 3 info = +5 Intensity, &amp;gt;= 75% Attack&lt;br /&gt;
|Row 4 title = Effects&lt;br /&gt;
|Row 4 info = -5% Defense, +0.3 Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
-5% Attack to opponent&lt;br /&gt;
|Row 5 title = Required skill&lt;br /&gt;
|Row 5 info = [[Valor]]&lt;br /&gt;
|Row 6 title = Notes&lt;br /&gt;
|Row 6 info = Reduces your opponent&#039;s Attack by a small amount, while reducing your Defense by an equal amount and giving you Advantage.&amp;lt;br&amp;gt;&lt;br /&gt;
Has a very short cooldown — only 2.0 seconds at 10 Intensity, before possible Agility bonus or penalty.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{infobox combat&lt;br /&gt;
|Box title = Throw Sand&lt;br /&gt;
|image = Image:ThrowSand.png&lt;br /&gt;
|imagewidth = 30&lt;br /&gt;
|caption = Reduce your opponent&#039;s IP.&lt;br /&gt;
|Row 1 title = Hotkey&lt;br /&gt;
|Row 1 info = R&lt;br /&gt;
|Row 2 title = Cooldown&lt;br /&gt;
|Row 2 info = 17.0 seconds (need confirm)&lt;br /&gt;
|Row 3 title = Requirements&lt;br /&gt;
|Row 3 info = 1 IP&lt;br /&gt;
|Row 4 title = Effects&lt;br /&gt;
|Row 4 info = -40% Attack&amp;lt;br&amp;gt;&lt;br /&gt;
-2 IP to opponent&lt;br /&gt;
|Row 5 title = Required skill&lt;br /&gt;
|Row 5 info = [[Tricks and Ruses]]&lt;br /&gt;
|Row 6 title = Notes&lt;br /&gt;
|Row 6 info = Reduces your opponent&#039;s IP by 2. Generally not very useful, due to the long cooldown time; by the time you&#039;re ready to use another action, your opponent could have Charge&#039;d 3 times.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{infobox combat&lt;br /&gt;
|Box title = Feight Flight&lt;br /&gt;
|image = Image:FeignFlight.png&lt;br /&gt;
|imagewidth = 30&lt;br /&gt;
|caption = Gain IP when Defense is critically low.&lt;br /&gt;
|Row 1 title = Hotkey&lt;br /&gt;
|Row 1 info = F&lt;br /&gt;
|Row 2 title = Cooldown&lt;br /&gt;
|Row 2 info = 5.4 seconds&lt;br /&gt;
|Row 3 title = Requirements&lt;br /&gt;
|Row 3 info = &amp;lt;= 10% Defense&lt;br /&gt;
|Row 4 title = Effects&lt;br /&gt;
|Row 4 info = +2 IP&lt;br /&gt;
|Row 5 title = Required skill&lt;br /&gt;
|Row 5 info = [[Tricks and Ruses]]&lt;br /&gt;
|Row 6 title = Notes&lt;br /&gt;
|Row 6 info = Not a very good move because it can only be used when your Defense is 10% or lower, and has a 12 second cooldown.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;display:block;overflow:hidden;visibility:hidden;width:0;height:0&amp;quot;&amp;gt;.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
Special Moves are actions that are performed once upon activation in order to gain some specific advantage in a fight by manipulating one or more of the fight variables.&lt;br /&gt;
&lt;br /&gt;
{{infobox combat&lt;br /&gt;
|Box title = Battle Cry&lt;br /&gt;
|image = Image:BattleCry.png&lt;br /&gt;
|imagewidth = 30&lt;br /&gt;
|Row 1 title = Hotkey&lt;br /&gt;
|Row 1 info = Y&lt;br /&gt;
|Row 2 title = Cooldown&lt;br /&gt;
|Row 2 info = 1.5 seconds (at 10 Intensity)&lt;br /&gt;
|Row 3 title = Requirements&lt;br /&gt;
|Row 3 info = 7 IP, 10 Intensity&lt;br /&gt;
|Row 4 title = Cost&lt;br /&gt;
|Row 4 info = 7 IP &lt;br /&gt;
|Row 5 title = Effects&lt;br /&gt;
|Row 5 info = +100% Attack, -50% Defense, +2 Advantage&lt;br /&gt;
|Row 6 title = Required skill&lt;br /&gt;
|Row 6 info = [[Tales by the Hearth]]&lt;br /&gt;
|Row 7 title = Notes&lt;br /&gt;
|Row 7 info = You must have at least 14 IP to use this move! However, it will fill your Attack bar to 100% and give you +2 Advantage, at the cost of half a full Defense bar and 7 IP.&amp;lt;br&amp;gt;&lt;br /&gt;
The in-game tooltip incorrectly states that it removes 50% of your opponent&#039;s Defense.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{infobox combat&lt;br /&gt;
|Box title = Consume the Flames&lt;br /&gt;
|image = Image:Cflame.png&lt;br /&gt;
|imagewidth = 30&lt;br /&gt;
|Row 1 title = Hotkey&lt;br /&gt;
|Row 1 info = N&lt;br /&gt;
|Row 2 title = Cooldown&lt;br /&gt;
|Row 2 info = 5.0 seconds, unaffected by Intensity (because it is reset)&lt;br /&gt;
|Row 3 title = Effects&lt;br /&gt;
|Row 3 info = -1% * Intensity SHP damage to yourself; +1% * Stamina restored to yourself; Resets Intensity to 0.&lt;br /&gt;
|Row 4 title = Required skill&lt;br /&gt;
|Row 4 info = [[Fire and Ice]]&lt;br /&gt;
|Row 5 title = Notes&lt;br /&gt;
|Row 5 info = Can be used in [[taming]], but &#039;&#039;&#039;Sting Like A Bee&#039;&#039;&#039; is probably a better choice of move to use.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{infobox combat&lt;br /&gt;
|Box title = Fan the Flames&lt;br /&gt;
|image = Image:Fflame.png&lt;br /&gt;
|imagewidth = 30&lt;br /&gt;
|Row 1 title = Hotkey&lt;br /&gt;
|Row 1 info = N&lt;br /&gt;
|Row 2 title = Cooldown&lt;br /&gt;
|Row 2 info = 12.5 seconds, affected by the Intensity &#039;&#039;before&#039;&#039; use&lt;br /&gt;
|Row 3 title = Effects&lt;br /&gt;
|Row 3 info = +5 Intensity, -20% Stamina&lt;br /&gt;
|Row 4 title = Required skill&lt;br /&gt;
|Row 4 info = [[Fire and Ice]]&lt;br /&gt;
|Row 5 title = Notes&lt;br /&gt;
|Row 5 info = Not very useful. If you&#039;re planning on using &#039;&#039;&#039;CDTT&#039;&#039;&#039; on an animal from a distance (ie. shallows or in a boat) for a long time, it will speed things up to get Intensity up first.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{infobox combat&lt;br /&gt;
|Box title = Evil Eye&lt;br /&gt;
|image = Image:EvilEye.png&lt;br /&gt;
|imagewidth = 30&lt;br /&gt;
|caption = Reset your opponent&#039;s attack.&lt;br /&gt;
|Row 1 title = Hotkey&lt;br /&gt;
|Row 1 info = V&lt;br /&gt;
|Row 2 title = Cooldown&lt;br /&gt;
|Row 2 info = 24.0 seconds&lt;br /&gt;
|Row 3 title = Cost&lt;br /&gt;
|Row 3 info = 2 IP&lt;br /&gt;
|Row 4 title = Effects&lt;br /&gt;
|Row 4 info = +100% Attack to opponent, -2 Intensity&lt;br /&gt;
|Row 5 title = Required skill&lt;br /&gt;
|Row 5 info = [[Tricks and Ruses]]&lt;br /&gt;
|Row 6 title = Notes&lt;br /&gt;
|Row 6 info = Most useful when running away from a stronger opponent, or in many-vs.-1 combat.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{infobox combat&lt;br /&gt;
|Box title = Invocation of Skuld&lt;br /&gt;
|image = Image:InvocationOfSkuld.png&lt;br /&gt;
|imagewidth = 30&lt;br /&gt;
|Row 1 title = Hotkey&lt;br /&gt;
|Row 1 info = K&lt;br /&gt;
|Row 2 title = Cooldown&lt;br /&gt;
|Row 2 info = 8.0 seconds&lt;br /&gt;
|Row 3 title = Requirements&lt;br /&gt;
|Row 3 info = 10 IP&lt;br /&gt;
|Row 4 title = Cost&lt;br /&gt;
|Row 4 info = 3 IP &lt;br /&gt;
|Row 5 title = Effects&lt;br /&gt;
|Row 5 info = +20% Attack, +1 Advantage&lt;br /&gt;
|Row 6 title = Required skill&lt;br /&gt;
|Row 6 info = [[Tales by the Hearth]]&lt;br /&gt;
|Row 7 title = Notes&lt;br /&gt;
|Row 7 info = Gives you as much Attack as a &#039;&#039;&#039;Flex&#039;&#039;&#039;, but also gives you +1 Advantage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{infobox combat &lt;br /&gt;
|Box title = No Pain, No Gain&lt;br /&gt;
|image = Image:Paingain.png&lt;br /&gt;
|imagewidth = 30&lt;br /&gt;
|Row 1 title = Hotkey&lt;br /&gt;
|Row 1 info = A&lt;br /&gt;
|Row 2 title = Cooldown&lt;br /&gt;
|Row 2 info = 15.0 seconds&lt;br /&gt;
|Row 3 title = Effects&lt;br /&gt;
|Row 3 info = -50% SHP to yourself, +50% Attack&amp;lt;br&amp;gt;&lt;br /&gt;
-25% Defense to opponent&lt;br /&gt;
|Row 4 title = Required skill&lt;br /&gt;
|Row 4 info = [[Soldier Training]]&lt;br /&gt;
|Row 5 title = Notes&lt;br /&gt;
|Row 5 info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{infobox combat&lt;br /&gt;
|Box title = Opportunity Knocks&lt;br /&gt;
|image = Image:Oppknock.png&lt;br /&gt;
|imagewidth = 30&lt;br /&gt;
|caption = Fixed-% Defense removal.&lt;br /&gt;
|Row 1 title = Hotkey&lt;br /&gt;
|Row 1 info = O&lt;br /&gt;
|Row 2 title = Cooldown&lt;br /&gt;
|Row 2 info = 9.0 seconds&lt;br /&gt;
|Row 3 title = Cost&lt;br /&gt;
|Row 3 info = 5 IP&lt;br /&gt;
|Row 4 title = Effects&lt;br /&gt;
|Row 4 info = -30% Defense to opponent, +1 Intensity&lt;br /&gt;
|Row 5 title = Required skill&lt;br /&gt;
|Row 5 info = [[Soldier Training]]&lt;br /&gt;
|Row 6 title = Notes&lt;br /&gt;
|Row 6 info = Removes 30% from your opponent&#039;s Defense. Allows multiple weak characters to destroy a stronger character&#039;s Defense.&amp;lt;br&amp;gt;&lt;br /&gt;
It also allows you to deplete your opponent&#039;s Defense without using your Attack bar.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{infobox combat&lt;br /&gt;
|Box title = Sidestep&lt;br /&gt;
|image = Image:Sidestep.png&lt;br /&gt;
|imagewidth = 30&lt;br /&gt;
|Row 1 title = Hotkey&lt;br /&gt;
|Row 1 info = I&lt;br /&gt;
|Row 2 title = Cooldown&lt;br /&gt;
|Row 2 info = 10.0 seconds&lt;br /&gt;
|Row 3 title = Cost&lt;br /&gt;
|Row 3 info = 4 IP &lt;br /&gt;
|Row 4 title = Effects&lt;br /&gt;
|Row 4 info = +1 Advantage&lt;br /&gt;
|Row 5 title = Required skill&lt;br /&gt;
|Row 5 info = [[Brawling]]&lt;br /&gt;
|Row 6 title = Notes&lt;br /&gt;
|Row 6 info = Generally inferior to &#039;&#039;&#039;Invocation of Skuld&#039;&#039;&#039;. Does not increase Intensity.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{infobox combat&lt;br /&gt;
|Box title = Sting Like A Bee&lt;br /&gt;
|image = Image:StingLikeABee.png&lt;br /&gt;
|imagewidth = 30&lt;br /&gt;
|Row 1 title = Hotkey&lt;br /&gt;
|Row 1 info = E&lt;br /&gt;
|Row 2 title = Cooldown&lt;br /&gt;
|Row 2 info = 5.0 seconds, unaffected by Intensity&lt;br /&gt;
|Row 3 title = Cost&lt;br /&gt;
|Row 3 info = 6 IP&lt;br /&gt;
|Row 4 title = Effects&lt;br /&gt;
|Row 4 info = +10% * Intensity Attack, -8% Defense to yourself, Resets Intensity to 0.&lt;br /&gt;
|Row 5 title = Required skill&lt;br /&gt;
|Row 5 info = [[Warrior Spirit]]&lt;br /&gt;
|Row 6 title = Notes&lt;br /&gt;
|Row 6 info = You gain Attack in proportion to how high the Combat Intensity is. Can be used in [[taming]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{infobox combat&lt;br /&gt;
|Box title = Stern Order&lt;br /&gt;
|image = Image:SternOrder.png&lt;br /&gt;
|imagewidth = 30&lt;br /&gt;
|caption = Party move: Gain Advantage from a distance.&lt;br /&gt;
|Row 1 title = Hotkey&lt;br /&gt;
|Row 1 info = S&lt;br /&gt;
|Row 2 title = Cooldown&lt;br /&gt;
|Row 2 info = ~15.0 seconds&lt;br /&gt;
|Row 3 title = Cost&lt;br /&gt;
|Row 3 info = 6 IP&lt;br /&gt;
|Row 4 title = Effects&lt;br /&gt;
|Row 4 info = +1 * &#039;&#039;delta&#039;&#039; Advantage to all party members against the target.&lt;br /&gt;
|Row 5 title = Required skill&lt;br /&gt;
|Row 5 info = [[Leadership]]&lt;br /&gt;
|Row 6 title = Notes&lt;br /&gt;
|Row 6 info = This action can only be used by the party leader; you can always use it if you&#039;re not in a party.&amp;lt;br&amp;gt;&lt;br /&gt;
*delta* is calculated based on your Charisma versus the target&#039;s Charisma.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{infobox combat&lt;br /&gt;
|Box title = To Arms!&lt;br /&gt;
|image = Image:ToArms.png&lt;br /&gt;
|imagewidth = 30&lt;br /&gt;
|caption = Party move: Gain Advantage from a distance.&lt;br /&gt;
|Row 1 title = Hotkey&lt;br /&gt;
|Row 1 info = T&lt;br /&gt;
|Row 2 title = Cooldown&lt;br /&gt;
|Row 2 info = 10.0 seconds&lt;br /&gt;
|Row 3 title = Cost&lt;br /&gt;
|Row 3 info = 3 IP&lt;br /&gt;
|Row 4 title = Effects&lt;br /&gt;
|Row 4 info = +1 * &#039;&#039;delta&#039;&#039; IP to all party members against the target.&lt;br /&gt;
|Row 5 title = Required skill&lt;br /&gt;
|Row 5 info = [[Leadership]]&lt;br /&gt;
|Row 6 title = Notes&lt;br /&gt;
|Row 6 info = This action can only be used by the party leader; you can always use it if you&#039;re not in a party.&amp;lt;br&amp;gt;&lt;br /&gt;
*delta* is calculated based on your Charisma versus the target&#039;s Charisma.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;display:block;overflow:hidden;visibility:hidden;width:0;height:0&amp;quot;&amp;gt;.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Combat Actions ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quell the Beast&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:QuellTheBeast.png]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hotkey: Q&amp;lt;br /&amp;gt;Conditions: Combat Advantage 3 or greater, 0 Combat Intensity, Costs 2 Initiative. Only usable against domesticatable animals.&amp;lt;br /&amp;gt;Required Equipment: Rope&amp;lt;br /&amp;gt;Weight: Unarmed Combat&amp;lt;br/ /&amp;gt;Effect: When successful, the target animal will become attached to the rope and will follow as long as you hold the rope, and will also gain tameness. When the animal is attached to the rope, this attack cannot be used unless the animal attacked you, which it will do periodically. When the animal reaches 100 tameness points, it will become domesticated.&amp;lt;br /&amp;gt;Base Speed: &amp;lt;br /&amp;gt;Required Skill: [[Animal Husbandry]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Ashoot.png]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hotkey: H&amp;lt;br /&amp;gt;&lt;br /&gt;
Conditions: None.&amp;lt;br /&amp;gt;&lt;br /&gt;
Required Equipment: Bow and Arrow, or Sling and Stones&amp;lt;br /&amp;gt;&lt;br /&gt;
Note: Firing with a bow will deplete your attack meter, but the chance of success only depends on the accuracy meter.&amp;lt;br /&amp;gt;&lt;br /&gt;
Required Skill: [[Hunting]]&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Group&lt;br /&gt;
!Name&lt;br /&gt;
!Hotkey&lt;br /&gt;
!Skill&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 style=&amp;quot;text-align: center&amp;quot; | Attacks &amp;lt;br /&amp;gt; {{K|M}} &amp;gt; {{K|K}}&lt;br /&gt;
| &amp;quot;Knock his teeth out!&amp;quot; || K || [[Brawling]]&lt;br /&gt;
|-&lt;br /&gt;
| Chop || C || [[Militia Training]]&lt;br /&gt;
|-&lt;br /&gt;
| Cleave || L || [[Militia Training]]&lt;br /&gt;
|-&lt;br /&gt;
| Punch || P || [[Unarmed Combat]]&lt;br /&gt;
|-&lt;br /&gt;
| Sting || S || [[Swordsmanship]]&lt;br /&gt;
|-&lt;br /&gt;
| Strangle || G || [[Brawling]]&lt;br /&gt;
|-&lt;br /&gt;
| Valorous Strike || V || [[Swordsmanship]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6 style=&amp;quot;text-align: center&amp;quot; | Maneuvers &amp;lt;br /&amp;gt; {{K|M}} &amp;gt; {{K|M}}&lt;br /&gt;
| Bloodlust || B || [[Warrior Spirit]]&lt;br /&gt;
|-&lt;br /&gt;
| Combat Meditation || M || [[Fire and Ice]]&lt;br /&gt;
|-&lt;br /&gt;
| Death or Glory || G || [[Valor]]&lt;br /&gt;
|-&lt;br /&gt;
| Dodge || D || [[Unarmed Combat]]&lt;br /&gt;
|-&lt;br /&gt;
| Oak Stance || O || [[Tales by the Hearth]]&lt;br /&gt;
|-&lt;br /&gt;
| Shield || S || [[Militia Training]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=11 style=&amp;quot;text-align: center&amp;quot; | Moves &amp;lt;br /&amp;gt; {{K|M}} &amp;gt; {{K|O}}&lt;br /&gt;
| Call Down The Thunder || T || [[Leadership]]&lt;br /&gt;
|-&lt;br /&gt;
| Charge! || H || [[Brawling]]&lt;br /&gt;
|-&lt;br /&gt;
| Dash! || H (?) || [[Valor]]&lt;br /&gt;
|-&lt;br /&gt;
| Feign Flight || F || [[Tricks and Ruses]]&lt;br /&gt;
|-&lt;br /&gt;
| Flex || X || [[Warrior Spirit]]&lt;br /&gt;
|-&lt;br /&gt;
| Float Like a Butterfly || B || [[Warrior Spirit]]&lt;br /&gt;
|-&lt;br /&gt;
| Jump! || J || [[Unarmed Combat]]&lt;br /&gt;
|-&lt;br /&gt;
| Push the Advantage || U || [[Soldier Training]]&lt;br /&gt;
|-&lt;br /&gt;
| Seize the Day! || Z || [[Valor]]&lt;br /&gt;
|-&lt;br /&gt;
| Slide! || D || [[Unarmed Combat]]&lt;br /&gt;
|-&lt;br /&gt;
| Throw Sand || R || [[Tricks and Ruses]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=11 style=&amp;quot;text-align: center&amp;quot; | Special Moves &amp;lt;br /&amp;gt; {{K|M}} &amp;gt; {{K|S}}&lt;br /&gt;
| Battle Cry || Y || [[Tales by the Hearth]]&lt;br /&gt;
|-&lt;br /&gt;
| Consume the Flames || N || [[Fire and Ice]]&lt;br /&gt;
|-&lt;br /&gt;
| Evil Eye || V || [[Tricks and Ruses]]&lt;br /&gt;
|-&lt;br /&gt;
| Fan the Flames || F || [[Fire and Ice]]&lt;br /&gt;
|-&lt;br /&gt;
| Invocation of Skuld || K || [[Tales by the Hearth]]&lt;br /&gt;
|-&lt;br /&gt;
| No Pain, No Gain || A || [[Soldier Training]]&lt;br /&gt;
|-&lt;br /&gt;
| Opportunity Knocks || O || [[Soldier Training]]&lt;br /&gt;
|-&lt;br /&gt;
| Sidestep || I || [[Brawling]]&lt;br /&gt;
|-&lt;br /&gt;
| Stern Order || S || [[Leadership]]&lt;br /&gt;
|-&lt;br /&gt;
| Sting Like a Bee || E || [[Warrior Spirit]]&lt;br /&gt;
|-&lt;br /&gt;
| To Arms! || T || [[Leadership]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 style=&amp;quot;text-align: center&amp;quot; | Other &amp;lt;br /&amp;gt; {{K|M}}&lt;br /&gt;
| Quell the Beast || Q || [[Animal Husbandry]]&lt;br /&gt;
|-&lt;br /&gt;
| Shoot || H || [[Hunting]]/[[Archery]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
It has been found that many of the cooldowns listed with the actions are incorrect. A partial list has been provided on the Haven &amp;amp; Hearth forums by one of the community members in this thread: http://www.havenandhearth.com/forum/viewtopic.php?f=2&amp;amp;t=23357&amp;amp;start=10 (Thanks to Oddity from the HnH forums for providing the partial list.)&lt;br /&gt;
&lt;br /&gt;
Help correcting and/or confirming the times on these would be most helpful. (Please delete these notes after all entries are updated.) Also, if anyone has the exact formula for the effect of combat intensity and/or Agility on the cooldowns, it would be greatly appreciated.&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Personal_Beliefs&amp;diff=33298</id>
		<title>Legacy:Personal Beliefs</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Personal_Beliefs&amp;diff=33298"/>
		<updated>2015-09-13T12:18:30Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OutdatedPage}} &lt;br /&gt;
Personal Beliefs reflect how your character feels about important issues in Hearthlands.&lt;br /&gt;
&lt;br /&gt;
Attitudes are [http://en.wikipedia.org/wiki/Dualism dualisms] on a scale of 11 increments from -5 to +5. The effects of extreme (-5 and +5) settings are listed below with the middle settings (-4 to +4) falling in the middle:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Dualism&lt;br /&gt;
!Title&lt;br /&gt;
|[[Image:Belief Slider Left.png]]&lt;br /&gt;
|[[Image:Belief Slider Right.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Belief Icon Death.png]]/[[Image:Belief Icon Life.png]]&lt;br /&gt;
|&amp;lt;div&amp;gt;Death/Life&amp;lt;/div&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*-20% Maximum [[Hitpoints|Health Points]].&lt;br /&gt;
*&#039;&#039;&#039;+20% Grievous damage ([[Hitpoints#HHP|HHP]] damage).&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;+20% Maximum Health Points.&#039;&#039;&#039;&lt;br /&gt;
*-20% Grievous damage ([[Hitpoints#HHP|HHP]] damage).&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Belief Icon Night.png]]/[[Image:Belief Icon Day.png]]&lt;br /&gt;
|&amp;lt;div&amp;gt;Night/Day&amp;lt;/div&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Regenerate health at 3x speed during [[Day/Night Cycle|nighttime]].&#039;&#039;&#039;&lt;br /&gt;
*Regenerate health at 1/3 speed during daytime.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Regenerate health at 3x speed during daytime.&#039;&#039;&#039;&lt;br /&gt;
*Regenerate health at 1/3 speed during nighttime.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Belief Icon Barbarism.png]]/[[Image:Belief Icon Civilization.png]]&lt;br /&gt;
|&amp;lt;div&amp;gt;Barbarism/Civilization&amp;lt;/div&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;+30% [[Attributes#Strength|Strength]].&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+30% [[Attributes#Constitution|Constitution]].&#039;&#039;&#039;&lt;br /&gt;
*-30% [[Attributes#Intelligence|Intelligence]].&lt;br /&gt;
*-30% [[Attributes#Charisma|Charisma]].&lt;br /&gt;
|&lt;br /&gt;
*-30% Strength.&lt;br /&gt;
*-30% Constitution.&lt;br /&gt;
*&#039;&#039;&#039;+30% Intelligence.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+30% Charisma.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Belief Icon Nature.png]]/[[Image:Belief Icon Industry.png]]&lt;br /&gt;
|&amp;lt;div&amp;gt;Nature/Industry&amp;lt;/div&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;100% chance of getting 3 seeds per harvested crop (2 at neutral slider), excluding pumpkins and tea.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;100% chance of getting 2 [[Silk Filament]]s from unraveling cocoons instead of 1.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;100% chance of potted [[tree]]s sprouting, decreased tree sprouting time.&#039;&#039;&#039;&lt;br /&gt;
*Roughly 4% chance of [[Mining|getting any metal from mined ore]]. [1]&lt;br /&gt;
*50% chance of picking 1 [[Gray Clay]], [[Cave Clay]], or [[Feldspar]].&lt;br /&gt;
*0% chance of turning [[Bloom]] into [[Wrought Iron]].&lt;br /&gt;
|&lt;br /&gt;
*100% chance of getting 1 seed per harvested crop (2 at neutral slider), excluding pumpkins and tea.&lt;br /&gt;
*0% chance of getting any [[Silk Filament]]s from unraveling cocoons.&lt;br /&gt;
*Decreased (Probably 25%) chance of potted trees sprouting.&lt;br /&gt;
*Increased tree sprouting time while on [[Herbalist Table]]s&lt;br /&gt;
*&#039;&#039;&#039;20% chance of getting any metal from mined (common) ore.&#039;&#039;&#039; [1]&lt;br /&gt;
*&#039;&#039;&#039;100% chance of picking 2 [[Gray Clay]], [[Cave Clay]], or [[Feldspar]].&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;67% of turning [[Bloom]] into [[Wrought Iron]].&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Belief Icon Martial.png]]/[[Image:Belief Icon Peaceful.png]]&lt;br /&gt;
|&amp;lt;div&amp;gt;&amp;lt;div&amp;gt;Martial/Peaceful&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;+20% Damage.&#039;&#039;&#039;&lt;br /&gt;
*-20% Learning Ability.&lt;br /&gt;
|&lt;br /&gt;
*-20% Damage.&lt;br /&gt;
*&#039;&#039;&#039;+20% Learning Ability.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Belief Icon Tradition.png]]/[[Image:Belief Icon Change.png]]&lt;br /&gt;
|&amp;lt;div&amp;gt;Tradition/Change&amp;lt;/div&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*Learning Ability: 1/3 of normal.&lt;br /&gt;
*&#039;&#039;&#039;Death results in a 25% loss to skills and stats.&#039;&#039;&#039; (about 43% total LP loss excluding personal claim)&lt;br /&gt;
*Attitude changes can be made once every 3 days game time (1 day real time)&lt;br /&gt;
*&#039;&#039;&#039;Receive 3 [[Ancestral Worship|numen points]] per primary sacrifice.&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Learning Ability: x3 normal.&#039;&#039;&#039;&lt;br /&gt;
*Death results in a 75% loss to skills and stats. (about 93% total LP loss excluding personal claim)&lt;br /&gt;
*&#039;&#039;&#039;Attitude changes can be made once every 8 hours game time (2 hours and 40 minutes real time)&#039;&#039;&#039;&lt;br /&gt;
*1/3 chance of receiving a [[Ancestral Worship|numen point]] per primary sacrifice.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*[1] This applies to the character who mined the ore, not the one who lights the smelter.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*Progress toward changing beliefs again is only counted while logged in. Z&#039;s above a character indicate that that character has not interacted with anything within the last 20 minutes/typed :afk in console which pauses beliefs being counted. Most custom clients prevent you from going afk; they can be found in the forum section [http://www.havenandhearth.com/forum/viewforum.php?f=27&amp;amp;sid=b6409a29431ba0ede867c66b9af93ceb The Wizard&#039;s Tower].&lt;br /&gt;
&lt;br /&gt;
*Progress toward changing beliefs again is counted in in-game time, which is 3 times faster then actual time, so if it says 3 hours left, it actually is one hour of waiting.&lt;br /&gt;
&lt;br /&gt;
*The +20% Learning Ability from Peaceful is also affected by your Tradition/Change Learning Ability multiplier. Therefore, if you have +20% Learning Ability from full Peaceful, and x3 LA from full Change, the +20% is multiplied by 3 to become +60%.&lt;br /&gt;
&lt;br /&gt;
*Attitude sliders are found in the character sheet in the Personal Beliefs section. The frequency with which they can be changed is influenced by your tradition/change setting (see above table). This time only decreases while logged in. Mousing over the image at the top of the menu displays the remaining time until another slider can be altered.&lt;br /&gt;
&lt;br /&gt;
*Every attitude change causes the Tradition/Change slider to move one step towards Change. The one exception is altering the Tradition/Change slider itself.&lt;br /&gt;
&lt;br /&gt;
*Full Life is advised due to Grievous damage being rather useless, because animals have no HHP, and dealing higher HHP to players isn&#039;t very effective anyways.&lt;br /&gt;
&lt;br /&gt;
*[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=2916&amp;amp;sid=dc418046bc0fc045a7130fdb3491117f&amp;amp;start=0 Jorb post] commenting on belief changes (death effects, change/tradition influencing rate of attitude changes.)&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy_talk:Water&amp;diff=25749</id>
		<title>Legacy talk:Water</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy_talk:Water&amp;diff=25749"/>
		<updated>2012-04-01T14:48:06Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: liter/litres, American English vs. British English&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== infobox, water, liter ==&lt;br /&gt;
&lt;br /&gt;
In case there are some other or additional thoughts on this.&amp;lt;br/&amp;gt;&lt;br /&gt;
General updated some &amp;quot;liters&amp;quot; to &amp;quot;liter&amp;quot; (unit indicator). Water value to general x.y format.&amp;lt;br/&amp;gt;&lt;br /&gt;
And added Water to &#039;Tea&#039; and &#039;Bone Glue&#039;, as &#039;Wort&#039; also has it. That last part is technically a &#039;Cauldron&#039; with at least x.y amount of Water.  (assuming its the water amount used in the production of a single unit.)&amp;lt;br/&amp;gt;&lt;br /&gt;
--[[User:MvGulik|MvGulik]] 06:54, 31 March 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:About water requirements for tea/glue/wort i think it&#039;s better to leave them out or add them to cauldron section &amp;lt;pre&amp;gt;|producedby= [[requires::cauldron]] (with 5.0 litres)&amp;lt;/pre&amp;gt; as we got plenty more objects requiring tiny amounts of water in cauldron like leather or mussels. Also at the same time we got objects that require both water in inventory and additional water in cauldron (Ring of Brodgar), so i would use the &amp;lt;pre&amp;gt;|objectsreq=[[requires::water]] (0.5 litre)&amp;lt;/pre&amp;gt; for those only.&lt;br /&gt;
:On a minor note in english the word in litre/litres, in american it&#039;s liter/liters; I personaly prefere english since it&#039;s proper one when american is more of a dialect. --[[User:Rook|Rook]] 07:25, 31 March 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: It has little to do with it &amp;quot;being a dialect&amp;quot;. The reason American English uses defferent spelling is because [http://en.wikipedia.org/wiki/Noah_Webster#Dictionary Noah Webster wanted to make the spelling easier and more consistent]. As a Swede I appreciate that our written language actually makes some kind of sense phonetically, and so I welcome Webster&#039;s attempts to make written English more consistent. However, I did notice plant fibers using the British spelling in H&amp;amp;H. Anyway, I think the target-demographic is more used to American English. --[[User:ArvinJA|ArvinJA]] 10:48, 1 April 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I looked up some further references and in the context of infobox 0.5 litres (plural form) is a correct use while 0.5 litre (singular) is not. --[[User:Rook|Rook]] 09:33, 31 March 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks for feedback. Not sure yet about using &#039;litres&#039; instead of &#039;liters&#039;. American spelling seems most used in general on RoB wiki (not just for &#039;liters&#039; case.). Support the &#039;Cauldron (with 5.0 liters)&#039; idea. (intent to also use &#039;liter&#039;&#039;&#039;s&#039;&#039;&#039;&#039; in 1.0 cases. Unless someone objects.) --[[User:MvGulik|MvGulik]] 17:21, 31 March 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Oven&amp;diff=25748</id>
		<title>Legacy:Oven</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Oven&amp;diff=25748"/>
		<updated>2012-04-01T14:31:12Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox metaobj&lt;br /&gt;
|xsize = 3&lt;br /&gt;
|ysize = 3&lt;br /&gt;
|skillreq = [[requires::Baking]]&lt;br /&gt;
|objectsreq = [[requires::Brick]] x45&lt;br /&gt;
|lift = No&lt;br /&gt;
|repwith = [[requires::Brick]]&lt;br /&gt;
}}&lt;br /&gt;
An oven is needed to bake various pastry [[Baked Goods|doughs]], such as [[Bread Dough|bread dough]]. Ovens require wood or charcoal to bake food, so it would be a wise idea to build one near a tree for easy access to [[branch]]es.&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
You can build an oven on a 3x3 paved area. To find out how to plow and lay stone, see [[terraforming]].&lt;br /&gt;
&lt;br /&gt;
{{K|B}}uild &amp;amp;gt; {{K|C}}onstruction &amp;amp;gt; O{{K|v}}en&lt;br /&gt;
&lt;br /&gt;
==How to Use==&lt;br /&gt;
*First, produce the dough.&lt;br /&gt;
*Fuel the oven with [[branch]]es or other fuel by right-clicking on it while holding the fuel. [[Block of Wood|Blocks of wood]], [[Board|boards]], and [[Charcoal|charcoal]] are all equivalent to 2 branches.&lt;br /&gt;
*Place the dough into the oven by right clicking the oven and placing the dough into one of its four inventory slots.&lt;br /&gt;
*Finally, light the oven by right clicking on it and pressing the &#039;Light&#039; button.&lt;br /&gt;
&lt;br /&gt;
Use only the appropriate number of branches for each food item. If you use more branches, then this will turn your dough into [[ash]] unless you manually take it out in time. Also, beware of the dough storage bug - if you leave dough too long in the oven before lighting it, then you&#039;ll need less branches than usual and might burn it even with the correct amount. For this reason you should add the fuel first, and then light the oven immediately after putting the dough in.&lt;br /&gt;
&lt;br /&gt;
See [[Baking]] for exact numbers of branches.&lt;br /&gt;
&lt;br /&gt;
==Quality==&lt;br /&gt;
The formula used for determining the baked good&#039;s quality is &amp;lt;math&amp;gt;(DoughQ*2+ OvenQ + FuelQ) / 4&amp;lt;/math&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Light Sources]]&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy_talk:Tobacco&amp;diff=25710</id>
		<title>Legacy talk:Tobacco</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy_talk:Tobacco&amp;diff=25710"/>
		<updated>2012-03-31T00:01:21Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think this page needs to be moved to ground tobacco as labeled in the game. --[[User:Dataslycer|Dataslycer]] 10:17, December 2, 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Since i do not see any info on this here&#039;s the &amp;quot;smoking experience&amp;quot; i had:&lt;br /&gt;
&lt;br /&gt;
*Pipe Q 21, Ground Tobacco Q 29&lt;br /&gt;
*I lit the pipe and i got a 10% buff with a timer of 40 minutes&lt;br /&gt;
*About every 33 seconds the buff increased by 10% and the timer reset to 40 minutes&lt;br /&gt;
*A little after the buff reached 90% the animation of smoking ended, and now timer did not reset, just kept ticking down&lt;br /&gt;
*Psyche increased gradualy to reach 7 bonus at 90%&lt;br /&gt;
--[[User:Rook|Rook]] 07:39, 24 March 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tobacco seems to give  &amp;lt;math&amp;gt;5*(\sqrt TobaccoQ)  /Psyche&amp;lt;/math&amp;gt; psyche when smoked.&amp;quot;&lt;br /&gt;
:That&#039;s definitly not true. In the above example i had 22 unbuffed PSY.&lt;br /&gt;
:What it could possibly be is 5*sqrt(Qt/10) when buff reaches 100% --[[User:Rook|Rook]] 09:45, 30 March 2012 (EDT)&lt;br /&gt;
:: At 100% is what was meant. --[[User:ArvinJA|ArvinJA]] 10:01, 30 March 2012 (EDT)&lt;br /&gt;
:::That&#039;s what i assumed but the psyche part in it would put the mathematical result far off the experimental ones. Going by that formula at 22 psyche with 29 tobbaco i should&#039;ve got 5*(sqrt(29)/22)-&amp;gt;1.2 buff, while i got 7 or 8. Even if we modify it a bit and try 5*(sqrt(29/22)) we still get only 5.7 buff; that&#039;s why i&#039;m saying it&#039;s off, i&#039;ve run only one test so i can&#039;t say if base psyche plays part or not but even if it does it&#039;s not at the rate this formula represents. --[[User:Rook|Rook]] 11:28, 30 March 2012 (EDT)&lt;br /&gt;
::::My friend who came up with the formula, hm, I don&#039;t know how he got the &amp;lt;math&amp;gt;/Psyche&amp;lt;/math&amp;gt; part, doesn&#039;t seem that sane that the bonus would be divided by your Psyche at all. I&#039;ll remove the formula from the wiki and I&#039;ll scrutinize his formulas more in the future. --[[User:ArvinJA|ArvinJA]] 18:49, 30 March 2012 (EDT)&lt;br /&gt;
::::: He now insists that he meant &amp;lt;math&amp;gt;5*\sqrt(Q/10)&amp;lt;/math&amp;gt; at 100%, no idea if it checks out, do what you want with it. --[[User:ArvinJA|ArvinJA]] 20:00, 30 March 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy_talk:Tobacco&amp;diff=25709</id>
		<title>Legacy talk:Tobacco</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy_talk:Tobacco&amp;diff=25709"/>
		<updated>2012-03-31T00:00:59Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think this page needs to be moved to ground tobacco as labeled in the game. --[[User:Dataslycer|Dataslycer]] 10:17, December 2, 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Since i do not see any info on this here&#039;s the &amp;quot;smoking experience&amp;quot; i had:&lt;br /&gt;
&lt;br /&gt;
*Pipe Q 21, Ground Tobacco Q 29&lt;br /&gt;
*I lit the pipe and i got a 10% buff with a timer of 40 minutes&lt;br /&gt;
*About every 33 seconds the buff increased by 10% and the timer reset to 40 minutes&lt;br /&gt;
*A little after the buff reached 90% the animation of smoking ended, and now timer did not reset, just kept ticking down&lt;br /&gt;
*Psyche increased gradualy to reach 7 bonus at 90%&lt;br /&gt;
--[[User:Rook|Rook]] 07:39, 24 March 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tobacco seems to give  &amp;lt;math&amp;gt;5*(\sqrt TobaccoQ)  /Psyche&amp;lt;/math&amp;gt; psyche when smoked.&amp;quot;&lt;br /&gt;
:That&#039;s definitly not true. In the above example i had 22 unbuffed PSY.&lt;br /&gt;
:What it could possibly be is 5*sqrt(Qt/10) when buff reaches 100% --[[User:Rook|Rook]] 09:45, 30 March 2012 (EDT)&lt;br /&gt;
:: At 100% is what was meant. --[[User:ArvinJA|ArvinJA]] 10:01, 30 March 2012 (EDT)&lt;br /&gt;
:::That&#039;s what i assumed but the psyche part in it would put the mathematical result far off the experimental ones. Going by that formula at 22 psyche with 29 tobbaco i should&#039;ve got 5*(sqrt(29)/22)-&amp;gt;1.2 buff, while i got 7 or 8. Even if we modify it a bit and try 5*(sqrt(29/22)) we still get only 5.7 buff; that&#039;s why i&#039;m saying it&#039;s off, i&#039;ve run only one test so i can&#039;t say if base psyche plays part or not but even if it does it&#039;s not at the rate this formula represents. --[[User:Rook|Rook]] 11:28, 30 March 2012 (EDT)&lt;br /&gt;
::::My friend who came up with the formula, hm, I don&#039;t know how he got the &amp;lt;math&amp;gt;/Psyche&amp;lt;/math&amp;gt; part, doesn&#039;t seem that sane that the bonus would be divided by your Psyche at all. I&#039;ll remove the formula from the wiki and I&#039;ll scrutinize his formulas more in the future. --[[User:ArvinJA|ArvinJA]] 18:49, 30 March 2012 (EDT)&lt;br /&gt;
::::: He now insists that he meant &amp;lt;math&amp;gt;5*sqrt(Q/10)&amp;lt;/math&amp;gt; at 100%, no idea if it checks out, do what you want with it. --[[User:ArvinJA|ArvinJA]] 20:00, 30 March 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Tobacco&amp;diff=25693</id>
		<title>Legacy:Tobacco</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Tobacco&amp;diff=25693"/>
		<updated>2012-03-30T22:49:51Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: Removing ludvig&amp;#039;s unlikely formula.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
|xsize      = 1&lt;br /&gt;
|ysize      = 1&lt;br /&gt;
|skillreq   = Unknown&lt;br /&gt;
|objectsreq = [[requires::Cured Tobacco Leaf]]&lt;br /&gt;
|producedby = [[requires::Quern]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Pipe|Smoking]] tobacco reduces [[Travel Weariness]], gives the &amp;quot;Smoke &amp;amp; Fire&amp;quot; buff that temporarily increases [[:Attributes#Psyche|Psyche]], and creates a small light source around your player.&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
You need a [[Cured Tobacco Leaf]] and a [[Quern]] to make tobacco. Quality is [[Softcap|softcapped]] by sqrt(perception * farming).&lt;br /&gt;
&lt;br /&gt;
{{Key|C}}raft &amp;gt; {{Key|P}}otions &amp;amp; Herbs &amp;gt; {{Key|T}}obacco&lt;br /&gt;
&lt;br /&gt;
==How to Use==&lt;br /&gt;
To smoke tobacco, you need to have a [[pipe]]. Load the tobacco into your pipe by left-clicking the tobacco and right-clicking the pipe. Equip your pipe, then right-click the pipe and choose Light.&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy_talk:Tobacco&amp;diff=25692</id>
		<title>Legacy talk:Tobacco</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy_talk:Tobacco&amp;diff=25692"/>
		<updated>2012-03-30T22:49:10Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think this page needs to be moved to ground tobacco as labeled in the game. --[[User:Dataslycer|Dataslycer]] 10:17, December 2, 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Since i do not see any info on this here&#039;s the &amp;quot;smoking experience&amp;quot; i had:&lt;br /&gt;
&lt;br /&gt;
*Pipe Q 21, Ground Tobacco Q 29&lt;br /&gt;
*I lit the pipe and i got a 10% buff with a timer of 40 minutes&lt;br /&gt;
*About every 33 seconds the buff increased by 10% and the timer reset to 40 minutes&lt;br /&gt;
*A little after the buff reached 90% the animation of smoking ended, and now timer did not reset, just kept ticking down&lt;br /&gt;
*Psyche increased gradualy to reach 7 bonus at 90%&lt;br /&gt;
--[[User:Rook|Rook]] 07:39, 24 March 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tobacco seems to give  &amp;lt;math&amp;gt;5*(\sqrt TobaccoQ)  /Psyche&amp;lt;/math&amp;gt; psyche when smoked.&amp;quot;&lt;br /&gt;
:That&#039;s definitly not true. In the above example i had 22 unbuffed PSY.&lt;br /&gt;
:What it could possibly be is 5*sqrt(Qt/10) when buff reaches 100% --[[User:Rook|Rook]] 09:45, 30 March 2012 (EDT)&lt;br /&gt;
:: At 100% is what was meant. --[[User:ArvinJA|ArvinJA]] 10:01, 30 March 2012 (EDT)&lt;br /&gt;
:::That&#039;s what i assumed but the psyche part in it would put the mathematical result far off the experimental ones. Going by that formula at 22 psyche with 29 tobbaco i should&#039;ve got 5*(sqrt(29)/22)-&amp;gt;1.2 buff, while i got 7 or 8. Even if we modify it a bit and try 5*(sqrt(29/22)) we still get only 5.7 buff; that&#039;s why i&#039;m saying it&#039;s off, i&#039;ve run only one test so i can&#039;t say if base psyche plays part or not but even if it does it&#039;s not at the rate this formula represents. --[[User:Rook|Rook]] 11:28, 30 March 2012 (EDT)&lt;br /&gt;
::::My friend who came up with the formula, hm, I don&#039;t know how he got the &amp;lt;math&amp;gt;/Psyche&amp;lt;/math&amp;gt; part, doesn&#039;t seem that sane that the bonus would be divided by your Psyche at all. I&#039;ll remove the formula from the wiki and I&#039;ll scrutinize his formulas more in the future. --[[User:ArvinJA|ArvinJA]] 18:49, 30 March 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy_talk:Tobacco&amp;diff=25685</id>
		<title>Legacy talk:Tobacco</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy_talk:Tobacco&amp;diff=25685"/>
		<updated>2012-03-30T14:01:36Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think this page needs to be moved to ground tobacco as labeled in the game. --[[User:Dataslycer|Dataslycer]] 10:17, December 2, 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Since i do not see any info on this here&#039;s the &amp;quot;smoking experience&amp;quot; i had:&lt;br /&gt;
&lt;br /&gt;
*Pipe Q 21, Ground Tobacco Q 29&lt;br /&gt;
*I lit the pipe and i got a 10% buff with a timer of 40 minutes&lt;br /&gt;
*About every 33 seconds the buff increased by 10% and the timer reset to 40 minutes&lt;br /&gt;
*A little after the buff reached 90% the animation of smoking ended, and now timer did not reset, just kept ticking down&lt;br /&gt;
*Psyche increased gradualy to reach 7 bonus at 90%&lt;br /&gt;
--[[User:Rook|Rook]] 07:39, 24 March 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tobacco seems to give  &amp;lt;math&amp;gt;5*(\sqrt TobaccoQ)  /Psyche&amp;lt;/math&amp;gt; psyche when smoked.&amp;quot;&lt;br /&gt;
:That&#039;s definitly not true. In the above example i had 22 unbuffed PSY.&lt;br /&gt;
:What it could possibly be is 5*sqrt(Qt/10) when buff reaches 100% --[[User:Rook|Rook]] 09:45, 30 March 2012 (EDT)&lt;br /&gt;
:: At 100% is what was meant. --[[User:ArvinJA|ArvinJA]] 10:01, 30 March 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Tobacco&amp;diff=25682</id>
		<title>Legacy:Tobacco</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Tobacco&amp;diff=25682"/>
		<updated>2012-03-30T13:14:15Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: Adding potential formula, calculated by ludvig.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
|xsize      = 1&lt;br /&gt;
|ysize      = 1&lt;br /&gt;
|skillreq   = Unknown&lt;br /&gt;
|objectsreq = [[requires::Cured Tobacco Leaf]]&lt;br /&gt;
|producedby = [[requires::Quern]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Pipe|Smoking]] tobacco reduces [[Travel Weariness]], gives the &amp;quot;Smoke &amp;amp; Fire&amp;quot; buff that temporarily increases [[:Attributes#Psyche|Psyche]], and creates a small light source around your player.&lt;br /&gt;
Tobacco seems to give  &amp;lt;math&amp;gt;5*(\sqrt TobaccoQ)  /Psyche&amp;lt;/math&amp;gt; psyche when smoked.&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
You need a [[Cured Tobacco Leaf]] and a [[Quern]] to make tobacco. Quality is [[Softcap|softcapped]] by sqrt(perception * farming).&lt;br /&gt;
&lt;br /&gt;
{{Key|C}}raft &amp;gt; {{Key|P}}otions &amp;amp; Herbs &amp;gt; {{Key|T}}obacco&lt;br /&gt;
&lt;br /&gt;
==How to Use==&lt;br /&gt;
To smoke tobacco, you need to have a [[pipe]]. Load the tobacco into your pipe by left-clicking the tobacco and right-clicking the pipe. Equip your pipe, then right-click the pipe and choose Light.&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy_talk:Brickwall&amp;diff=25616</id>
		<title>Legacy talk:Brickwall</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy_talk:Brickwall&amp;diff=25616"/>
		<updated>2012-03-25T16:20:53Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: continuation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Brick wall Calculation ==&lt;br /&gt;
Rook. Your sure about that 465+20*(x+y)?&amp;lt;br/&amp;gt;&lt;br /&gt;
Hoped I did not have to look into this (As I generally suck at math). But I also end up with 505+20*(x+y).&amp;lt;br/&amp;gt;&lt;br /&gt;
--[[User:MvGulik|MvGulik]] 11:35, 25 March 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
(minimal wall design.)&lt;br /&gt;
*-*--*-* [295] (50*2:CP-corners)+(50*2:CP-gate)+(75:gate)+(10*2:wall) = (50*2)+(50*2)+(75)+(10*2) = 100+100+75+20 = 295&lt;br /&gt;
|      | [_20] (10*2:wall) = 20&lt;br /&gt;
*------* [160] (50*2:CP-corners)+(10*6:wall) = 100+60 = 160&lt;br /&gt;
        +[250] AICP&lt;br /&gt;
	=[725] (295+20+160+250=725)&lt;br /&gt;
&lt;br /&gt;
walls: 6+2+2=10,10*10=100&lt;br /&gt;
gate: 175&lt;br /&gt;
corners: 200&lt;br /&gt;
AIPC: 250 (Additional Initial Counterpost construction cost.)&lt;br /&gt;
100+175+200+250=725&lt;br /&gt;
&lt;br /&gt;
Base CP cost&lt;br /&gt;
- +250 AICP&lt;br /&gt;
- 200 Corners(only).&lt;br /&gt;
- 175 gate(total).&lt;br /&gt;
(625) (250+200+175=625)&lt;br /&gt;
&lt;br /&gt;
with 8+3: (22=11*2)&lt;br /&gt;
- 220 (10*22)&lt;br /&gt;
- -40 Double wall counts. (for each corner(10*4))&lt;br /&gt;
= 180&lt;br /&gt;
-  -80 Double wall/CP counts. (for each corner(10*4) + Gate setup(10*4:2CP+Gate=2) = 40+40 = 80&lt;br /&gt;
= 100&lt;br /&gt;
(725)=(625+100)&lt;br /&gt;
(8+3)*20-120+625=725 (120=40+80 = Double counts, all)&lt;br /&gt;
625-120=505&lt;br /&gt;
(8+3)*20+505=725&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Rook is right.&amp;lt;br/&amp;gt;&lt;br /&gt;
:Each corner is counted twice since of them being counted in both the x and y, so it&#039;s -20 for each corner (then -30 between the gate and fifth cornerpost), totalling a subtraction of 110 from 575.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Also your example is warped terribly. It&#039;s 300 bricks for the ICP, and it&#039;s created acting as if we create 2 cornerposts for the gate, when the  formula made was for one of the gate&#039;s CPs to be a corner.&amp;lt;br/&amp;gt;&lt;br /&gt;
:--[[User:ApocalypsePlease|ApocalypsePlease]] 11:52, 25 March 2012 (EDT)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
::Seems a important part of the IPC var I used got ditched in the copy and past. But it needs to be seen as the &#039;Additional&amp;quot; cost over the general Conterpost cost. So it can be used as seperate math item. (Ergo: I ::split the ICP into a AIPC and CP part, Just kept calling it ICP. That&#039;s all). (I&#039;m not convinced. Where it the error in my math?) --[[User:MvGulik|MvGulik]] 12:11, 25 March 2012 (EDT)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Yeah, Rook&#039;s formula works I think. I use &amp;lt;pre&amp;gt;(300+CPS*50+GATES*75)+20*(X+Y-4)-(CPS-3)*10-GATES*20&amp;lt;/pre&amp;gt; for my calculator now.&lt;br /&gt;
:&amp;lt;pre&amp;gt;(300+CPS*50+GATES*75)&amp;lt;/pre&amp;gt; Base cost for subsequent CPs and initial CP and gates&lt;br /&gt;
:&amp;lt;pre&amp;gt;20*(X+Y-4)&amp;lt;/pre&amp;gt; The cost of all ordinary wall tiles, discounting the corners&lt;br /&gt;
:&amp;lt;pre&amp;gt;-(CPS-3)*10-GATES*20&amp;lt;/pre&amp;gt; We previously used the cost for wall tiles that might actually be gates or CPs, so we compensate here.&lt;br /&gt;
:It would be embarrassing if this calculation was wrong.&lt;br /&gt;
&lt;br /&gt;
:--[[User:ArvinJA|ArvinJA]] 12:17, 25 March 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: It should also be said that there is some value in verbosity, even though it might scare some people away, it is easier to follow something verbose. --[[User:ArvinJA|ArvinJA]] 12:20, 25 March 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy_talk:Brickwall&amp;diff=25615</id>
		<title>Legacy talk:Brickwall</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy_talk:Brickwall&amp;diff=25615"/>
		<updated>2012-03-25T16:17:51Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: Math discussion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Brick wall Calculation ==&lt;br /&gt;
Rook. Your sure about that 465+20*(x+y)?&amp;lt;br/&amp;gt;&lt;br /&gt;
Hoped I did not have to look into this (As I generally suck at math). But I also end up with 505+20*(x+y).&amp;lt;br/&amp;gt;&lt;br /&gt;
--[[User:MvGulik|MvGulik]] 11:35, 25 March 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
(minimal wall design.)&lt;br /&gt;
*-*--*-* [295] (50*2:CP-corners)+(50*2:CP-gate)+(75:gate)+(10*2:wall) = (50*2)+(50*2)+(75)+(10*2) = 100+100+75+20 = 295&lt;br /&gt;
|      | [_20] (10*2:wall) = 20&lt;br /&gt;
*------* [160] (50*2:CP-corners)+(10*6:wall) = 100+60 = 160&lt;br /&gt;
        +[250] AICP&lt;br /&gt;
	=[725] (295+20+160+250=725)&lt;br /&gt;
&lt;br /&gt;
walls: 6+2+2=10,10*10=100&lt;br /&gt;
gate: 175&lt;br /&gt;
corners: 200&lt;br /&gt;
AIPC: 250 (Additional Initial Counterpost construction cost.)&lt;br /&gt;
100+175+200+250=725&lt;br /&gt;
&lt;br /&gt;
Base CP cost&lt;br /&gt;
- +250 AICP&lt;br /&gt;
- 200 Corners(only).&lt;br /&gt;
- 175 gate(total).&lt;br /&gt;
(625) (250+200+175=625)&lt;br /&gt;
&lt;br /&gt;
with 8+3: (22=11*2)&lt;br /&gt;
- 220 (10*22)&lt;br /&gt;
- -40 Double wall counts. (for each corner(10*4))&lt;br /&gt;
= 180&lt;br /&gt;
-  -80 Double wall/CP counts. (for each corner(10*4) + Gate setup(10*4:2CP+Gate=2) = 40+40 = 80&lt;br /&gt;
= 100&lt;br /&gt;
(725)=(625+100)&lt;br /&gt;
(8+3)*20-120+625=725 (120=40+80 = Double counts, all)&lt;br /&gt;
625-120=505&lt;br /&gt;
(8+3)*20+505=725&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Rook is right.&amp;lt;br/&amp;gt;&lt;br /&gt;
:Each corner is counted twice since of them being counted in both the x and y, so it&#039;s -20 for each corner (then -30 between the gate and fifth cornerpost), totalling a subtraction of 110 from 575.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Also your example is warped terribly. It&#039;s 300 bricks for the ICP, and it&#039;s created acting as if we create 2 cornerposts for the gate, when the  formula made was for one of the gate&#039;s CPs to be a corner.&amp;lt;br/&amp;gt;&lt;br /&gt;
:--[[User:ApocalypsePlease|ApocalypsePlease]] 11:52, 25 March 2012 (EDT)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
::Seems a important part of the IPC var I used got ditched in the copy and past. But it needs to be seen as the &#039;Additional&amp;quot; cost over the general Conterpost cost. So it can be used as seperate math item. (Ergo: I ::split the ICP into a AIPC and CP part, Just kept calling it ICP. That&#039;s all). (I&#039;m not convinced. Where it the error in my math?) --[[User:MvGulik|MvGulik]] 12:11, 25 March 2012 (EDT)&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Yeah, Rook&#039;s formula works I think. I use &amp;lt;pre&amp;gt;(300+CPS*50+GATES*75)+20*(X+Y-4)-(CPS-3)*10-GATES*20&amp;lt;/pre&amp;gt; for my calculator now.&lt;br /&gt;
:&amp;lt;pre&amp;gt;(300+CPS*50+GATES*75)&amp;lt;/pre&amp;gt; Base cost for subsequent CPs and initial CP and gates&lt;br /&gt;
:&amp;lt;pre&amp;gt;20*(X+Y-4)&amp;lt;/pre&amp;gt; The cost of all ordinary wall tiles, discounting the corners&lt;br /&gt;
:&amp;lt;pre&amp;gt;-(CPS-3)*10-GATES*20&amp;lt;/pre&amp;gt; We previously used the cost for wall tiles that might actually be gates or CPs, so we compensate here.&lt;br /&gt;
:It would be embarrassing if this calculation was wrong.&lt;br /&gt;
&lt;br /&gt;
:--[[User:ArvinJA|ArvinJA]] 12:17, 25 March 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Brickwall&amp;diff=25602</id>
		<title>Legacy:Brickwall</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Brickwall&amp;diff=25602"/>
		<updated>2012-03-25T13:17:35Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
|xsize = 1&lt;br /&gt;
|ysize = 1&lt;br /&gt;
|skillreq = [[requires::Masonry]]&lt;br /&gt;
|objectsreq = &lt;br /&gt;
- Initial Cornerpost:&amp;lt;br /&amp;gt; [[requires::Brick]] x300, [[requires::Bar of Wrought Iron]] x10 &amp;lt;br /&amp;gt;&lt;br /&gt;
- Subsequent Cornerposts:&amp;lt;br /&amp;gt; [[Brick]] x50, [[Bar of Wrought Iron]] x5 &amp;lt;br /&amp;gt;&lt;br /&gt;
- Wall Sections:&amp;lt;br /&amp;gt; [[Brick]] x10 &amp;lt;br /&amp;gt;&lt;br /&gt;
- Gate:&amp;lt;br /&amp;gt; [[Brick]] x75, [[requires::Bar of Steel]] x5&lt;br /&gt;
|lift = No&lt;br /&gt;
|sthp = 5000&lt;br /&gt;
|soak = 70&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A very sturdy wall, indestructible without [[Battering Ram]].&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
{{Key|B}}uild &amp;gt; {{Key|W}}alls and Fences &amp;gt; {{Key|B}}rickwall&lt;br /&gt;
&lt;br /&gt;
Begin by constructing a cornerpost, after its construction is complete there is a 12 hours waiting period for it to set, before allowing further interaction with it. &lt;br /&gt;
&lt;br /&gt;
After it sets right click the cornerpost to expand the wall south, north, west or east. Placing a new cornerpost using a wall segment is needed to change direction (subsequent corneposts require less materials and don&#039;t have a 12 hour wait time like the first).&lt;br /&gt;
&lt;br /&gt;
Two free tiles flanked by cornerposts on both sides make possible a gate. Once a gate has been built, the character that laid the final touch on the gate will receive a [[Key]] for it.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
For extensive help and additional information, see the Notes: section on [[Palisade|Palisades]].&lt;br /&gt;
&lt;br /&gt;
To calculate the brick cost of a rectangular x*y sized brickwall one can use this formula: 505+20*(x+y) (formula based on 1 gate, 1 initial cornerpost and 4 subsequent cornerposts).&lt;br /&gt;
&lt;br /&gt;
Or use [http://arvinja.com/uploads/hnh/bwcalc.php this calculator].&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Brickwall&amp;diff=25601</id>
		<title>Legacy:Brickwall</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Brickwall&amp;diff=25601"/>
		<updated>2012-03-25T13:17:11Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
|xsize = 1&lt;br /&gt;
|ysize = 1&lt;br /&gt;
|skillreq = [[requires::Masonry]]&lt;br /&gt;
|objectsreq = &lt;br /&gt;
- Initial Cornerpost:&amp;lt;br /&amp;gt; [[requires::Brick]] x300, [[requires::Bar of Wrought Iron]] x10 &amp;lt;br /&amp;gt;&lt;br /&gt;
- Subsequent Cornerposts:&amp;lt;br /&amp;gt; [[Brick]] x50, [[Bar of Wrought Iron]] x5 &amp;lt;br /&amp;gt;&lt;br /&gt;
- Wall Sections:&amp;lt;br /&amp;gt; [[Brick]] x10 &amp;lt;br /&amp;gt;&lt;br /&gt;
- Gate:&amp;lt;br /&amp;gt; [[Brick]] x75, [[requires::Bar of Steel]] x5&lt;br /&gt;
|lift = No&lt;br /&gt;
|sthp = 5000&lt;br /&gt;
|soak = 70&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A very sturdy wall, indestructible without [[Battering Ram]].&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
{{Key|B}}uild &amp;gt; {{Key|W}}alls and Fences &amp;gt; {{Key|B}}rickwall&lt;br /&gt;
&lt;br /&gt;
Begin by constructing a cornerpost, after its construction is complete there is a 12 hours waiting period for it to set, before allowing further interaction with it. &lt;br /&gt;
&lt;br /&gt;
After it sets right click the cornerpost to expand the wall south, north, west or east. Placing a new cornerpost using a wall segment is needed to change direction (subsequent corneposts require less materials and don&#039;t have a 12 hour wait time like the first).&lt;br /&gt;
&lt;br /&gt;
Two free tiles flanked by cornerposts on both sides make possible a gate. Once a gate has been built, the character that laid the final touch on the gate will receive a [[Key]] for it.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
For extensive help and additional information, see the Notes: section on [[Palisade|Palisades]].&lt;br /&gt;
&lt;br /&gt;
To calculate the brick cost of a rectangular x*y sized brickwall one can use this formula: 505+20*(x+y)(formula based on 1 gate, 1 initial cornerpost and 4 subsequent cornerposts).&lt;br /&gt;
&lt;br /&gt;
Or use [http://arvinja.com/uploads/hnh/bwcalc.php this calculator].&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Brickwall&amp;diff=25600</id>
		<title>Legacy:Brickwall</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Brickwall&amp;diff=25600"/>
		<updated>2012-03-25T13:16:27Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: 290+40*4+55 (Inital - 10)+(4*Subsequent CP&amp;#039;s -10)+(Gate-20) = 505. This is the base cost of a bw of any size.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
|xsize = 1&lt;br /&gt;
|ysize = 1&lt;br /&gt;
|skillreq = [[requires::Masonry]]&lt;br /&gt;
|objectsreq = &lt;br /&gt;
- Initial Cornerpost:&amp;lt;br /&amp;gt; [[requires::Brick]] x300, [[requires::Bar of Wrought Iron]] x10 &amp;lt;br /&amp;gt;&lt;br /&gt;
- Subsequent Cornerposts:&amp;lt;br /&amp;gt; [[Brick]] x50, [[Bar of Wrought Iron]] x5 &amp;lt;br /&amp;gt;&lt;br /&gt;
- Wall Sections:&amp;lt;br /&amp;gt; [[Brick]] x10 &amp;lt;br /&amp;gt;&lt;br /&gt;
- Gate:&amp;lt;br /&amp;gt; [[Brick]] x75, [[requires::Bar of Steel]] x5&lt;br /&gt;
|lift = No&lt;br /&gt;
|sthp = 5000&lt;br /&gt;
|soak = 70&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A very sturdy wall, indestructible without [[Battering Ram]].&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
{{Key|B}}uild &amp;gt; {{Key|W}}alls and Fences &amp;gt; {{Key|B}}rickwall&lt;br /&gt;
&lt;br /&gt;
Begin by constructing a cornerpost, after its construction is complete there is a 12 hours waiting period for it to set, before allowing further interaction with it. &lt;br /&gt;
&lt;br /&gt;
After it sets right click the cornerpost to expand the wall south, north, west or east. Placing a new cornerpost using a wall segment is needed to change direction (subsequent corneposts require less materials and don&#039;t have a 12 hour wait time like the first).&lt;br /&gt;
&lt;br /&gt;
Two free tiles flanked by cornerposts on both sides make possible a gate. Once a gate has been built, the character that laid the final touch on the gate will receive a [[Key]] for it.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
For extensive help and additional information, see the Notes: section on [[Palisade|Palisades]].&lt;br /&gt;
&lt;br /&gt;
To calculate the brick cost of a rectangular x*y sized brickwall one can use this formula: 505+20*(x+y).&lt;br /&gt;
Or use [http://arvinja.com/uploads/hnh/bwcalc.php this calculator].&lt;br /&gt;
(formula based on 1 gate, 1 initial cornerpost and 4 subsequent cornerposts)&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Brickwall&amp;diff=25452</id>
		<title>Legacy:Brickwall</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Brickwall&amp;diff=25452"/>
		<updated>2012-03-24T18:08:32Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
|xsize = 1&lt;br /&gt;
|ysize = 1&lt;br /&gt;
|skillreq = [[requires::Masonry]]&lt;br /&gt;
|objectsreq = &lt;br /&gt;
- Initial Cornerpost:&amp;lt;br /&amp;gt; [[requires::Brick]] x300, [[requires::Bar of Wrought Iron]] x10 &amp;lt;br /&amp;gt;&lt;br /&gt;
- Subsequent Cornerposts:&amp;lt;br /&amp;gt; [[Brick]] x50, [[Bar of Wrought Iron]] x5 &amp;lt;br /&amp;gt;&lt;br /&gt;
- Wall Sections:&amp;lt;br /&amp;gt; [[Brick]] x10 &amp;lt;br /&amp;gt;&lt;br /&gt;
- Gate:&amp;lt;br /&amp;gt; [[Brick]] x75, [[requires::Bar of Steel]] x5&lt;br /&gt;
|lift = No&lt;br /&gt;
|sthp = 5000&lt;br /&gt;
|soak = 70&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A very sturdy wall, indestructible without [[Battering Ram]].&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
{{Key|B}}uild &amp;gt; {{Key|W}}alls and Fences &amp;gt; {{Key|B}}rickwall&lt;br /&gt;
&lt;br /&gt;
Begin by constructing a cornerpost, after its construction is complete there is a 12 hours waiting period for it to set, before allowing further interaction with it. &lt;br /&gt;
&lt;br /&gt;
After it sets right click the cornerpost to expand the wall south, north, west or east. Placing a new cornerpost using a wall segment is needed to change direction (subsequent corneposts require less materials and don&#039;t have a 12 hour wait time like the first).&lt;br /&gt;
&lt;br /&gt;
Two free tiles flanked by cornerposts on both sides make possible a gate. Once a gate has been built, the character that laid the final touch on the gate will receive a [[Key]] for it.&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
&lt;br /&gt;
For extensive help and additional information, see the Notes: section on [[Palisade|Palisades]].&lt;br /&gt;
&lt;br /&gt;
To calculate the brick cost of an x*x sized brickwall one can use this formula: ((4*(x-2)*10)+300+(50*4)+75)-20&lt;br /&gt;
&lt;br /&gt;
To calculate the brick cost of an x*y sized brickwall one can use this formula: ((2*(x-2)*10)+(2*(y-2)*10)+300+(50*4)+75)-20&lt;br /&gt;
&lt;br /&gt;
Or use [http://arvinja.com/uploads/hnh/bwcalc.php this calculator].&lt;br /&gt;
&lt;br /&gt;
(formulas based on 1 gate, 1 initial cornerpost and 4 subsequent cornerposts)&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Brickwall&amp;diff=25446</id>
		<title>Legacy:Brickwall</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Brickwall&amp;diff=25446"/>
		<updated>2012-03-24T18:03:11Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
|xsize = 1&lt;br /&gt;
|ysize = 1&lt;br /&gt;
|skillreq = [[requires::Masonry]]&lt;br /&gt;
|objectsreq = &lt;br /&gt;
- Initial Cornerpost:&amp;lt;br /&amp;gt; [[requires::Brick]] x300, [[requires::Bar of Wrought Iron]] x10 &amp;lt;br /&amp;gt;&lt;br /&gt;
- Subsequent Cornerposts:&amp;lt;br /&amp;gt; [[Brick]] x50, [[Bar of Wrought Iron]] x5 &amp;lt;br /&amp;gt;&lt;br /&gt;
- Wall Sections:&amp;lt;br /&amp;gt; [[Brick]] x10 &amp;lt;br /&amp;gt;&lt;br /&gt;
- Gate:&amp;lt;br /&amp;gt; [[Brick]] x75, [[requires::Bar of Steel]] x5&lt;br /&gt;
|lift = No&lt;br /&gt;
|sthp = 5000&lt;br /&gt;
|soak = 70&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A very sturdy wall, indestructible without [[Battering Ram]].&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
{{Key|B}}uild &amp;gt; {{Key|W}}alls and Fences &amp;gt; {{Key|B}}rickwall&lt;br /&gt;
&lt;br /&gt;
Begin by constructing a cornerpost, after its construction is complete there is a 12 hours waiting period for it to set, before allowing further interaction with it. &lt;br /&gt;
&lt;br /&gt;
After it sets right click the cornerpost to expand the wall south, north, west or east. Placing a new cornerpost using a wall segment is needed to change direction (subsequent corneposts require less materials and don&#039;t have a 12 hour wait time like the first).&lt;br /&gt;
&lt;br /&gt;
Two free tiles flanked by cornerposts on both sides make possible a gate. Once a gate has been built, the character that laid the final touch on the gate will receive a [[Key]] for it.&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
&lt;br /&gt;
For extensive help and additional information, see the Notes: section on [[Palisade|Palisades]].&lt;br /&gt;
&lt;br /&gt;
To calculate the brick cost of an x*x sized brickwall one can use this formula: ((4*(x-2)*10)+300+(50*3)+75)-20&lt;br /&gt;
&lt;br /&gt;
To calculate the brick cost of an x*y sized brickwall one can use this formula: ((2*(x-2)*10)+(2*(y-2)*10)+300+(50*3)+75)-20&lt;br /&gt;
&lt;br /&gt;
Or use [http://arvinja.com/uploads/hnh/bwcalc.php this calculator].&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Brickwall&amp;diff=25417</id>
		<title>Legacy:Brickwall</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Brickwall&amp;diff=25417"/>
		<updated>2012-03-24T17:41:16Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
|xsize = 1&lt;br /&gt;
|ysize = 1&lt;br /&gt;
|skillreq = [[requires::Masonry]]&lt;br /&gt;
|objectsreq = &lt;br /&gt;
- Initial Cornerpost:&amp;lt;br /&amp;gt; [[requires::Brick]] x300, [[requires::Bar of Wrought Iron]] x10 &amp;lt;br /&amp;gt;&lt;br /&gt;
- Subsequent Cornerposts:&amp;lt;br /&amp;gt; [[Brick]] x50, [[Bar of Wrought Iron]] x5 &amp;lt;br /&amp;gt;&lt;br /&gt;
- Wall Sections:&amp;lt;br /&amp;gt; [[Brick]] x10 &amp;lt;br /&amp;gt;&lt;br /&gt;
- Gate:&amp;lt;br /&amp;gt; [[Brick]] x75, [[requires::Bar of Steel]] x5&lt;br /&gt;
|lift = No&lt;br /&gt;
|sthp = 5000&lt;br /&gt;
|soak = 70&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A very sturdy wall, indestructible without [[Battering Ram]].&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
{{Key|B}}uild &amp;gt; {{Key|W}}alls and Fences &amp;gt; {{Key|B}}rickwall&lt;br /&gt;
&lt;br /&gt;
Begin by constructing a cornerpost, after its construction is complete there is a 12 hours waiting period for it to set, before allowing further interaction with it. &lt;br /&gt;
&lt;br /&gt;
After it sets right click the cornerpost to expand the wall south, north, west or east. Placing a new cornerpost using a wall segment is needed to change direction (subsequent corneposts require less materials and don&#039;t have a 12 hour wait time like the first).&lt;br /&gt;
&lt;br /&gt;
Two free tiles flanked by cornerposts on both sides make possible a gate. Once a gate has been built, the character that laid the final touch on the gate will receive a [[Key]] for it.&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
&lt;br /&gt;
For extensive help and additional information, see the Notes: section on [[Palisade|Palisades]].&lt;br /&gt;
&lt;br /&gt;
To calculate the brick cost of an x*x sized brickwall one can use this formula: ((4*(x-2)*10)+300+(50*3)+75)-20&lt;br /&gt;
To calculate the brick cost of an x*y sized brickwall one can use this formula: ((2*(x-2)*10)+(2*(y-2)*10)+300+(50*3)+75)-20&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Brickwall&amp;diff=25416</id>
		<title>Legacy:Brickwall</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Brickwall&amp;diff=25416"/>
		<updated>2012-03-24T17:38:29Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
|xsize = 1&lt;br /&gt;
|ysize = 1&lt;br /&gt;
|skillreq = [[requires::Masonry]]&lt;br /&gt;
|objectsreq = &lt;br /&gt;
- Initial Cornerpost:&amp;lt;br /&amp;gt; [[requires::Brick]] x300, [[requires::Bar of Wrought Iron]] x10 &amp;lt;br /&amp;gt;&lt;br /&gt;
- Subsequent Cornerposts:&amp;lt;br /&amp;gt; [[Brick]] x50, [[Bar of Wrought Iron]] x5 &amp;lt;br /&amp;gt;&lt;br /&gt;
- Wall Sections:&amp;lt;br /&amp;gt; [[Brick]] x10 &amp;lt;br /&amp;gt;&lt;br /&gt;
- Gate:&amp;lt;br /&amp;gt; [[Brick]] x75, [[requires::Bar of Steel]] x5&lt;br /&gt;
|lift = No&lt;br /&gt;
|sthp = 5000&lt;br /&gt;
|soak = 70&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A very sturdy wall, indestructible without [[Battering Ram]].&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
{{Key|B}}uild &amp;gt; {{Key|W}}alls and Fences &amp;gt; {{Key|B}}rickwall&lt;br /&gt;
&lt;br /&gt;
Begin by constructing a cornerpost, after its construction is complete there is a 12 hours waiting period for it to set, before allowing further interaction with it. &lt;br /&gt;
&lt;br /&gt;
After it sets right click the cornerpost to expand the wall south, north, west or east. Placing a new cornerpost using a wall segment is needed to change direction (subsequent corneposts require less materials and don&#039;t have a 12 hour wait time like the first).&lt;br /&gt;
&lt;br /&gt;
Two free tiles flanked by cornerposts on both sides make possible a gate. Once a gate has been built, the character that laid the final touch on the gate will receive a [[Key]] for it.&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
&lt;br /&gt;
For extensive help and additional information, see the Notes: section on [[Palisade|Palisades]].&lt;br /&gt;
&lt;br /&gt;
To calculate the brick cost of an x*x sized brickwall one can use this formula: ((4*(x-2)*10)+300+(50*3)+75)-20&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Brickwall&amp;diff=25415</id>
		<title>Legacy:Brickwall</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Brickwall&amp;diff=25415"/>
		<updated>2012-03-24T17:38:00Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
|xsize = 1&lt;br /&gt;
|ysize = 1&lt;br /&gt;
|skillreq = [[requires::Masonry]]&lt;br /&gt;
|objectsreq = &lt;br /&gt;
- Initial Cornerpost:&amp;lt;br /&amp;gt; [[requires::Brick]] x300, [[requires::Bar of Wrought Iron]] x10 &amp;lt;br /&amp;gt;&lt;br /&gt;
- Subsequent Cornerposts:&amp;lt;br /&amp;gt; [[Brick]] x50, [[Bar of Wrought Iron]] x5 &amp;lt;br /&amp;gt;&lt;br /&gt;
- Wall Sections:&amp;lt;br /&amp;gt; [[Brick]] x10 &amp;lt;br /&amp;gt;&lt;br /&gt;
- Gate:&amp;lt;br /&amp;gt; [[Brick]] x75, [[requires::Bar of Steel]] x5&lt;br /&gt;
|lift = No&lt;br /&gt;
|sthp = 5000&lt;br /&gt;
|soak = 70&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A very sturdy wall, indestructible without [[Battering Ram]].&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
{{Key|B}}uild &amp;gt; {{Key|W}}alls and Fences &amp;gt; {{Key|B}}rickwall&lt;br /&gt;
&lt;br /&gt;
Begin by constructing a cornerpost, after its construction is complete there is a 12 hours waiting period for it to set, before allowing further interaction with it. &lt;br /&gt;
&lt;br /&gt;
After it sets right click the cornerpost to expand the wall south, north, west or east. Placing a new cornerpost using a wall segment is needed to change direction (subsequent corneposts require less materials and don&#039;t have a 12 hour wait time like the first).&lt;br /&gt;
&lt;br /&gt;
Two free tiles flanked by cornerposts on both sides make possible a gate. Once a gate has been built, the character that laid the final touch on the gate will receive a [[Key]] for it.&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
&lt;br /&gt;
For extensive help and additional information, see the Notes: section on [[Palisade|Palisades]].&lt;br /&gt;
&lt;br /&gt;
To calculate the brick cost of an x*x sized brickwall one can use this formula: ((4*(40-2)*10)+300+(50*3)+75)-20&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Brickwall&amp;diff=25414</id>
		<title>Legacy:Brickwall</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Brickwall&amp;diff=25414"/>
		<updated>2012-03-24T17:37:41Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
|xsize = 1&lt;br /&gt;
|ysize = 1&lt;br /&gt;
|skillreq = [[requires::Masonry]]&lt;br /&gt;
|objectsreq = &lt;br /&gt;
- Initial Cornerpost:&amp;lt;br /&amp;gt; [[requires::Brick]] x300, [[requires::Bar of Wrought Iron]] x10 &amp;lt;br /&amp;gt;&lt;br /&gt;
- Subsequent Cornerposts:&amp;lt;br /&amp;gt; [[Brick]] x50, [[Bar of Wrought Iron]] x5 &amp;lt;br /&amp;gt;&lt;br /&gt;
- Wall Sections:&amp;lt;br /&amp;gt; [[Brick]] x10 &amp;lt;br /&amp;gt;&lt;br /&gt;
- Gate:&amp;lt;br /&amp;gt; [[Brick]] x75, [[requires::Bar of Steel]] x5&lt;br /&gt;
|lift = No&lt;br /&gt;
|sthp = 5000&lt;br /&gt;
|soak = 70&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A very sturdy wall, indestructible without [[Battering Ram]].&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
{{Key|B}}uild &amp;gt; {{Key|W}}alls and Fences &amp;gt; {{Key|B}}rickwall&lt;br /&gt;
&lt;br /&gt;
Begin by constructing a cornerpost, after its construction is complete there is a 12 hours waiting period for it to set, before allowing further interaction with it. &lt;br /&gt;
&lt;br /&gt;
After it sets right click the cornerpost to expand the wall south, north, west or east. Placing a new cornerpost using a wall segment is needed to change direction (subsequent corneposts require less materials and don&#039;t have a 12 hour wait time like the first).&lt;br /&gt;
&lt;br /&gt;
Two free tiles flanked by cornerposts on both sides make possible a gate. Once a gate has been built, the character that laid the final touch on the gate will receive a [[Key]] for it.&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
&lt;br /&gt;
For extensive help and additional information, see the Notes: section on [[Palisade|Palisades]].&lt;br /&gt;
&lt;br /&gt;
To calculate the brick cost of an x*x sized palisade one can use this formula: ((4*(40-2)*10)+300+(50*3)+75)-20&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Brickwall&amp;diff=25413</id>
		<title>Legacy:Brickwall</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Brickwall&amp;diff=25413"/>
		<updated>2012-03-24T17:37:28Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
|xsize = 1&lt;br /&gt;
|ysize = 1&lt;br /&gt;
|skillreq = [[requires::Masonry]]&lt;br /&gt;
|objectsreq = &lt;br /&gt;
- Initial Cornerpost:&amp;lt;br /&amp;gt; [[requires::Brick]] x300, [[requires::Bar of Wrought Iron]] x10 &amp;lt;br /&amp;gt;&lt;br /&gt;
- Subsequent Cornerposts:&amp;lt;br /&amp;gt; [[Brick]] x50, [[Bar of Wrought Iron]] x5 &amp;lt;br /&amp;gt;&lt;br /&gt;
- Wall Sections:&amp;lt;br /&amp;gt; [[Brick]] x10 &amp;lt;br /&amp;gt;&lt;br /&gt;
- Gate:&amp;lt;br /&amp;gt; [[Brick]] x75, [[requires::Bar of Steel]] x5&lt;br /&gt;
|lift = No&lt;br /&gt;
|sthp = 5000&lt;br /&gt;
|soak = 70&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A very sturdy wall, indestructible without [[Battering Ram]].&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
{{Key|B}}uild &amp;gt; {{Key|W}}alls and Fences &amp;gt; {{Key|B}}rickwall&lt;br /&gt;
&lt;br /&gt;
Begin by constructing a cornerpost, after its construction is complete there is a 12 hours waiting period for it to set, before allowing further interaction with it. &lt;br /&gt;
&lt;br /&gt;
After it sets right click the cornerpost to expand the wall south, north, west or east. Placing a new cornerpost using a wall segment is needed to change direction (subsequent corneposts require less materials and don&#039;t have a 12 hour wait time like the first).&lt;br /&gt;
&lt;br /&gt;
Two free tiles flanked by cornerposts on both sides make possible a gate. Once a gate has been built, the character that laid the final touch on the gate will receive a [[Key]] for it.&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
&lt;br /&gt;
For extensive help and additional information, see the Notes: section on [[Palisade|Palisades]].&lt;br /&gt;
To calculate the brick cost of an x*x sized palisade one can use this formula: ((4*(40-2)*10)+300+(50*3)+75)-20&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Rabid_Jackalope&amp;diff=25410</id>
		<title>Legacy:Rabid Jackalope</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Rabid_Jackalope&amp;diff=25410"/>
		<updated>2012-03-24T14:13:40Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: Jackalope has probably been fixed by now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_curio&lt;br /&gt;
|image = file:Rabid_Jackalope.png&lt;br /&gt;
|xsize = 2&lt;br /&gt;
|ysize = 2&lt;br /&gt;
|skillreq   = [[requires::Hunting]]&lt;br /&gt;
|objectsreq = [[Rabbit]]&lt;br /&gt;
|producedby = Hand&lt;br /&gt;
|lpgain = 10000&lt;br /&gt;
|studytime = 12.00&lt;br /&gt;
|mentalweight = 7&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Rabid Jackalope&#039;&#039;&#039; is a [[Curiosity]] which can be used in the [[Study Interface]] to earn [[Learning Points]].&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
&lt;br /&gt;
Pick up a [[Rabbit]] and it may become a Rabid Jackalope.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Not much is known about this curiosity yet.&lt;br /&gt;
*Its neck can be wrung. If this is done in the curiosity table, it seems the server crashes. After wringing its neck, the Jackalope becomes a normal [[Dead Rabbit]]. (possibly fixed)&lt;br /&gt;
&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Goldbeater%27s_Skin&amp;diff=24319</id>
		<title>Legacy:Goldbeater&#039;s Skin</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Goldbeater%27s_Skin&amp;diff=24319"/>
		<updated>2012-02-16T23:41:22Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox object&lt;br /&gt;
&lt;br /&gt;
|xsize = 1&lt;br /&gt;
|ysize = 1&lt;br /&gt;
|skillreq = [[requires::Jewelry]]&lt;br /&gt;
|objectsreq = [[requires::Calf&#039;s Intestines]] x2, [[requires::Vinegar]] x3&lt;br /&gt;
}} A Goldbeater&#039;s Skin is a required item for crafting all jewelry except [[Spectacles]], [[Pearl Necklace]] and [[Bear Tooth Talisman]].&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Note&#039;&#039;&#039;==&lt;br /&gt;
It&#039;s an &#039;&#039;ingredient&#039;&#039; and not a tool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
{{Key&lt;br /&gt;
|C|&lt;br /&gt;
}}raft &amp;gt; {{Key&lt;br /&gt;
|J|&lt;br /&gt;
}}ewelry &amp;gt; {{Key&lt;br /&gt;
&lt;br /&gt;
|G|&lt;br /&gt;
}}oldbeater&#039;s Skin&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Mine_Hole&amp;diff=24297</id>
		<title>Legacy:Mine Hole</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Mine_Hole&amp;diff=24297"/>
		<updated>2012-02-15T18:56:35Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox structure&lt;br /&gt;
|xsize = 3&lt;br /&gt;
|ysize = 3&lt;br /&gt;
|skillreq = [[requires::Prospecting]]&lt;br /&gt;
|objectsreq = [[requires::Block of Wood]] x300, [[requires::Board]] x40, [[requires::Rope]] x20, [[requires::Hardened Leather]] x10, [[requires::Leather]] x20&lt;br /&gt;
|repwith = Nothing&lt;br /&gt;
|type = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Available metals are: [[Bar of Gold|Gold]], [[Bar of Silver|Silver]], [[Bar of Cast Iron|Iron]], [[Bar of Copper|Copper]] and [[Bar of Tin|Tin]].&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
A mine hole must be built on a paved 3x3 area. &lt;br /&gt;
&lt;br /&gt;
A mine hole may be built anywhere. In order to place a mine hole near available ore, one should prospect the area first, however, it is not necessary. [[Prospecting]] requires [[Rustroot Extract]] to determine the location of an ore vein. If you don&#039;t have access to rustroot, building a mine may just take more underground labour before it digs up any ore.&lt;br /&gt;
&lt;br /&gt;
{{Key|B}}uild -&amp;gt; {{Key|C}}onstruction -&amp;gt; {{Key|M}}ine Hole&lt;br /&gt;
==&#039;&#039;&#039;Note&#039;&#039;&#039;==&lt;br /&gt;
Since the 1/11/2011 restart, Mine Holes will now lead you to the second layer of the world, wich can also be acessed by cave entrances.&lt;br /&gt;
&lt;br /&gt;
Mines can now be built everywhere, but it`s not guaranteed there will be ore. Thus, [[Prospecting]] does not lose it`s worth. The mineholes are way more expensive - you need [[Hardened Leather]] to build them. Lastly, [[Mine support]] are required as the mine may collapse if you do not build them.&lt;br /&gt;
&lt;br /&gt;
Since mine holes can be quite expensive it&#039;s usually a good idea to make sure there will be metals in the mine before you construct the mine hole.&lt;br /&gt;
&lt;br /&gt;
A mine hole built inside your compound should be walled off with a [[Palisade]] or [[Brickwall]] as it is possible for raiders to tunnel into a mined area from elsewhere and gain entrance to a village or compound through an unsecured mine.&lt;br /&gt;
&lt;br /&gt;
If you want to get the maximum amount of metal from your node you should build the minehole away from your node and mine into the node.&lt;br /&gt;
[[Category:Structures]]&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Hardened_Leather&amp;diff=24001</id>
		<title>Legacy:Hardened Leather</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Hardened_Leather&amp;diff=24001"/>
		<updated>2012-01-09T22:51:01Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox object&lt;br /&gt;
|xsize = 1&lt;br /&gt;
|ysize = 1&lt;br /&gt;
|skillreq = [[requires::Leather Working]]&lt;br /&gt;
|objectsreq = [[requires::Leather]] x3, [[requires::Beeswax]] x2 Or [[requires::Candleberry wax]] x2&lt;br /&gt;
|producedby = [[requires::Cauldron]] or [[requires::Clay Cauldron]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Hardened Leather is leather treated with wax to strengthen it. It requires three pieces of [[Leather]] and two units of [[Beeswax]] or [[Candleberry wax]], and may be used to create objects like the [[Traveller&#039;s Sack]], [[Cutthroat Cuirass]] and [[Mine hole]].&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
You need a cauldron or clay cauldron with at least 2.5 litres of hot water to harden leather. &lt;br /&gt;
&lt;br /&gt;
*Gather the 5 ingredients into your inventory: 3 [[Leather]] and 2 [[Beeswax]] or 2 [[Candleberry wax]]&lt;br /&gt;
*Right click a boiling [[Cauldron]] or [[Clay Cauldron]] to move into position and ready it for use&lt;br /&gt;
*Select the recipe: {{Key|C}}raft &amp;gt; {{Key|L}}eather Working &amp;gt; Har{{Key|d}}ened Leather&lt;br /&gt;
*Click the &amp;quot;Craft&amp;quot; button&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Hardened Leather also counts as regular [[Leather]] in recipes, meaning it may be used as a substitute if you have no regular Leather available to you. Therefore, since Hardened Leather uses Leather in its own recipe, it means you will have to remove newly crafted Hardened Leather from your inventory before attempting to make more or it will be used in the process. &#039;&#039;&#039;Do not use the &amp;quot;Craft All&amp;quot; button&#039;&#039;&#039; if attempting to make multiple pieces of Hardened Leather or some will be lost in this manner. &#039;&#039;&#039;Make them one piece at a time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Formula for quality is:  &amp;lt;math&amp;gt;((Leather Avg+Wax Avg)/2)*3+((WaterQ+CauldronQ)/2)\over 4 &amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Objects]]&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Mine_Hole&amp;diff=23976</id>
		<title>Legacy:Mine Hole</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Mine_Hole&amp;diff=23976"/>
		<updated>2012-01-04T21:43:09Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: /* Note */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox structure&lt;br /&gt;
|xsize = 3&lt;br /&gt;
|ysize = 3&lt;br /&gt;
|skillreq = [[requires::Prospecting]]&lt;br /&gt;
|objectsreq = [[requires::Block of Wood]] x300, [[requires::Board]] x40, [[requires::Rope]] x20, [[requires::Hardened Leather]] x10, [[requires::Leather]] x20&lt;br /&gt;
|repwith = Nothing&lt;br /&gt;
|type = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Available metals are: [[Bar of Gold|Gold]], [[Bar of Silver|Silver]], [[Bar of Cast Iron|Iron]], [[Bar of Copper|Copper]] and [[Bar of Tin|Tin]].&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
A mine hole must be built on a paved 3x3 area. &lt;br /&gt;
&lt;br /&gt;
A mine hole may be built anywhere. In order to place a mine hole near available ore, one should prospect the area first, however, it is not necessary. [[Prospecting]] requires [[Rustroot Extract]] to determine the location of an ore vein. If you don&#039;t have access to rustroot, building a mine may just take more underground labour before it digs up any ore.&lt;br /&gt;
&lt;br /&gt;
{{Key|B}}uild -&amp;gt; {{Key|C}}onstruction -&amp;gt; {{Key|M}}ine Hole&lt;br /&gt;
==&#039;&#039;&#039;Note&#039;&#039;&#039;==&lt;br /&gt;
Since the 1/11/2011 restart, Mine Holes will now lead you to the second layer of the world, wich can also be acessed by cave entrances.&lt;br /&gt;
&lt;br /&gt;
Mines can now be built everywhere, but it`s not guaranteed there will be ore. Thus, [[Prospecting]] does not lose it`s worth. The mineholes are way more expensive - you need [[Hardened Leather]] to build them. Lastly, [[Mine support]] are required as the mine may collapse if you do not build them.&lt;br /&gt;
&lt;br /&gt;
A mine hole built inside your compound should be walled off with a [[Palisade]] or [[Brickwall]] as it is possible for raiders to tunnel into a mined area from elsewhere and gain entrance to a village or compound through an unsecured mine.&lt;br /&gt;
&lt;br /&gt;
If you want to get the maximum amount of metal from your node you should build the minehole away from your node and mine into the node.&lt;br /&gt;
[[Category:Structures]]&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Deer&amp;diff=23951</id>
		<title>Legacy:Deer</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Deer&amp;diff=23951"/>
		<updated>2012-01-02T17:12:20Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature&lt;br /&gt;
|location = [[Forest]]&lt;br /&gt;
|avgLevel = 10&lt;br /&gt;
|hp       = Level*20&lt;br /&gt;
|butcherQuality = Level*10&lt;br /&gt;
|loot     = [[Raw Hide]], [[Intestines]] x4, [[Raw Deer Meat]] x10, [[Bone Material]] x6, [[Deer Antlers]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Deer fight solo, but can be found in herds. They have the ability to heal other animals and themselves for &amp;lt;math&amp;gt;40+(6*{DeerLevel})&amp;lt;/math&amp;gt;. They sometimes will attack you and kill you while you are unconscious. To get to you, Deer will destroy any objects obstructing their path with lower than Soak 25, meaning only [[Palisade]]s and [[Brickwall]]s stop Deer from chasing you. &lt;br /&gt;
&lt;br /&gt;
The quality of all Deer materials (Raw Hide, Meat, Intestines, Bones/Teeth) is equal to Deer Level*10. Raw Hide, Intestines, and Meat are [[Softcap|softcapped]][http://ringofbrodgar.com/wiki/Quality#Skill_values] by Survival and your carving tool. Bones are only softcapped[http://ringofbrodgar.com/wiki/Quality#Skill_values] by Survival.&lt;br /&gt;
&lt;br /&gt;
== Combat Behavior ==&lt;br /&gt;
&lt;br /&gt;
Deer will attack with a stomp when their attack meter is high enough. They will also use a move that will give them initiative points and another that will fill both attack and defense meter. They will also heal themselves in the midst of battle as well. Deer are notably stronger than boar in terms of combat skills.&lt;br /&gt;
&lt;br /&gt;
== How to combat them ==&lt;br /&gt;
&lt;br /&gt;
Use dash to counter against the defense drain and side step each that they use the balance special. Alternatively you can simply try to use opportunity knocks a few times before hitting them to undo the intiative gain and damaging them.&lt;br /&gt;
&lt;br /&gt;
If it starts getting too much advantage over you, try to be able to use opportunity knock a few times followed by a valorous strike to return advantage back to 0.&lt;br /&gt;
&lt;br /&gt;
Unless you have a strong sling and high marksmanship, it is not recommended to use a sling against a deer as they can heal damage dealt to them and you may not be able to damage them fast enough to overcome the healing as range damage does much less consecutive damage than melee. If you insist on sniping them alone, you should make sure the deer are isolated, your sling quality is at least 25, your marksmanship is at least 50, and that you have plenty of stones available. You may get lucky and be able to kill it within a few hits, but the battle could also drag on for a long time. You may be able to pull it off with weaker stats and even when other deer are present, but following these guidelines gives you a pretty good chance at a fast kill.&lt;br /&gt;
&lt;br /&gt;
== Combat Exploit ==&lt;br /&gt;
&lt;br /&gt;
After the deer runs from you it will go passive, but when it comes back if it hasn&#039;t exited combat it will stay passive and just run at you. At this point it will not attack you, but you can gain advantage, IP, Attack, Defense, and use attacks/opportunity knocks to lower their defense. It will only attempt to flee if it takes damage, so you can set it up to make it a lot easier to one hit it, especially if you have at least a decent stone axe.&lt;br /&gt;
[[Category:Content]]&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy_talk:Deer&amp;diff=23950</id>
		<title>Legacy talk:Deer</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy_talk:Deer&amp;diff=23950"/>
		<updated>2012-01-02T17:09:13Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: /* Heal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Deer appear to have more hitpoints than than 20 x Level. Three examples today: one level 6 Deer was hit for 121 damage, one level 6 Deer was hit for 122 damage, and one level 5 Deer was hit for 103 Damage. All three survived the shots and all three were unhurt before the shot.&lt;br /&gt;
Would it be possible that they have a slight base HP?&lt;br /&gt;
&lt;br /&gt;
[[User:Hunter Silver|Hunter Silver]] 02:21, August 4, 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 6 deer butchered with 200 survival and Q100 cutting tool. Results were Q65 hide, meat and bones. The quality formula seems to be off. Would appreciate some numbers of different level&#039;s butcher quality.&lt;br /&gt;
[[User:ApocalypsePlease|Apocalypse Please]] 03:27, September 2, 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Update: Level 2 deer gave Q29 products&lt;br /&gt;
Level 9 gave Q95 products&lt;br /&gt;
Level 8 gave Q87 products&lt;br /&gt;
&lt;br /&gt;
I&#039;ll just copy what I posted on the forums.&lt;br /&gt;
&lt;br /&gt;
Ever since the auth server has had it&#039;s issues I&#039;ve found a group of level 7, level 3, and level 2 deer. I haven&#039;t found any 10 since then. Could just be coincidence though. The level 2 and 3 were found on a newly created alt.&lt;br /&gt;
Some more interesting info about the deer now. I killed a level 7 deer earlier. 130 surv, 92 cutting tool. I got 76 skin/meat, but 79 bones. Not really sure how that works.&lt;br /&gt;
[[User:Arveene|Arveene]] 11:55, September 6, 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Heal==&lt;br /&gt;
Killed a Level 9 deer and it healed itself for 94, this would not be possible with the current formula ((DeerLevel)*11 but its capped at 100).&lt;br /&gt;
40+6*(DeerLevel) seems like a more likely formula (would fit for both 94 at Lvl 9 and 100 at Lvl 100).&lt;br /&gt;
--[[User:ArvinJA|ArvinJA]] 12:09, 2 January 2012 (EST)&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy_talk:Deer&amp;diff=23949</id>
		<title>Legacy talk:Deer</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy_talk:Deer&amp;diff=23949"/>
		<updated>2012-01-02T17:09:01Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Deer appear to have more hitpoints than than 20 x Level. Three examples today: one level 6 Deer was hit for 121 damage, one level 6 Deer was hit for 122 damage, and one level 5 Deer was hit for 103 Damage. All three survived the shots and all three were unhurt before the shot.&lt;br /&gt;
Would it be possible that they have a slight base HP?&lt;br /&gt;
&lt;br /&gt;
[[User:Hunter Silver|Hunter Silver]] 02:21, August 4, 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 6 deer butchered with 200 survival and Q100 cutting tool. Results were Q65 hide, meat and bones. The quality formula seems to be off. Would appreciate some numbers of different level&#039;s butcher quality.&lt;br /&gt;
[[User:ApocalypsePlease|Apocalypse Please]] 03:27, September 2, 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Update: Level 2 deer gave Q29 products&lt;br /&gt;
Level 9 gave Q95 products&lt;br /&gt;
Level 8 gave Q87 products&lt;br /&gt;
&lt;br /&gt;
I&#039;ll just copy what I posted on the forums.&lt;br /&gt;
&lt;br /&gt;
Ever since the auth server has had it&#039;s issues I&#039;ve found a group of level 7, level 3, and level 2 deer. I haven&#039;t found any 10 since then. Could just be coincidence though. The level 2 and 3 were found on a newly created alt.&lt;br /&gt;
Some more interesting info about the deer now. I killed a level 7 deer earlier. 130 surv, 92 cutting tool. I got 76 skin/meat, but 79 bones. Not really sure how that works.&lt;br /&gt;
[[User:Arveene|Arveene]] 11:55, September 6, 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Heal==&lt;br /&gt;
Killed a Level 9 deer and it healed itself for 94, this would not be possible with the current formula ((DeerLevel)*11 but its capped at 100).&lt;br /&gt;
40+6*(DeerLevel) seems like a more likely formula (would fit for both 94 at Lvl 9 and 100 at Lvl 100).&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Timber_House&amp;diff=23935</id>
		<title>Legacy:Timber House</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Timber_House&amp;diff=23935"/>
		<updated>2011-12-30T01:08:40Z</updated>

		<summary type="html">&lt;p&gt;ArvinJA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_structure&lt;br /&gt;
&lt;br /&gt;
|image = File:Timber house.png&lt;br /&gt;
|xsize = 7&lt;br /&gt;
|ysize = 7&lt;br /&gt;
|skillreq = [[requires::Carpentry]]&lt;br /&gt;
|objectsreq = [[requires::Block of Wood]] x200, [[requires::Board]] x100,&amp;lt;br /&amp;gt; [[requires::Fir Bough]] x100 or [[requires::Elm Bough]] x100&lt;br /&gt;
|repwith = [[requires::Board]]&lt;br /&gt;
|type = No&lt;br /&gt;
|soak = 25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A timber house is a large structure which can be entered. Inside is a 6x6 tiles housing in which furniture or liftable [[:Category:Containers|containers]] can be stored. Anything liftable left in a timber house will not decay making it a good storage area especially for [[Cupboard]]s, which are notorious in being destroyed in one decay hit. Because of this, most houses tend to hold cupboards, which are excellent storage containers once the downsides has been negated with housing. Any items that can go into the inventory dropped here can still be lost, however.&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
First, there needs to be a 7x7 [[Paved Ground|paved ground]] for the timber house to set down. See [[Terraforming]] for information on how to plow a field and lay stone. Timber houses require a lot of wood and Bough (you can use any bough) so be sure to have plenty of [[Tree]]s nearby. Finally timber houses always face the south.&lt;br /&gt;
&lt;br /&gt;
{{K|B}}uild &amp;amp;gt; {{K|C}}onstruction &amp;amp;gt; {{K|B}}uildings &amp;amp;gt; {{K|T}}imber House&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Because of the large sprite size of the timber house, it is highly recommended not to have crops behind or on the construction zone of the timber house, as you may never be able to access them again because you cannot click on them anymore.&lt;br /&gt;
[[Category:Content]]&lt;br /&gt;
[[Category:Objects]]&lt;br /&gt;
[[Category:Structures]]&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>ArvinJA</name></author>
	</entry>
</feed>