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	<title>Ring of Brodgar - User contributions [en]</title>
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	<updated>2026-06-16T01:34:10Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://ringofbrodgar.com/index.php?title=File:Bloated_Bolete.png&amp;diff=18321</id>
		<title>File:Bloated Bolete.png</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=File:Bloated_Bolete.png&amp;diff=18321"/>
		<updated>2011-01-26T13:15:12Z</updated>

		<summary type="html">&lt;p&gt;G1real: uploaded a new version of &amp;amp;quot;File:Bloated Bolete.png&amp;amp;quot;: Reverted to version as of 13:14, 26 January 2011&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Bloated Bolete.&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=File:Bloated_Bolete.png&amp;diff=18320</id>
		<title>File:Bloated Bolete.png</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=File:Bloated_Bolete.png&amp;diff=18320"/>
		<updated>2011-01-26T13:15:03Z</updated>

		<summary type="html">&lt;p&gt;G1real: uploaded a new version of &amp;amp;quot;File:Bloated Bolete.png&amp;amp;quot;: Okay, I&amp;#039;m seriously getting annoyed at the updating of the image on my computer here.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Bloated Bolete.&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=File:Bloated_Bolete.png&amp;diff=18319</id>
		<title>File:Bloated Bolete.png</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=File:Bloated_Bolete.png&amp;diff=18319"/>
		<updated>2011-01-26T13:14:21Z</updated>

		<summary type="html">&lt;p&gt;G1real: uploaded a new version of &amp;amp;quot;File:Bloated Bolete.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Bloated Bolete.&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=File:Bloated_Bolete.png&amp;diff=18318</id>
		<title>File:Bloated Bolete.png</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=File:Bloated_Bolete.png&amp;diff=18318"/>
		<updated>2011-01-26T13:13:46Z</updated>

		<summary type="html">&lt;p&gt;G1real: uploaded a new version of &amp;amp;quot;File:Bloated Bolete.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Bloated Bolete.&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Boiled_River_Pearl_Mussel&amp;diff=18267</id>
		<title>Legacy:Boiled River Pearl Mussel</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Boiled_River_Pearl_Mussel&amp;diff=18267"/>
		<updated>2011-01-25T06:34:11Z</updated>

		<summary type="html">&lt;p&gt;G1real: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox food&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|image = File:Boiled River Pearl Mussel.png&lt;br /&gt;
|xsize = 1&lt;br /&gt;
|ysize = 1&lt;br /&gt;
|lpgain = 40&lt;br /&gt;
|skillreq = [[requires::Baking]], [[requires::Fishing]]&lt;br /&gt;
|objectsreq = [[requires::River Pearl Mussel]]&lt;br /&gt;
|producedby = [[requires::Cauldron]] or [[requires::Clay Cauldron]]&lt;br /&gt;
|hunger = 10&lt;br /&gt;
|str = 0&lt;br /&gt;
|agi = 0&lt;br /&gt;
|int = 0&lt;br /&gt;
|con = 0&lt;br /&gt;
|per = 0&lt;br /&gt;
|cha = 0&lt;br /&gt;
|dex = 2&lt;br /&gt;
|psy = 1&lt;br /&gt;
|hurt = 0&lt;br /&gt;
}} A boiled [[River Pearl Mussel]]. This [[:Category:Foods|food]] fills 10 units (1%) of the [[hunger]] bar, and gives 2 [[Dexterity]] and 1 [[Psyche]] [[:Getting_Started#Increasing_Stats|FEPs]].&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
&lt;br /&gt;
{{Key|C}}raft &amp;amp;gt; Coo{{Key|k}}ing &amp;amp;gt; Seafood &amp;gt; Boiled {{Key|M}}ussel&lt;br /&gt;
&lt;br /&gt;
You need a cauldron or clay cauldron with at least 0.1 litres of hot water to make a boiled mussel. The resulting item quality is influenced by the quality of the mater and the mussel, and is softcapped by cooking and hardcapped by the cauldron&#039;s quality. Firewood does not play a role in the quality formula.&lt;br /&gt;
==Notes==&lt;br /&gt;
Every time you boil a mussel, there is a 1% chance that you will obtain a [[River Pearl]] too.&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Boiled_River_Pearl_Mussel&amp;diff=18266</id>
		<title>Legacy:Boiled River Pearl Mussel</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Boiled_River_Pearl_Mussel&amp;diff=18266"/>
		<updated>2011-01-25T06:33:40Z</updated>

		<summary type="html">&lt;p&gt;G1real: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox food&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|image = File:Boiled River Pearl Mussel.png&lt;br /&gt;
|xsize = 1&lt;br /&gt;
|ysize = 1&lt;br /&gt;
|lpgain = 40&lt;br /&gt;
|skillreq = [[requires::Baking]], [[requires::Fishing]]&lt;br /&gt;
|objectsreq = [[requires::River Pearl Mussel]]&lt;br /&gt;
|producedby = [[requires::Cauldron]] or [[requires::Clay Cauldron]]&lt;br /&gt;
|hunger = 10&lt;br /&gt;
|str = 0&lt;br /&gt;
|agi = 0&lt;br /&gt;
|int = 0&lt;br /&gt;
|con = 0&lt;br /&gt;
|per = 0&lt;br /&gt;
|cha = 0&lt;br /&gt;
|dex = 2&lt;br /&gt;
|psy = 1&lt;br /&gt;
|hurt = 0&lt;br /&gt;
}} A boiled [[River Pearl Mussel]]. This [[:Category:Foods|food]] fills 10 units (1%) of the [[hunger]] bar, and gives 2 [[Dexterity]] and 1 [[Psyche]] [[:Getting_Started#Increasing_Stats|FEPs]].&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
&lt;br /&gt;
{{Key|C}}raft &amp;amp;gt; Coo{{Key|k}}ing &amp;amp;gt; Seafood &amp;gt; Boiled {{Key|M}}ussel&lt;br /&gt;
&lt;br /&gt;
You need a cauldron or clay cauldron with at least 0.1 litres of hot water to make a boiled mussel. The resulting item quality is influenced by the quality of the mater and the mussel, and is softcapped by cooking and hardcapped by the cauldron&#039;s quality. Firewood does not play a role in the quality formula.&lt;br /&gt;
==Notes==&lt;br /&gt;
Every time you boil a mussel, there is a 1% that you will obtain a [[River Pearl]] too.&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Console_Commands&amp;diff=18250</id>
		<title>Legacy:Console Commands</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Console_Commands&amp;diff=18250"/>
		<updated>2011-01-24T04:58:42Z</updated>

		<summary type="html">&lt;p&gt;G1real: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To enter console commands, be certain that you do not currently have a chat field selected, otherwise the command will go to chat instead of being executed. If the command is being entered properly, it will display in the lower left corner of the main window as it is typed in.&lt;br /&gt;
&lt;br /&gt;
:{| border=1&lt;br /&gt;
| colspan=2 | Camera Control&lt;br /&gt;
|-&lt;br /&gt;
| :cam border || Default. Camera follows the player character (PC) after the PC has moved a certain distance from the center of the screen. The camera can also be moved by middle click and dragging.&lt;br /&gt;
|-&lt;br /&gt;
| :cam fixed || Similar to &#039;border&#039;, but the PC stays at the middle of the screen unless the player moves the camera.&lt;br /&gt;
|-&lt;br /&gt;
| :cam&amp;amp;nbsp;kingsquest || Camera is fixed in place, but will jump one screen whenever the PC arrives at the edge of a screen.&lt;br /&gt;
|-&lt;br /&gt;
| :cam orig || Recenters the screen wherever the player clicks.&lt;br /&gt;
|-&lt;br /&gt;
| :cam predict || The camera scrolls ahead of the PC whenever the PC moves enough in a given direction.&lt;br /&gt;
|-&lt;br /&gt;
| :cam cake|| The center of the camera follows wherever the mouse pointer is.&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| :cam fixedcake|| &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| :cam clicktgt|| &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Other&lt;br /&gt;
|-&lt;br /&gt;
| :afk || Enter &#039;away from keyboard&#039; mode (z&#039;s will appear above your character as if it were sleeping).&lt;br /&gt;
|-&lt;br /&gt;
| :bgm || Plays [http://www.havenandhearth.com/forum/viewtopic.php?f=2&amp;amp;t=2934&amp;amp;sid=fcf03157dcbf8498f518d67224314590 music] .*&lt;br /&gt;
|-&lt;br /&gt;
| :sfx || Allows you to play sound effects, you must enter a cabin (or perhaps trigger another form of music like a cave) for this to work.&lt;br /&gt;
|-&lt;br /&gt;
| :sfxvol # || Allows one to set the sound effects volume between 0 and 1. i.e. 0.1 for 10% sound volume. Does not affect music.&lt;br /&gt;
|-&lt;br /&gt;
| :fs 0 || Fullscreen off.&lt;br /&gt;
|-&lt;br /&gt;
| :fs 1 || Fullscreen on.&lt;br /&gt;
|-&lt;br /&gt;
| :lo || Logout without closing the game window&lt;br /&gt;
|}&lt;br /&gt;
The full command would be&lt;br /&gt;
:&#039;&#039;bgm -l sfx/music/song&#039;&#039;&lt;br /&gt;
where -l is optional (for looping) and &amp;quot;song&amp;quot; would be any of the following:&lt;br /&gt;
*cabin&lt;br /&gt;
*cave&lt;br /&gt;
*chr&lt;br /&gt;
*cmb&lt;br /&gt;
*fishing&lt;br /&gt;
*resting *1)&lt;br /&gt;
*symbel&lt;br /&gt;
* travel *1)&lt;br /&gt;
1) Same song&lt;br /&gt;
[[Category:Controls]]&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Foraging&amp;diff=18126</id>
		<title>Legacy:Foraging</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Foraging&amp;diff=18126"/>
		<updated>2011-01-21T23:50:08Z</updated>

		<summary type="html">&lt;p&gt;G1real: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox skill&lt;br /&gt;
| cost = 25&lt;br /&gt;
| req  = [[skillreq::Oral Tradition]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This skill uses Perception and Exploration to be able to see various plants, herbs, roots and berries that you can pick. This Skill can also allow you to raid ant hills.&lt;br /&gt;
&lt;br /&gt;
=In-Game Text=&lt;br /&gt;
&amp;quot;High and low, up above and down below. The forest is a wild larder, and the heath an untamed apothecary, for those who know where to look.&lt;br /&gt;
&lt;br /&gt;
Foraging gives you the ability to find and gather wild growing herbs, mushrooms, roots and flowers, usable for a wide variety of purposes, beyond their obvious utility in medicine and cuisine. Perception and Exploration are key values when looking for anything hard to find, and a well trained Survival skill will ensure that you harvest herbs with good results.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*The frequency of finding herbs is based on the multiplication of perception and exploration skill (commonly called Per * Exp).&lt;br /&gt;
*The quality of the herbs is based on the soil it is on capped by survival skill.&lt;br /&gt;
*There is a base value to start spotting foragable goods. Higher stats will increase the spotting chance.&lt;br /&gt;
*If you have foraging but not hunting, ants will not attack you when you raid their anthill.&lt;br /&gt;
&lt;br /&gt;
==Table of Perception x Exploration collectables==&lt;br /&gt;
{| align=&amp;quot;left&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;width: 300px; height: 300px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Per * Exp&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Item&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[Blueberries]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot;|10&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot;|[[Spindly Taproot]]&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|[[Stinging Nettle]]&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|[[Wild Windsown Weed]]&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|[[Chantrelles]]&lt;br /&gt;
|-&lt;br /&gt;
|144&lt;br /&gt;
|[[Four-Leaf Clover]]&lt;br /&gt;
|-&lt;br /&gt;
|150~200&lt;br /&gt;
|[[Bloated Bolete]]&lt;br /&gt;
|-&lt;br /&gt;
|250&lt;br /&gt;
|[[Inkweed]]&lt;br /&gt;
|-&lt;br /&gt;
|250~300&lt;br /&gt;
|[[Gray Clay|Gray Clay ]]&lt;br /&gt;
|-&lt;br /&gt;
|500&lt;br /&gt;
|[[Rustroot]]&lt;br /&gt;
|-&lt;br /&gt;
|546&lt;br /&gt;
|[[Cavebulb]]&lt;br /&gt;
|-&lt;br /&gt;
|600&lt;br /&gt;
|[[Cave Clay]]&lt;br /&gt;
|-&lt;br /&gt;
|780&lt;br /&gt;
|[[River Pearl Mussel]]&lt;br /&gt;
|-&lt;br /&gt;
|880&lt;br /&gt;
|[[Feldspar]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot;|1250&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot;|[[Blood Stern]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;Please update or add as you find more.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Bloated_Bolete&amp;diff=18125</id>
		<title>Legacy:Bloated Bolete</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Bloated_Bolete&amp;diff=18125"/>
		<updated>2011-01-21T23:48:06Z</updated>

		<summary type="html">&lt;p&gt;G1real: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox food2&lt;br /&gt;
| name       = {{PAGENAME}}&lt;br /&gt;
| image      = Image:{{PAGENAME}}.png&lt;br /&gt;
| caption    = {{PAGENAME}}&lt;br /&gt;
| skillreq   = [[Foraging]]&lt;br /&gt;
| objectsreq = Harvestable&lt;br /&gt;
| reqby      = N/A&lt;br /&gt;
| hunger     = 10&lt;br /&gt;
| str        = 0&lt;br /&gt;
| agi        = 0&lt;br /&gt;
| int        = 0&lt;br /&gt;
| con        = 0&lt;br /&gt;
| per        = 3&lt;br /&gt;
| cha        = 0&lt;br /&gt;
| dex        = 7&lt;br /&gt;
| psy        = 0&lt;br /&gt;
| black      = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Where to find==&lt;br /&gt;
Bloated Boletes can commonly be found in light forest. You can see them with a minimum of 150~200 per*exp&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Bloated_Bolete&amp;diff=18124</id>
		<title>Legacy:Bloated Bolete</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Bloated_Bolete&amp;diff=18124"/>
		<updated>2011-01-21T23:47:54Z</updated>

		<summary type="html">&lt;p&gt;G1real: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox food2&lt;br /&gt;
| name       = {{PAGENAME}}&lt;br /&gt;
| image      = Image:{{PAGENAME}}.png&lt;br /&gt;
| caption    = {{PAGENAME}}&lt;br /&gt;
| skillreq   = [[Foraging]]&lt;br /&gt;
| objectsreq = Harvestable&lt;br /&gt;
| reqby      = N/A&lt;br /&gt;
| hunger     = 10&lt;br /&gt;
| str        = 0&lt;br /&gt;
| agi        = 0&lt;br /&gt;
| int        = 0&lt;br /&gt;
| con        = 0&lt;br /&gt;
| per        = 3&lt;br /&gt;
| cha        = 0&lt;br /&gt;
| dex        = 7&lt;br /&gt;
| psy        = 0&lt;br /&gt;
| black      = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Where to find=&lt;br /&gt;
Bloated Boletes can commonly be found in light forest. You can see them with a minimum of 150~200 per*exp&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=File:Bloated_Bolete.png&amp;diff=18123</id>
		<title>File:Bloated Bolete.png</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=File:Bloated_Bolete.png&amp;diff=18123"/>
		<updated>2011-01-21T23:11:26Z</updated>

		<summary type="html">&lt;p&gt;G1real: A Bloated Bolete.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Bloated Bolete.&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Bloated_Bolete&amp;diff=18122</id>
		<title>Legacy:Bloated Bolete</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Bloated_Bolete&amp;diff=18122"/>
		<updated>2011-01-21T07:42:15Z</updated>

		<summary type="html">&lt;p&gt;G1real: Created page with &amp;quot;{{infobox food2 | name       = {{PAGENAME}} | image      = Image:{{PAGENAME}}.png | caption    = {{PAGENAME}} | skillreq   = Foraging | objectsreq = Harvestable | reqby      ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox food2&lt;br /&gt;
| name       = {{PAGENAME}}&lt;br /&gt;
| image      = Image:{{PAGENAME}}.png&lt;br /&gt;
| caption    = {{PAGENAME}}&lt;br /&gt;
| skillreq   = [[Foraging]]&lt;br /&gt;
| objectsreq = Harvestable&lt;br /&gt;
| reqby      = N/A&lt;br /&gt;
| hunger     = 10&lt;br /&gt;
| str        = 0&lt;br /&gt;
| agi        = 0&lt;br /&gt;
| int        = 0&lt;br /&gt;
| con        = 0&lt;br /&gt;
| per        = 3&lt;br /&gt;
| cha        = 0&lt;br /&gt;
| dex        = 7&lt;br /&gt;
| psy        = 0&lt;br /&gt;
| black      = 0&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Deer&amp;diff=12138</id>
		<title>Legacy:Deer</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Deer&amp;diff=12138"/>
		<updated>2010-04-26T02:26:58Z</updated>

		<summary type="html">&lt;p&gt;G1real: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature&lt;br /&gt;
|location = [[Forest]]&lt;br /&gt;
|hp       = Level*20&lt;br /&gt;
|lpgain   = Level*60&lt;br /&gt;
|loot     = [[Raw Hide]], [[Intestines]] x3, [[Raw Deer Meat]] x4, [[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 roughly (deer level) x 10. It is recommended to either have a fast method of damage or to hunt in a group to kill a deer.&lt;br /&gt;
&lt;br /&gt;
Butchering will result in 4 [[Raw Deer Meat]] and 3 [[Intestines]].&lt;br /&gt;
&lt;br /&gt;
Collecting the bones will result in 6 &amp;lt;math&amp;gt;DeerLvl*10&amp;lt;/math&amp;gt; quality [[Bone Material]] and 1 set of [[Deer Antlers]], [[softcapped]] by your [[Survival]] and your [[Butchering Tool]].&lt;br /&gt;
[[Category:Content]]&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Deer&amp;diff=12137</id>
		<title>Legacy:Deer</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Deer&amp;diff=12137"/>
		<updated>2010-04-26T02:25:28Z</updated>

		<summary type="html">&lt;p&gt;G1real: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature&lt;br /&gt;
|location = [[Forest]]&lt;br /&gt;
|hp       = Level*20&lt;br /&gt;
|lpgain   = Level*60&lt;br /&gt;
|loot     = [[Raw Hide]], [[Intestines]] x3, [[Raw Deer Meat]] x4, [[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 roughly (deer level) x 10. It is recommended to either have a fast method of damage or to hunt in a group to kill a deer.&lt;br /&gt;
&lt;br /&gt;
Butchering will result in 4 [[Raw Deer Meat]] and 3 [[Intestines]].&lt;br /&gt;
&lt;br /&gt;
Collecting the bones will result in 6 &amp;lt;math&amp;gt;DeerLvl*5&amp;lt;/math&amp;gt; quality [[Bone Material]] and 1 set of [[Deer Antlers]], [[softcapped]] by your [[Survival]] and your [[Butchering Tool]].&lt;br /&gt;
[[Category:Content]]&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Fresh_Hemp_Bud&amp;diff=12108</id>
		<title>Legacy:Fresh Hemp Bud</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Fresh_Hemp_Bud&amp;diff=12108"/>
		<updated>2010-04-25T08:35:37Z</updated>

		<summary type="html">&lt;p&gt;G1real: Added timespan of flower stage.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox object&lt;br /&gt;
| xsize      = 1&lt;br /&gt;
| ysize      = 1&lt;br /&gt;
| lpgain     = 0&lt;br /&gt;
| skillreq   = [[requires::Farming]]&lt;br /&gt;
| objectsreq = [[requires::Hemp]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}}s can be placed on a [[Herbalist Table]], and will dry into [[Cured Hemp Bud]] after two real-time days.&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
{{PAGENAME}}s are harvested from blooming Hemp crops; this is the first harvestable stage of Hemp, represented by orange flowers. This stage lasts for two ingame hours (40 minutes). Harvesting during the non-flower stage growth gives [[Plant Fibres]] and [[Hemp Seed]]s. Note that harvesting buds destroys the crop&#039;s seed(s).&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Quality&amp;diff=7954</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Quality&amp;diff=7954"/>
		<updated>2009-10-18T15:12:45Z</updated>

		<summary type="html">&lt;p&gt;G1real: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=How Quality Works=&lt;br /&gt;
Items have a numeric quality rating ranging from 1 to infinity. What the quality rating does, more exactly, varies from item to item, but the general point is that a higher quality value equals, quite simply, a better item. High quality food gives more food event points, high quality weapons deal more damage, and high quality armor soaks more damage. Some objects are slower to break when at high quality. The quality of an object is generally determined by the quality of the natural resources used in the making of the object, but also by the tools used in the process, like anvils, saws, smelters, the fuel used &amp;amp;c. The quality of natural resources are determined in several different ways, but most simple gatherings have their qualities determined by abstract quality points, placed randomly across the map. Base quality for most such objects (herbs, clay, soil, water, for example) is ten, when not under the influence of a quality point.&lt;br /&gt;
&lt;br /&gt;
Sometimes, quality has no effect on an item, despite the item having a quality-value. Cosmetic equipment is an example of this.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated, all information on this wiki refers to items with a quality-value of 10.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
&#039;&#039;&#039;There is still much to be understood about the quality system. Use this section to discuss findings, theories, etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
New crafting skills are [[sewing]], [[smithing]], [[Glossary#Carpentry | carpentry]], [[cooking]], [[Glossary#Farming | farming]], and [[survival]].&lt;br /&gt;
&lt;br /&gt;
Quality of crafted goods can be dependent on any (including combinations) of the following: Quality of ingredients, crafter&#039;s skill level, and crafter&#039;s stats. Which of these three are used seems to vary from item type to item type.&lt;br /&gt;
&lt;br /&gt;
==Armor and Clothing==&lt;br /&gt;
&lt;br /&gt;
Backpacks and cosmetic clothing seem unaffected by quality.&lt;br /&gt;
&lt;br /&gt;
Armor gets increased HP and AC as its quality increases. While the AC seems a bit more complicated, the HP&amp;amp;nbsp;of the item is usually a very simple formula.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Leather pants: 10 HP&amp;amp;nbsp;per QL.&amp;lt;br /&amp;gt;Leather boots: 7 HP&amp;amp;nbsp;per QL.&amp;lt;br /&amp;gt; Chainmail shirt: 30 HP&amp;amp;nbsp;per QL.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;And so on.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
Weapons do more damage as their quality increases. Details unknown.&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
&lt;br /&gt;
Food gives more FEP as its quality increases. It seems that it&#039;s based on the Pre-Ragnarok FEP levels.&lt;br /&gt;
&lt;br /&gt;
The FEPs gained by a piece of food is its base amount, multiplied by &amp;lt;math&amp;gt;\sqrt{\frac{q}{10}}&amp;lt;/math&amp;gt;. -[[loftar]]&lt;br /&gt;
&lt;br /&gt;
Evidence suggests that quality does not effect how much hunger food restores.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
Seeds quality is affected by your farming skill and reduced by it if its lower then the crop&#039;s QL&lt;br /&gt;
&lt;br /&gt;
Water recovers more stamina per hunger as its quality increases. Details unknown.&lt;br /&gt;
&amp;gt; QL 10 water goes at a rate of 5% per 5% hunger&lt;br /&gt;
&amp;gt; QL 65 water goes at a rate of 15-16% per 5% hunger&lt;br /&gt;
&lt;br /&gt;
Animals give higher quality items as their level increases. &lt;br /&gt;
:Affected by your butchering tools and survival skill [http://www.havenandhearth.com/forum/viewtopic.php?f=4&amp;amp;t=1885#p21850].&lt;br /&gt;
&lt;br /&gt;
The quality of crafted items is equal to the average quality of the ingredients rounded down. However, it is also capped by the appropriate skill level of the crafter.&lt;br /&gt;
:Different items have different weights in averaging the quality of a final product.&lt;br /&gt;
::For example, a 50 QL bone combined with a 10 QL branch would make a 20 QL arrow, because a bone weighs 2 and a branch weighs 6. (The formula would be (50*2 + 10*6) / 8) - These are not the true weight values of these items, these are example values. [http://www.havenandhearth.com/forum/viewtopic.php?f=4&amp;amp;t=1885#p22110]&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
==From loftar==&lt;br /&gt;
&lt;br /&gt;
For buildable objects, the quality is almost always calculated as such:&lt;br /&gt;
* The qualities of items in the individual item types are averaged arithmetically.&lt;br /&gt;
* The resulting average qualities of the various types are also averaged arithmetically -- often with some weights on items that should be &amp;quot;obviously&amp;quot; more important (like the iron in iron plows) -- to create the quality of the built object.&lt;br /&gt;
&lt;br /&gt;
For craftable items, most are calculated like this:&lt;br /&gt;
* As with buildable object, the qualities of the individual item types are averaged, and then weighted together based on importance.&lt;br /&gt;
* If one is using any tools, like a churn, anvil, or smithy&#039;s hammer, the qualities of those are averaged with the above resultant quality -- often with a weigth of 1/4 for the tool.&lt;br /&gt;
* If any character attributes are involved, those attributes themselves are averaged geometrically, and if the resultant &amp;quot;skill quality&amp;quot; is lower than the &amp;quot;input/tool quality&amp;quot;, the resultant quality is the arithmetic average of the skill quality and the input/tool quality.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t know what a geometric average is, it is the multiplication product of the individual values, raised to the power of the inverse of the number of values. In other words, averaging values &amp;lt;math&amp;gt;V_1, V_2, \ldots, V_n&amp;lt;/math&amp;gt; geometrically means calculating &amp;lt;math&amp;gt;(V_1 \cdot V_2 \cdot \ldots \cdot V_n)^{\frac{1}{n}}&amp;lt;/math&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
As for ovens, kilns, smelter and finery forges, the quality of the resultant quality is the arithmetic average of the input item quality and the average of the oven quality and fuel quality, where the fuel quality is the arithmetic average of the fuel items put into the oven. In other words, if the item quality is &amp;lt;math&amp;gt;q_i&amp;lt;/math&amp;gt;, the oven&#039;s quality is &amp;lt;math&amp;gt;q_o&amp;lt;/math&amp;gt; and the fuel&#039;s quality is &amp;lt;math&amp;gt;q_f&amp;lt;/math&amp;gt;, the quality of the resulting item will be &amp;lt;math&amp;gt;\frac{2q_i + q_o + q_f}{4}&amp;lt;/math&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
As for the skills involved in crafting, it should mostly be obvious, but there are, of course, a few things to clarify:&lt;br /&gt;
* Sewing related recipes (including leatherworking ones) use the Sewing and Dexterity values.&lt;br /&gt;
* Smithing related recipes often combine both Smithing and Strength.&lt;br /&gt;
&lt;br /&gt;
====Crafting formula====&lt;br /&gt;
&lt;br /&gt;
Calculate items used:&lt;br /&gt;
:&amp;lt;math&amp;gt;q_{item} = \frac{\sum_{i = 1}^{n} q_iw_i}{\sum w}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a tool involved:&lt;br /&gt;
:&amp;lt;math&amp;gt;q_{item} \leftarrow \frac{4q_{item} + q_{tool}}{5}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there are skill values &amp;lt;math&amp;gt;s_1&amp;lt;/math&amp;gt; through &amp;lt;math&amp;gt;s_n&amp;lt;/math&amp;gt; involved:&lt;br /&gt;
:&amp;lt;math&amp;gt;q_{item} \leftarrow \left \lbrace&lt;br /&gt;
\begin{array}{ll}&lt;br /&gt;
\frac{q_{skill} + q_{item}}{2}, &amp;amp; \text{if\ } q_{skill} &amp;lt; q_{item} \\&lt;br /&gt;
q_{item}, &amp;amp; \text{otherwise}&lt;br /&gt;
\end{array}&lt;br /&gt;
\right \rbrace, \text{where\ }&lt;br /&gt;
q_{skill} = {\left( \prod_{i = 1}^{n} s_i\right )}^{\frac{1}{n}}&lt;br /&gt;
&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Calculations will be made in order of top to down.&lt;br /&gt;
&lt;br /&gt;
==From jorb==&lt;br /&gt;
&lt;br /&gt;
I can add on that by saying that Psyche will be used for crafts that seem to require, or have their quality heavily based on, artistic or innovative qualities, for lack of better words. High-level stuff, basically. Cooking will probably be helped by perception.&lt;br /&gt;
&lt;br /&gt;
There&#039;s still much about quality that isn&#039;t understood. If you&#039;re willing to share, please add your information here.&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Bread_Dough&amp;diff=7770</id>
		<title>Legacy:Bread Dough</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Bread_Dough&amp;diff=7770"/>
		<updated>2009-10-04T20:55:16Z</updated>

		<summary type="html">&lt;p&gt;G1real: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox object&lt;br /&gt;
| xsize      = 1&lt;br /&gt;
| ysize      = 1&lt;br /&gt;
| lpgain     = 50&lt;br /&gt;
| skillreq   = [[requires::Baking]]&lt;br /&gt;
| objectsreq = [[requires::Water|Water 0.1L]], [[requires::Wheat Flour]]&lt;br /&gt;
| producedby = Self.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== How to Aquire ==&lt;br /&gt;
&lt;br /&gt;
Combine flour with water in a container.&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Ring_of_Brodgar_Dough&amp;diff=7766</id>
		<title>Legacy:Ring of Brodgar Dough</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Ring_of_Brodgar_Dough&amp;diff=7766"/>
		<updated>2009-10-04T16:53:01Z</updated>

		<summary type="html">&lt;p&gt;G1real: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox object&lt;br /&gt;
|xsize      = 1&lt;br /&gt;
|ysize      = 1&lt;br /&gt;
|lpgain     = 120&lt;br /&gt;
|skillreq   = [[requires::Baking]]&lt;br /&gt;
|objectsreq = [[Requires::Water|Water 0.5l]], [[requires::Wheat Flour]], [[Requires::Honey|Honey 0.1l]], 2x [[Requires::Poppy Seeds]]&lt;br /&gt;
|producedby = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
&lt;br /&gt;
Combine the Water and Honey in buckets with a handful of Wheat Flour and 2 handfuls of Poppy Seeds. Put dough in oven and bake with 3 branches.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Should not be baked with things that require less then 2 branches, unless you feel the need to check it every 3 minutes.&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Ring_of_Brodgar_dough&amp;diff=7765</id>
		<title>Ring of Brodgar dough</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Ring_of_Brodgar_dough&amp;diff=7765"/>
		<updated>2009-10-04T16:52:49Z</updated>

		<summary type="html">&lt;p&gt;G1real: Redirected page to Ring of Brodgar Dough&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT:[[Ring of Brodgar Dough]]&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Ring_of_Brodgar_Dough&amp;diff=7764</id>
		<title>Legacy:Ring of Brodgar Dough</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Ring_of_Brodgar_Dough&amp;diff=7764"/>
		<updated>2009-10-04T16:51:43Z</updated>

		<summary type="html">&lt;p&gt;G1real: Created page with &amp;#039;{{Infobox object |xsize      = 1 |ysize      = 1 |lpgain     = 120 |skillreq   = requires::Baking |objectsreq = Water 0.5l, requires::Wheat Flour, [[R…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox object&lt;br /&gt;
|xsize      = 1&lt;br /&gt;
|ysize      = 1&lt;br /&gt;
|lpgain     = 120&lt;br /&gt;
|skillreq   = [[requires::Baking]]&lt;br /&gt;
|objectsreq = [[Requires::Water|Water 0.5l]], [[requires::Wheat Flour]], [[Requires::Honey|Honey 0.1l]], 2x [[Requires:Poppy Seeds]]&lt;br /&gt;
|producedby = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
&lt;br /&gt;
Combine the Water and Honey in buckets with a handful of Wheat Flour and 2 handfuls of Poppy Seeds. Put dough in oven and bake with 3 branches.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Should not be baked with things that require less then 2 branches, unless you feel the need to check it every 3 minutes.&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=File:Legacy-Ring_of_Brodgar_Dough.png&amp;diff=7760</id>
		<title>File:Legacy-Ring of Brodgar Dough.png</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=File:Legacy-Ring_of_Brodgar_Dough.png&amp;diff=7760"/>
		<updated>2009-10-04T16:44:25Z</updated>

		<summary type="html">&lt;p&gt;G1real: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=File:Legacy-Ring_of_Brodgar_(Baking).png&amp;diff=7759</id>
		<title>File:Legacy-Ring of Brodgar (Baking).png</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=File:Legacy-Ring_of_Brodgar_(Baking).png&amp;diff=7759"/>
		<updated>2009-10-04T16:44:15Z</updated>

		<summary type="html">&lt;p&gt;G1real: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Ring_of_Brodgar_dough&amp;diff=7758</id>
		<title>Ring of Brodgar dough</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Ring_of_Brodgar_dough&amp;diff=7758"/>
		<updated>2009-10-04T16:43:19Z</updated>

		<summary type="html">&lt;p&gt;G1real: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox object&lt;br /&gt;
|xsize      = 1&lt;br /&gt;
|ysize      = 1&lt;br /&gt;
|lpgain     = 120&lt;br /&gt;
|skillreq   = [[requires::Baking]]&lt;br /&gt;
|objectsreq = [[Requires::Water|Water 0.5l]], [[requires::Wheat Flour]], [[Requires::Honey|Honey 0.1l]], 2x [[Requires:Poppy Seeds]]&lt;br /&gt;
|producedby = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
&lt;br /&gt;
Combine the Water and Honey in buckets with a handful of Wheat Flour and 2 handfuls of Poppy Seeds. Put dough in oven and bake with 3 branches.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Should not be baked with things that require less then 2 branches, unless you feel the need to check it every 3 minutes.&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Ring_of_Brodgar_dough&amp;diff=7757</id>
		<title>Ring of Brodgar dough</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Ring_of_Brodgar_dough&amp;diff=7757"/>
		<updated>2009-10-04T16:41:21Z</updated>

		<summary type="html">&lt;p&gt;G1real: Created page with &amp;#039;{{infobox item |xsize      = 1 |ysize      = 1 |lpgain     = 120 |skillreq   = requires::Baking |objectsreq = Water 0.5l, requires::Wheat Flour, [[Req…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
|xsize      = 1&lt;br /&gt;
|ysize      = 1&lt;br /&gt;
|lpgain     = 120&lt;br /&gt;
|skillreq   = [[requires::Baking]]&lt;br /&gt;
|objectsreq = [[Requires::Water|Water 0.5l]], [[requires::Wheat Flour]], [[Requires::Honey|Honey 0.1l]], 2x [[Requires:Poppy Seeds]]&lt;br /&gt;
|producedby = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bread, once baked, can be eaten by right clicking on them and selecting the &#039;eat&#039; option. Each provides 50% to your hunger bar, and provides 3 constitution in FEPs.&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
Gather [[wheat flour]] and [[water]] to make the dough. Place the dough into an oven. Fuel the oven with three [[branch]]es and light it. The bread will be finished in approximately 18 minutes.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Bread should not be baked with things that require less then 2 branches, unless you feel the need to check it every 3 minutes.&lt;br /&gt;
&lt;br /&gt;
*Although bread is the most common food next to apples to get, it&#039;s advised when you&#039;re new to not live off of it. Instead make something that you can trade for other foods. Otherwise you&#039;ll have a hard time catching your other skills up.&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Quality&amp;diff=7605</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Quality&amp;diff=7605"/>
		<updated>2009-09-24T13:19:53Z</updated>

		<summary type="html">&lt;p&gt;G1real: Tools are calculated at 1/4th, therefore it&amp;#039;s either 4x the base ql or 0.25x the tool ql&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=How Quality Works=&lt;br /&gt;
Items have a numeric quality rating ranging from 1 to infinity. What the quality rating does, more exactly, varies from item to item, but the general point is that a higher quality value equals, quite simply, a better item. High quality food gives more food event points, high quality weapons deal more damage, and high quality armor soaks more damage. Some objects are slower to break when at high quality. The quality of an object is generally determined by the quality of the natural resources used in the making of the object, but also by the tools used in the process, like anvils, saws, smelters, the fuel used &amp;amp;c. The quality of natural resources are determined in several different ways, but most simple gatherings have their qualities determined by abstract quality points, placed randomly across the map. Base quality for most such objects (herbs, clay, soil, water, for example) is ten, when not under the influence of a quality point.&lt;br /&gt;
&lt;br /&gt;
Sometimes, quality has no effect on an item, despite the item having a quality-value. Cosmetic equipment is an example of this.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated, all information on this wiki refers to items with a quality-value of 10.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
&#039;&#039;&#039;There is still much to be understood about the quality system. Use this section to discuss findings, theories, etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
New crafting skills are [[sewing]], [[smithing]], [[Glossary#Carpentry | carpentry]], [[cooking]], [[Glossary#Farming | farming]], and [[survival]].&lt;br /&gt;
&lt;br /&gt;
Quality of crafted goods can be dependent on any (including combinations) of the following: Quality of ingredients, crafter&#039;s skill level, and crafter&#039;s stats. Which of these three are used seems to vary from item type to item type.&lt;br /&gt;
&lt;br /&gt;
==Armor and Clothing==&lt;br /&gt;
&lt;br /&gt;
Backpacks and cosmetic clothing seem unaffected by quality.&lt;br /&gt;
&lt;br /&gt;
Armor gets increased HP and AC as its quality increases. While the AC seems a bit more complicated, the HP&amp;amp;nbsp;of the item is usually a very simple formula.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Leather pants: 10 HP&amp;amp;nbsp;per QL.&amp;lt;br /&amp;gt;Leather boots: 7 HP&amp;amp;nbsp;per QL.&amp;lt;br /&amp;gt; Chainmail shirt: 30 HP&amp;amp;nbsp;per QL.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;And so on.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
Weapons do more damage as their quality increases. Details unknown.&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
&lt;br /&gt;
Food gives more FEP as its quality increases. It seems that it&#039;s based on the Pre-Ragnarok FEP levels.&lt;br /&gt;
&lt;br /&gt;
The FEPs gained by a piece of food is its base amount, multiplied by &amp;lt;math&amp;gt;\sqrt{\frac{q}{10}}&amp;lt;/math&amp;gt;. -[[loftar]]&lt;br /&gt;
&lt;br /&gt;
Evidence suggests that quality does not effect how much hunger food restores.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
Water recovers more stamina per hunger as its quality increases. Details unknown.&lt;br /&gt;
&lt;br /&gt;
Animals give higher quality items as their level increases. &lt;br /&gt;
:Affected by your butchering tools and survival skill [http://www.havenandhearth.com/forum/viewtopic.php?f=4&amp;amp;t=1885#p21850].&lt;br /&gt;
&lt;br /&gt;
The quality of crafted items is equal to the average quality of the ingredients rounded down. However, it is also capped by the appropriate skill level of the crafter.&lt;br /&gt;
:Different items have different weights in averaging the quality of a final product.&lt;br /&gt;
::For example, a 50 QL bone combined with a 10 QL branch would make a 20 QL arrow, because a bone weighs 2 and a branch weighs 6. (The formula would be (50*2 + 10*6) / 8) - These are not the true weight values of these items, these are example values. [http://www.havenandhearth.com/forum/viewtopic.php?f=4&amp;amp;t=1885#p22110]&lt;br /&gt;
&lt;br /&gt;
==From loftar==&lt;br /&gt;
&lt;br /&gt;
For buildable objects, the quality is almost always calculated as such:&lt;br /&gt;
* The qualities of items in the individual item types are averaged arithmetically.&lt;br /&gt;
* The resulting average qualities of the various types are also averaged arithmetically -- often with some weights on items that should be &amp;quot;obviously&amp;quot; more important (like the iron in iron plows) -- to create the quality of the built object.&lt;br /&gt;
&lt;br /&gt;
For craftable items, most are calculated like this:&lt;br /&gt;
* As with buildable object, the qualities of the individual item types are averaged, and the weighted together based on importance.&lt;br /&gt;
* If one is using any tools, like a churn, anvil, or smithy&#039;s hammer, the qualities of those are averaged with the above resultant quality -- often with a weigth of 1/4 for the tool.&lt;br /&gt;
* If any character attributes are involved, those attributes themselves are averaged geometrically, and if the resultant &amp;quot;skill quality&amp;quot; is lower than the &amp;quot;input/tool quality&amp;quot;, the resultant quality is the arithmetic average of the skill quality and the input/tool quality.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t know what a geometric average is, it is the multiplication product of the individual values, raised to the power of the inverse of the number of values. In other words, averaging values &amp;lt;math&amp;gt;V_1, V_2, \ldots, V_n&amp;lt;/math&amp;gt; geometrically means calculating &amp;lt;math&amp;gt;(V_1 \cdot V_2 \cdot \ldots \cdot V_n)^{\frac{1}{n}}&amp;lt;/math&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
As for ovens, kilns, smelter and finery forges, the quality of the resultant quality is the arithmetic average of the input item quality and the average of the oven quality and fuel quality, where the fuel quality is the arithmetic average of the fuel items put into the oven. In other words, if the item quality is &amp;lt;math&amp;gt;q_i&amp;lt;/math&amp;gt;, the oven&#039;s quality is &amp;lt;math&amp;gt;q_o&amp;lt;/math&amp;gt; and the fuel&#039;s quality is &amp;lt;math&amp;gt;q_f&amp;lt;/math&amp;gt;, the quality of the resulting item will be &amp;lt;math&amp;gt;\frac{2q_i + q_o + q_f}{4}&amp;lt;/math&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
As for the skills involved in crafting, it should mostly be obvious, but there are, of course, a few things to clarify:&lt;br /&gt;
* Sewing related recipes (including leatherworking ones) use the Sewing and Dexterity values.&lt;br /&gt;
* Smithing related recipes often combine both Smithing and Strength.&lt;br /&gt;
&lt;br /&gt;
====Crafting formula====&lt;br /&gt;
&lt;br /&gt;
Calculate items used:&lt;br /&gt;
:&amp;lt;math&amp;gt;q_{item} = \frac{\sum_{i = 1}^{n} q_iw_i}{\sum w}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a tool involved:&lt;br /&gt;
:&amp;lt;math&amp;gt;q_{item} \leftarrow \frac{4q_{item} + q_{tool}}{5}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there are skill values &amp;lt;math&amp;gt;s_1&amp;lt;/math&amp;gt; through &amp;lt;math&amp;gt;s_n&amp;lt;/math&amp;gt; involved:&lt;br /&gt;
:&amp;lt;math&amp;gt;q_{item} \leftarrow \left \lbrace&lt;br /&gt;
\begin{array}{ll}&lt;br /&gt;
\frac{q_{skill} + q_{item}}{2}, &amp;amp; \text{if\ } q_{skill} &amp;lt; q_{item} \\&lt;br /&gt;
q_{item}, &amp;amp; \text{otherwise}&lt;br /&gt;
\end{array}&lt;br /&gt;
\right \rbrace, \text{where\ }&lt;br /&gt;
q_{skill} = {\left( \prod_{i = 1}^{n} s_i\right )}^{\frac{1}{n}}&lt;br /&gt;
&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Calculations will be made in order of top to down.&lt;br /&gt;
&lt;br /&gt;
==From jorb==&lt;br /&gt;
&lt;br /&gt;
I can add on that by saying that Psyche will be used for crafts that seem to require, or have their quality heavily based on, artistic or innovative qualities, for lack of better words. High-level stuff, basically. Cooking will probably be helped by perception.&lt;br /&gt;
&lt;br /&gt;
There&#039;s still much about quality that isn&#039;t understood. If you&#039;re willing to share, please add your information here.&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Chantrelle_%26_Onion_Pirozhki&amp;diff=7539</id>
		<title>Legacy:Chantrelle &amp; Onion Pirozhki</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Chantrelle_%26_Onion_Pirozhki&amp;diff=7539"/>
		<updated>2009-09-19T07:41:59Z</updated>

		<summary type="html">&lt;p&gt;G1real: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox food&lt;br /&gt;
| objectsreq = [[requires::Bread|Bread Dough]], [[requires::Chantrelles]], [[requires::Yellow Onion]]&lt;br /&gt;
|xsize = 1&lt;br /&gt;
|ysize = 1&lt;br /&gt;
|skillreq   = [[requires::Baking]]&lt;br /&gt;
|lpgain = 50&lt;br /&gt;
|producedby = Oven&lt;br /&gt;
| str        = 0&lt;br /&gt;
| agi        = 0&lt;br /&gt;
| int        = 0&lt;br /&gt;
| con        = 5&lt;br /&gt;
| per        = 0&lt;br /&gt;
| cha        = 0&lt;br /&gt;
| dex        = 5&lt;br /&gt;
| psy        = 0&lt;br /&gt;
| hunger     = 50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
&lt;br /&gt;
Using {{Key|C}}raft &amp;gt; Coo{{Key|k}}ing &amp;gt; Chantrelle &amp;amp; Onion {{Key|P}}irozhki you can combine a bread dough, chantrelles, and yellow onion. Put it in an oven with 3 branches and it&#039;ll be done in ~18 minutes.&lt;br /&gt;
[[Category:Baked Goods]]&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Chantrelle_%26_Onion_Pirozhki&amp;diff=7538</id>
		<title>Legacy:Chantrelle &amp; Onion Pirozhki</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Chantrelle_%26_Onion_Pirozhki&amp;diff=7538"/>
		<updated>2009-09-19T07:41:50Z</updated>

		<summary type="html">&lt;p&gt;G1real: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox food&lt;br /&gt;
| objectsreq = [[requires::Bread|Bread Dough]], [[requires::Chantrelles]], [[requires::Yellow Onion]]&lt;br /&gt;
|xsize = 1&lt;br /&gt;
|ysize = 1&lt;br /&gt;
|skillreq   = [[requires::Baking]]&lt;br /&gt;
|lpgain = 50&lt;br /&gt;
|producedby = Oven&lt;br /&gt;
| str        = 0&lt;br /&gt;
| agi        = 0&lt;br /&gt;
| int        = 0&lt;br /&gt;
| con        = 5&lt;br /&gt;
| per        = 0&lt;br /&gt;
| cha        = 0&lt;br /&gt;
| dex        = 5&lt;br /&gt;
| psy        = 0&lt;br /&gt;
| hunger     = 50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
&lt;br /&gt;
Using {{Key|C}}raft &amp;gt; Coo {{Key|k}}ing &amp;gt; Chantrelle &amp;amp; Onion {{Key|P}}irozhki you can combine a bread dough, chantrelles, and yellow onion. Put it in an oven with 3 branches and it&#039;ll be done in ~18 minutes.&lt;br /&gt;
[[Category:Baked Goods]]&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Chantrelle_%26_Onion_Pirozhki&amp;diff=7537</id>
		<title>Legacy:Chantrelle &amp; Onion Pirozhki</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Chantrelle_%26_Onion_Pirozhki&amp;diff=7537"/>
		<updated>2009-09-19T07:40:36Z</updated>

		<summary type="html">&lt;p&gt;G1real: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox food&lt;br /&gt;
| objectsreq = [[requires::Bread|Bread Dough]], [[requires::Chantrelles]], [[requires::Yellow Onion]]&lt;br /&gt;
|xsize = 1&lt;br /&gt;
|ysize = 1&lt;br /&gt;
|skillsreq = [[requires::Cooking]]&lt;br /&gt;
|lpgain = 50&lt;br /&gt;
|producedby = Oven&lt;br /&gt;
| str        = 0&lt;br /&gt;
| agi        = 0&lt;br /&gt;
| int        = 0&lt;br /&gt;
| con        = 5&lt;br /&gt;
| per        = 0&lt;br /&gt;
| cha        = 0&lt;br /&gt;
| dex        = 5&lt;br /&gt;
| psy        = 0&lt;br /&gt;
| hunger     = 50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
&lt;br /&gt;
Using {{Key|C}}raft &amp;gt; Coo {{Key|k}}ing &amp;gt; Chantrelle &amp;amp; Onion {{Key|P}}irozhki you can combine a bread dough, chantrelles, and yellow onion. Put it in an oven with 3 branches and it&#039;ll be done in ~18 minutes.&lt;br /&gt;
[[Category:Baked Goods]]&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Chantrelle_%26_Onion_Pirozhki&amp;diff=7536</id>
		<title>Legacy:Chantrelle &amp; Onion Pirozhki</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Chantrelle_%26_Onion_Pirozhki&amp;diff=7536"/>
		<updated>2009-09-19T07:40:03Z</updated>

		<summary type="html">&lt;p&gt;G1real: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox food&lt;br /&gt;
| objectsreq = [[requires::Bread|Bread Dough]], [[requires::Chantrelles]], [[requires::Yellow Onion]]&lt;br /&gt;
|xsize = 1&lt;br /&gt;
|ysize = 1&lt;br /&gt;
|skillsreq = [[requires::Cooking]]&lt;br /&gt;
|lpgain = 50&lt;br /&gt;
|producedby = Oven&lt;br /&gt;
| str        = 0&lt;br /&gt;
| agi        = 0&lt;br /&gt;
| int        = 0&lt;br /&gt;
| con        = 5&lt;br /&gt;
| per        = 0&lt;br /&gt;
| cha        = 0&lt;br /&gt;
| dex        = 5&lt;br /&gt;
| psy        = 0&lt;br /&gt;
| hunger     = 50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
&lt;br /&gt;
Using {{Key:C}} raft &amp;gt; Coo {{Key:k}} ing &amp;gt; Chantrelle &amp;amp; Onion {{Key:P}} irozhki you can combine a bread dough, chantrelles, and yellow onion. Put it in an oven with 3 branches and it&#039;ll be done in ~18 minutes.&lt;br /&gt;
[[Category:Baked Goods]]&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Chantrelle_%26_Onion_Pirozhki&amp;diff=7534</id>
		<title>Legacy:Chantrelle &amp; Onion Pirozhki</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Chantrelle_%26_Onion_Pirozhki&amp;diff=7534"/>
		<updated>2009-09-19T07:39:04Z</updated>

		<summary type="html">&lt;p&gt;G1real: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox food&lt;br /&gt;
| objectsreq = [[requires::Bread|Bread Dough]], [[requires::Chantrelles]], [[requires::Yellow Onion]]&lt;br /&gt;
|xsize = 1&lt;br /&gt;
|ysize = 1&lt;br /&gt;
|skillsreq = [[requires::Cooking]]&lt;br /&gt;
|lpgain = 50&lt;br /&gt;
|producedby = Oven&lt;br /&gt;
| str        = 0&lt;br /&gt;
| agi        = 0&lt;br /&gt;
| int        = 0&lt;br /&gt;
| con        = 5&lt;br /&gt;
| per        = 0&lt;br /&gt;
| cha        = 0&lt;br /&gt;
| dex        = 5&lt;br /&gt;
| psy        = 0&lt;br /&gt;
| hunger     = 50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
&lt;br /&gt;
Using {{Key:C}}raft &amp;gt; Coo{{Key:k}}ing &amp;gt; Chantrelle &amp;amp; Onion {{Key:P}}irozhki you can combine a bread dough, chantrelles, and yellow onion. Put it in an oven with 3 branches and it&#039;ll be done in ~18 minutes.&lt;br /&gt;
[[Category:Baked Goods]]&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=File:Legacy-Chantrelle_%26_Onion_Pirozhki.png&amp;diff=7533</id>
		<title>File:Legacy-Chantrelle &amp; Onion Pirozhki.png</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=File:Legacy-Chantrelle_%26_Onion_Pirozhki.png&amp;diff=7533"/>
		<updated>2009-09-19T07:38:16Z</updated>

		<summary type="html">&lt;p&gt;G1real: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Chantrelle_%26_Onion_Pirozhki&amp;diff=7532</id>
		<title>Legacy:Chantrelle &amp; Onion Pirozhki</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Chantrelle_%26_Onion_Pirozhki&amp;diff=7532"/>
		<updated>2009-09-19T07:35:28Z</updated>

		<summary type="html">&lt;p&gt;G1real: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox food&lt;br /&gt;
| objectsreq = [[requires::Bread|Bread Dough]], [[requires::Chantrelles]], [[requires::Yellow Onion]]&lt;br /&gt;
|xsize = 1&lt;br /&gt;
|ysize = 1&lt;br /&gt;
|lpgain = 50&lt;br /&gt;
|producedby = Oven&lt;br /&gt;
| str        = 0&lt;br /&gt;
| agi        = 0&lt;br /&gt;
| int        = 0&lt;br /&gt;
| con        = 5&lt;br /&gt;
| per        = 0&lt;br /&gt;
| cha        = 0&lt;br /&gt;
| dex        = 5&lt;br /&gt;
| psy        = 0&lt;br /&gt;
| hunger     = 50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
&lt;br /&gt;
Using {{Key:C}}raft &amp;gt; Coo{{Key:k}}ing &amp;gt; Chantrelle &amp;amp; Onion {{Key:P}}irozhki you can combine a bread dough, chantrelles, and yellow onion. Put it in an oven with 3 branches and it&#039;ll be done in ~18 minutes.&lt;br /&gt;
[[Category:Baked Goods]]&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Chantrelle_%26_Onion_Pirozhki&amp;diff=7531</id>
		<title>Legacy:Chantrelle &amp; Onion Pirozhki</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Chantrelle_%26_Onion_Pirozhki&amp;diff=7531"/>
		<updated>2009-09-19T07:35:14Z</updated>

		<summary type="html">&lt;p&gt;G1real: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox food&lt;br /&gt;
| objectsreq = [[requires::Bread|Bread Dough]], [[requires::Chantrelles]], [[requires::Yellow Onion]]&lt;br /&gt;
|xsize = 1&lt;br /&gt;
|ysize = 1&lt;br /&gt;
|lpgain = 50&lt;br /&gt;
|producedby = Oven&lt;br /&gt;
| str        = 0&lt;br /&gt;
| agi        = 0&lt;br /&gt;
| int        = 0&lt;br /&gt;
| con        = 5&lt;br /&gt;
| per        = 0&lt;br /&gt;
| cha        = 0&lt;br /&gt;
| dex        = 5&lt;br /&gt;
| psy        = 0&lt;br /&gt;
| hunger     = 50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
&lt;br /&gt;
Using {{K:C}}raft &amp;gt; Coo{{K:k}}ing &amp;gt; Chantrelle &amp;amp; Onion {{K:P}}irozhki you can combine a bread dough, chantrelles, and yellow onion. Put it in an oven with 3 branches and it&#039;ll be done in ~18 minutes.&lt;br /&gt;
[[Category:Baked Goods]]&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Glossary&amp;diff=7514</id>
		<title>Legacy:Glossary</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Glossary&amp;diff=7514"/>
		<updated>2009-09-19T03:44:14Z</updated>

		<summary type="html">&lt;p&gt;G1real: /* Farming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
&lt;br /&gt;
====Attack====&lt;br /&gt;
Attacks are standard patterns of attacking that, once activated, will be repeated indefinitely in a fight, as long as their specific conditions, if any, are met. They differ from Instance Attacks, which are only performed once.&lt;br /&gt;
&lt;br /&gt;
====Instance Attack====&lt;br /&gt;
Instance attacks are powerful attacks that have a high probability of succeeding, causing massive trauma to any and all opponents. They differ from regular attacks in that they are only performed once upon activation, and in that they more often that not come with an activation cost.&lt;br /&gt;
&lt;br /&gt;
====Combat Move====&lt;br /&gt;
Combat 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;
====Maneuver====&lt;br /&gt;
Maneuvers are patterns for responding to an attack. For every attack, the maneuver that the target of the attack has chosen is consulted to see if the attack hits or misses. Different effects may be triggered depending on whether the attack hit or missed.&lt;br /&gt;
&lt;br /&gt;
=Character Sheet=&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
===Base Attributes===&lt;br /&gt;
&lt;br /&gt;
Currently, the attributes in Haven and Hearth are not fully fleshed out and are mostly placeholders. It is very likely that will change soon.&lt;br /&gt;
&lt;br /&gt;
Also, note that although only 3 attributes are currently at all worthwhile to increase, the ease of increasing &#039;&#039;&#039;any&#039;&#039;&#039; stat depends on your highest attribute. In more detail, the amount of total [[FEP]] required for an attribute gain is equal to your highest attribute. So, if you have a character with 100 STR and 10 in other stats who decides to up his charisma, you will have a 10 times harder time doing it than an ordinary newbie with 10 in everything.&lt;br /&gt;
&lt;br /&gt;
Althought that is still no reason to increase the &amp;quot;useless&amp;quot; attributes, should the devs ever decide to give them function the unbalanced characters will be at a significant disadvantage.&lt;br /&gt;
&lt;br /&gt;
====Strength====&lt;br /&gt;
&lt;br /&gt;
Determines melee damage. Adds 1 max HHP per point&lt;br /&gt;
&lt;br /&gt;
====Agility====&lt;br /&gt;
&lt;br /&gt;
Increases the chance of success of certain instance attack(s). (Sidestep for now)&lt;br /&gt;
&lt;br /&gt;
====Intelligence====&lt;br /&gt;
&lt;br /&gt;
Increases the chance of success of certain instance attack(s). (opportunity knock, needs confirmation)&lt;br /&gt;
&lt;br /&gt;
Affects detection of scents by others. (Currently Broken)&lt;br /&gt;
&lt;br /&gt;
====Constitution====&lt;br /&gt;
&lt;br /&gt;
Adds 2 max HHP per point. Affects the amount of stamina. &lt;br /&gt;
&lt;br /&gt;
====Perception====&lt;br /&gt;
&lt;br /&gt;
Affects detection of scents. (Currently Broken) &lt;br /&gt;
&lt;br /&gt;
====Charisma====&lt;br /&gt;
&lt;br /&gt;
No effect.  However, a charisma of 25 or greater is required to become the chieftain of a village.&lt;br /&gt;
&lt;br /&gt;
=== Dexterity ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Increases the quality of crafted items&lt;br /&gt;
&lt;br /&gt;
=== Psyche ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Food Event Points===&lt;br /&gt;
See [[Getting Started#Increasing Stats | this page]].&lt;br /&gt;
&lt;br /&gt;
== Skill Values ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unarmed Combat ===&lt;br /&gt;
Affects  accuracy when fighting without weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Melee Combat ===&lt;br /&gt;
Same as above, with weapons. ([[Stone axe]], [[Battleaxe of the Twelfth Bay]], [[Militia Sword]] and [[Soldier&#039;s Sword]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Marksmanship ===&lt;br /&gt;
Increased accuracy with [[bow|bows]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Exploration ===&lt;br /&gt;
When anyone commits [[criminal acts]] in Haven and Hearth, they will probably leave behind a [[scent]]. Exploration determines how easy it is to find those scents, and how frequently they may be used to track the perpetrator. See [[tracking]]. Exploration is also used in finding roots such as [[Rustroot]].&lt;br /&gt;
&lt;br /&gt;
=== Stealth ===&lt;br /&gt;
Characters with high stealth and intelligence may commit [[criminal acts|crimes]] without leaving a scent. (Currently Broken)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sewing ===&lt;br /&gt;
Sewing affects the quality of leather and silk items.&lt;br /&gt;
&lt;br /&gt;
You cannot craft items of a higher quality rating using sewing recipes higher than your skill value. Sewing uses dexterity + sewing to determine the quality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Smithing ===&lt;br /&gt;
You cannot craft items of a higher quality rating using smithing recipes higher than your skill value.&lt;br /&gt;
&lt;br /&gt;
Smithing does not appear to affect quality of wrought iron.&lt;br /&gt;
&lt;br /&gt;
=== Cooking ===&lt;br /&gt;
You cannot craft items of a higher quality rating using cooking recipes higher than your skill value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Survival ===&lt;br /&gt;
Survival affects the quality of herbs picked. Also affects the quality of meat, bones, and hides taken from animals.&lt;br /&gt;
&lt;br /&gt;
You cannot craft items of a higher quality rating using survival recipes higher than your skill value.&lt;br /&gt;
&lt;br /&gt;
=== Carpentry ===&lt;br /&gt;
&#039;&#039;Carpentry also refers to a [[Carpentry | non-incrementable skill]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Carpentry affects the quality of many wooden items.&lt;br /&gt;
&lt;br /&gt;
You cannot craft items of a higher quality rating using capentry recipes higher than your skill value.&lt;br /&gt;
&lt;br /&gt;
=== Farming ===&lt;br /&gt;
&#039;&#039;Farming also refers to a [[Farming | non-incrementable skill]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Farming affects the quality of the seeds/plants you harvest. The max QL you can get is your Farming + 50.&lt;br /&gt;
&lt;br /&gt;
You cannot craft items of a higher quality rating using farming recipes higher than your skill value.&lt;br /&gt;
&lt;br /&gt;
===Learning Points===&lt;br /&gt;
&lt;br /&gt;
Learning points are used to increase skill values and buy skills.&lt;br /&gt;
&lt;br /&gt;
===Learning Ability===&lt;br /&gt;
&lt;br /&gt;
Learning ability is affected by [[Getting Started#Personal Beliefs|personal beliefs]], in particular tradition/change. A character with full change will gain 300 LP where normal characters gain 100.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
====Available Skills====&lt;br /&gt;
&lt;br /&gt;
====Current Skills====&lt;br /&gt;
&lt;br /&gt;
==Personal Beliefs==&lt;br /&gt;
See [[Getting Started#Personal Beliefs | this page]].&lt;br /&gt;
&lt;br /&gt;
=HUD=&lt;br /&gt;
&lt;br /&gt;
===Health===&lt;br /&gt;
Health is divided into three categories, indicated in the mouse-over as SHP/HHP/MHP.&lt;br /&gt;
&lt;br /&gt;
====SHP====&lt;br /&gt;
Soft Hit Points. When this reaches 0, your character is knocked out, making it so you can temporarily do nothing. SHP recover over time up to the amount of HHP you have.&lt;br /&gt;
&lt;br /&gt;
====HHP====&lt;br /&gt;
Hard Hit Points. When this reaches 0, your character dies. HHP can only be recovered either by using [[gauze]] or [[leech]]es.&lt;br /&gt;
&lt;br /&gt;
====MHP====&lt;br /&gt;
Max Hit Points. Your HHP can never be greater than this number. It can only be increased by eating certain [[food]]s.&lt;br /&gt;
&lt;br /&gt;
===Stamina===&lt;br /&gt;
Indicates how tired your character is. This goes down as you do various activities, eventually making your character move slower as it goes below certain levels. Over time, your stamina will recover by taking points from the hunger bar. It can also be recovered by drinking [[tea]].&lt;br /&gt;
&lt;br /&gt;
===Hunger===&lt;br /&gt;
This has five levels: Starving (0-49%), Very Hungry (50-79%), Hungry (80-89%), Full (90-100%), Overstuffed (&amp;amp;gt;100%), where the number represents the right most number in the mouse over. 10 units of hunger represent 1%, thus a food that recovers 40 units of hunger will increase the right most number by 4%. If you are at the Starving level, your character will slowly lose HHP. If you are at the Overstuffed level, you will only be able to move at a crawl. 1% of hunger can replace 1% of stamina.&lt;br /&gt;
&lt;br /&gt;
===Happiness===&lt;br /&gt;
Does nothing.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
From slowest to fastest: Crawl, walk, run, sprint. Faster speeds consume more stamina.&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
&lt;br /&gt;
====Size====&lt;br /&gt;
How many squares an object takes up. The first number refers to the x or horizontal direction, the second to the y or vertical direction.&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Bee_Hive&amp;diff=7495</id>
		<title>Legacy:Bee Hive</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Bee_Hive&amp;diff=7495"/>
		<updated>2009-09-17T19:26:50Z</updated>

		<summary type="html">&lt;p&gt;G1real: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox structure&lt;br /&gt;
| type       = Yes&lt;br /&gt;
|xsize = 1&lt;br /&gt;
|ysize = 1&lt;br /&gt;
|lpgain = 50&lt;br /&gt;
|sthp = 200&lt;br /&gt;
|soak = 0&lt;br /&gt;
| skillreq   = [[requires::Bee Keeping]]&lt;br /&gt;
| objectsreq = [[requires::Block of Wood]] x2, [[requires::Board]] x2, [[requires::Straw]] x10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bee hives provide [[wax]] and [[honey]], and also help crops grow faster.&lt;br /&gt;
&lt;br /&gt;
==Pollination==&lt;br /&gt;
&lt;br /&gt;
Each bee hive will pollinate one wheat tile per however many ticks.  &amp;lt;br /&amp;gt;One wheat tile can only be pollinated by one hive.&amp;lt;br /&amp;gt;If you have two  hives next to each other and next to a lot of wheat tiles, then they&#039;ll cover more tiles quicker but will not cause any individual tile to grow faster.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;To put it another way,&amp;lt;br /&amp;gt;If you have 1 wheat tile and no hives, your grow speed is SLOW;&amp;lt;br /&amp;gt;if you have 1 wheat tile and 1  hive, your grow speed is FAST;&amp;lt;br /&amp;gt;if you have 1 wheat tile and 2  hives, your grow speed is FAST, same as 1 and 1;&amp;lt;br /&amp;gt;if you have 2 wheat tiles and 1 hive, your grow speed is slightly slower than 2 wheat tiles and 2  hives.&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
A bee hive can be built from the Build menu (B) provided you have the [[Bee Keeping]] Skill.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
To collect wax, just right click the hive and harvest it.&lt;br /&gt;
To collect honey, left click a bucket and right click on the hive.&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=File:Bar_of_Gold.png&amp;diff=7484</id>
		<title>File:Bar of Gold.png</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=File:Bar_of_Gold.png&amp;diff=7484"/>
		<updated>2009-09-16T20:56:42Z</updated>

		<summary type="html">&lt;p&gt;G1real: A bar of gold.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A bar of gold.&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Bar_of_Gold&amp;diff=7483</id>
		<title>Legacy:Bar of Gold</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Bar_of_Gold&amp;diff=7483"/>
		<updated>2009-09-16T20:55:13Z</updated>

		<summary type="html">&lt;p&gt;G1real: Created page with &amp;#039;{{infobox object | type       = Inventory | lpgain     = 0 | xsize      = 1 | ysize      = 1 | skillreq   = requires::Metal Working | objectsreq = requires::Gold Ore | pr…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox object&lt;br /&gt;
| type       = Inventory&lt;br /&gt;
| lpgain     = 0&lt;br /&gt;
| xsize      = 1&lt;br /&gt;
| ysize      = 1&lt;br /&gt;
| skillreq   = [[requires::Metal Working]]&lt;br /&gt;
| objectsreq = [[requires::Gold Ore]]&lt;br /&gt;
| producedby = [[requires::Ore Smelter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
&lt;br /&gt;
Mined from a [[Gold Mine]] and smelted in an [[Ore Smelter]], there&#039;s a 1 in 300-400 chance to get a bar from the ore at 0 nature.&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Quality&amp;diff=7429</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Quality&amp;diff=7429"/>
		<updated>2009-09-11T01:48:06Z</updated>

		<summary type="html">&lt;p&gt;G1real: /* Crafting formula */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=How Quality Works=&lt;br /&gt;
Items have a numeric quality rating ranging from 1 to infinity. What the quality rating does, more exactly, varies from item to item, but the general point is that a higher quality value equals, quite simply, a better item. High quality food gives more food event points, high quality weapons deal more damage, and high quality armor soaks more damage. Some objects are slower to break when at high quality. The quality of an object is generally determined by the quality of the natural resources used in the making of the object, but also by the tools used in the process, like anvils, saws, smelters, the fuel used &amp;amp;c. The quality of natural resources are determined in several different ways, but most simple gatherings have their qualities determined by abstract quality points, placed randomly across the map. Base quality for most such objects (herbs, clay, soil, water, for example) is ten, when not under the influence of a quality point.&lt;br /&gt;
&lt;br /&gt;
Sometimes, quality has no effect on an item, despite the item having a quality-value. Cosmetic equipment is an example of this.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated, all information on this wiki refers to items with a quality-value of 10.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
&#039;&#039;&#039;There is still much to be understood about the quality system. Use this section to discuss findings, theories, etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
New crafting skills are [[sewing]], [[smithing]], [[Glossary#Carpentry | carpentry]], [[cooking]], [[Glossary#Farming | farming]], and [[survival]].&lt;br /&gt;
&lt;br /&gt;
Quality of crafted goods can be dependent on any (including combinations) of the following: Quality of ingredients, crafter&#039;s skill level, and crafter&#039;s stats. Which of these three are used seems to vary from item type to item type.&lt;br /&gt;
&lt;br /&gt;
==Armor and Clothing==&lt;br /&gt;
&lt;br /&gt;
Backpacks and cosmetic clothing seem unaffected by quality.&lt;br /&gt;
&lt;br /&gt;
Armor gets increased HP and AC as its quality increases. Details unknown.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
Weapons do more damage as their quality increases. Details unknown.&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
&lt;br /&gt;
Food gives more FEP as its quality increases. It seems that it&#039;s based on the Pre-Ragnarok FEP levels.&lt;br /&gt;
&lt;br /&gt;
Evidence suggests that quality does not effect how much hunger food restores.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
Water recovers more stamina per hunger as its quality increases. Details unknown.&lt;br /&gt;
&lt;br /&gt;
Animals give higher quality items as their level increases. &lt;br /&gt;
:Affected by your butchering tools and survival skill [http://www.havenandhearth.com/forum/viewtopic.php?f=4&amp;amp;t=1885#p21850].&lt;br /&gt;
&lt;br /&gt;
The quality of crafted items is equal to the average quality of the ingredients rounded down. However, it is also capped by the appropriate skill level of the crafter.&lt;br /&gt;
:Different items have different weights in averaging the quality of a final product.&lt;br /&gt;
::For example, a 50 QL bone combined with a 10 QL branch would make a 20 QL arrow, because a bone weighs 2 and a branch weighs 6. (The formula would be (50*2 + 10*6) / 8) - These are not the true weight values of these items, these are example values. [http://www.havenandhearth.com/forum/viewtopic.php?f=4&amp;amp;t=1885#p22110]&lt;br /&gt;
&lt;br /&gt;
==From loftar==&lt;br /&gt;
&lt;br /&gt;
For buildable objects, the quality is almost always calculated as such:&lt;br /&gt;
* The qualities of items in the individual item types are averaged arithmetically.&lt;br /&gt;
* The resulting average qualities of the various types are also averaged arithmetically -- often with some weights on items that should be &amp;quot;obviously&amp;quot; more important (like the iron in iron plows) -- to create the quality of the built object.&lt;br /&gt;
&lt;br /&gt;
For craftable items, most are calculated like this:&lt;br /&gt;
* As with buildable object, the qualities of the individual item types are averaged, and the weighted together based on importance.&lt;br /&gt;
* If one is using any tools, like a churn, anvil, or smithy&#039;s hammer, the qualities of those are averaged with the above resultant quality -- often with a weigth of 1/4 for the tool.&lt;br /&gt;
* If any character attributes are involved, those attributes themselves are averaged geometrically, and if the resultant &amp;quot;skill quality&amp;quot; is lower than the &amp;quot;input/tool quality&amp;quot;, the resultant quality is the arithmetic average of the skill quality and the input/tool quality.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t know what a geometric average is, it is the multiplication product of the individual values, raised to the power of the inverse of the number of values. In other words, averaging values V1, V2, ..., Vn geometrically means calculating (V1 * V2 * ... * Vn)^(1/n).&lt;br /&gt;
&lt;br /&gt;
As for ovens, kilns, smelter and finery forges, the quality of the resultant quality is the arithmetic average of the input item quality and the average of the oven quality and fuel quality, where the fuel quality is the arithmetic average of the fuel items put into the oven. In other words, if the item quality is Qi, the oven&#039;s quality is Qo and the fuel&#039;s quality is Qf, the quality of the resulting item will be ((Qi * 2 + Qo + Qf) / 4).&lt;br /&gt;
&lt;br /&gt;
As for the skills involved in crafting, it should mostly be obvious, but there are, of course, a few things to clarify:&lt;br /&gt;
* Sewing related recipes (including leatherworking ones) use the Sewing and Dexterity values.&lt;br /&gt;
* Smithing related recipes often combine both Smithing and Strength.&lt;br /&gt;
&lt;br /&gt;
====Crafting formula====&lt;br /&gt;
&lt;br /&gt;
Calculate items used:&lt;br /&gt;
:((Q1*W1)+(Q2*W2)...+(Qn*Wn)) / TWeight = ItemQL&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a tool involved:&lt;br /&gt;
:(ItemQL + (ToolQL * 0.25)) / 2 = ItemQL&lt;br /&gt;
&lt;br /&gt;
If there are skills and stats involved:&lt;br /&gt;
:If ((S1 * S2 * ... * Sn)^(1/n) = StatsQL &amp;lt; ItemQL):&lt;br /&gt;
:: (StatsQL + ItemQL) / 2 = ItemQL&lt;br /&gt;
&lt;br /&gt;
*Calculations will be made in order of top to down.&lt;br /&gt;
&lt;br /&gt;
==From jorb==&lt;br /&gt;
&lt;br /&gt;
I can add on that by saying that Psyche will be used for crafts that seem to require, or have their quality heavily based on, artistic or innovative qualities, for lack of better words. High-level stuff, basically. Cooking will probably be helped by perception.&lt;br /&gt;
&lt;br /&gt;
There&#039;s still much about quality that isn&#039;t understood. If you&#039;re willing to share, please add your information here.&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Quality&amp;diff=7428</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Quality&amp;diff=7428"/>
		<updated>2009-09-11T01:47:14Z</updated>

		<summary type="html">&lt;p&gt;G1real: /* Crafting formula */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=How Quality Works=&lt;br /&gt;
Items have a numeric quality rating ranging from 1 to infinity. What the quality rating does, more exactly, varies from item to item, but the general point is that a higher quality value equals, quite simply, a better item. High quality food gives more food event points, high quality weapons deal more damage, and high quality armor soaks more damage. Some objects are slower to break when at high quality. The quality of an object is generally determined by the quality of the natural resources used in the making of the object, but also by the tools used in the process, like anvils, saws, smelters, the fuel used &amp;amp;c. The quality of natural resources are determined in several different ways, but most simple gatherings have their qualities determined by abstract quality points, placed randomly across the map. Base quality for most such objects (herbs, clay, soil, water, for example) is ten, when not under the influence of a quality point.&lt;br /&gt;
&lt;br /&gt;
Sometimes, quality has no effect on an item, despite the item having a quality-value. Cosmetic equipment is an example of this.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated, all information on this wiki refers to items with a quality-value of 10.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
&#039;&#039;&#039;There is still much to be understood about the quality system. Use this section to discuss findings, theories, etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
New crafting skills are [[sewing]], [[smithing]], [[Glossary#Carpentry | carpentry]], [[cooking]], [[Glossary#Farming | farming]], and [[survival]].&lt;br /&gt;
&lt;br /&gt;
Quality of crafted goods can be dependent on any (including combinations) of the following: Quality of ingredients, crafter&#039;s skill level, and crafter&#039;s stats. Which of these three are used seems to vary from item type to item type.&lt;br /&gt;
&lt;br /&gt;
==Armor and Clothing==&lt;br /&gt;
&lt;br /&gt;
Backpacks and cosmetic clothing seem unaffected by quality.&lt;br /&gt;
&lt;br /&gt;
Armor gets increased HP and AC as its quality increases. Details unknown.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
Weapons do more damage as their quality increases. Details unknown.&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
&lt;br /&gt;
Food gives more FEP as its quality increases. It seems that it&#039;s based on the Pre-Ragnarok FEP levels.&lt;br /&gt;
&lt;br /&gt;
Evidence suggests that quality does not effect how much hunger food restores.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
Water recovers more stamina per hunger as its quality increases. Details unknown.&lt;br /&gt;
&lt;br /&gt;
Animals give higher quality items as their level increases. &lt;br /&gt;
:Affected by your butchering tools and survival skill [http://www.havenandhearth.com/forum/viewtopic.php?f=4&amp;amp;t=1885#p21850].&lt;br /&gt;
&lt;br /&gt;
The quality of crafted items is equal to the average quality of the ingredients rounded down. However, it is also capped by the appropriate skill level of the crafter.&lt;br /&gt;
:Different items have different weights in averaging the quality of a final product.&lt;br /&gt;
::For example, a 50 QL bone combined with a 10 QL branch would make a 20 QL arrow, because a bone weighs 2 and a branch weighs 6. (The formula would be (50*2 + 10*6) / 8) - These are not the true weight values of these items, these are example values. [http://www.havenandhearth.com/forum/viewtopic.php?f=4&amp;amp;t=1885#p22110]&lt;br /&gt;
&lt;br /&gt;
==From loftar==&lt;br /&gt;
&lt;br /&gt;
For buildable objects, the quality is almost always calculated as such:&lt;br /&gt;
* The qualities of items in the individual item types are averaged arithmetically.&lt;br /&gt;
* The resulting average qualities of the various types are also averaged arithmetically -- often with some weights on items that should be &amp;quot;obviously&amp;quot; more important (like the iron in iron plows) -- to create the quality of the built object.&lt;br /&gt;
&lt;br /&gt;
For craftable items, most are calculated like this:&lt;br /&gt;
* As with buildable object, the qualities of the individual item types are averaged, and the weighted together based on importance.&lt;br /&gt;
* If one is using any tools, like a churn, anvil, or smithy&#039;s hammer, the qualities of those are averaged with the above resultant quality -- often with a weigth of 1/4 for the tool.&lt;br /&gt;
* If any character attributes are involved, those attributes themselves are averaged geometrically, and if the resultant &amp;quot;skill quality&amp;quot; is lower than the &amp;quot;input/tool quality&amp;quot;, the resultant quality is the arithmetic average of the skill quality and the input/tool quality.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t know what a geometric average is, it is the multiplication product of the individual values, raised to the power of the inverse of the number of values. In other words, averaging values V1, V2, ..., Vn geometrically means calculating (V1 * V2 * ... * Vn)^(1/n).&lt;br /&gt;
&lt;br /&gt;
As for ovens, kilns, smelter and finery forges, the quality of the resultant quality is the arithmetic average of the input item quality and the average of the oven quality and fuel quality, where the fuel quality is the arithmetic average of the fuel items put into the oven. In other words, if the item quality is Qi, the oven&#039;s quality is Qo and the fuel&#039;s quality is Qf, the quality of the resulting item will be ((Qi * 2 + Qo + Qf) / 4).&lt;br /&gt;
&lt;br /&gt;
As for the skills involved in crafting, it should mostly be obvious, but there are, of course, a few things to clarify:&lt;br /&gt;
* Sewing related recipes (including leatherworking ones) use the Sewing and Dexterity values.&lt;br /&gt;
* Smithing related recipes often combine both Smithing and Strength.&lt;br /&gt;
&lt;br /&gt;
====Crafting formula====&lt;br /&gt;
&lt;br /&gt;
Calculate items used:&lt;br /&gt;
:((Q1*W1)+(Q2*W2)...+(Qn*Wn)) / TWeight = ItemQL&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a tool involved:&lt;br /&gt;
:(ItemQL + (ToolQL * 0.25)) / 2 = ItemQL&lt;br /&gt;
&lt;br /&gt;
If there are skills and stats involved:&lt;br /&gt;
:If ((S1 * S2 * ... * Sn)^(1/n) = StatsQL &amp;lt; ItemQL):&lt;br /&gt;
:: (StatsQL + ItemQL) / 2 = Final product quality.&lt;br /&gt;
&lt;br /&gt;
==From jorb==&lt;br /&gt;
&lt;br /&gt;
I can add on that by saying that Psyche will be used for crafts that seem to require, or have their quality heavily based on, artistic or innovative qualities, for lack of better words. High-level stuff, basically. Cooking will probably be helped by perception.&lt;br /&gt;
&lt;br /&gt;
There&#039;s still much about quality that isn&#039;t understood. If you&#039;re willing to share, please add your information here.&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Quality&amp;diff=7427</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Quality&amp;diff=7427"/>
		<updated>2009-09-11T01:46:18Z</updated>

		<summary type="html">&lt;p&gt;G1real: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=How Quality Works=&lt;br /&gt;
Items have a numeric quality rating ranging from 1 to infinity. What the quality rating does, more exactly, varies from item to item, but the general point is that a higher quality value equals, quite simply, a better item. High quality food gives more food event points, high quality weapons deal more damage, and high quality armor soaks more damage. Some objects are slower to break when at high quality. The quality of an object is generally determined by the quality of the natural resources used in the making of the object, but also by the tools used in the process, like anvils, saws, smelters, the fuel used &amp;amp;c. The quality of natural resources are determined in several different ways, but most simple gatherings have their qualities determined by abstract quality points, placed randomly across the map. Base quality for most such objects (herbs, clay, soil, water, for example) is ten, when not under the influence of a quality point.&lt;br /&gt;
&lt;br /&gt;
Sometimes, quality has no effect on an item, despite the item having a quality-value. Cosmetic equipment is an example of this.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated, all information on this wiki refers to items with a quality-value of 10.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
&#039;&#039;&#039;There is still much to be understood about the quality system. Use this section to discuss findings, theories, etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
New crafting skills are [[sewing]], [[smithing]], [[Glossary#Carpentry | carpentry]], [[cooking]], [[Glossary#Farming | farming]], and [[survival]].&lt;br /&gt;
&lt;br /&gt;
Quality of crafted goods can be dependent on any (including combinations) of the following: Quality of ingredients, crafter&#039;s skill level, and crafter&#039;s stats. Which of these three are used seems to vary from item type to item type.&lt;br /&gt;
&lt;br /&gt;
==Armor and Clothing==&lt;br /&gt;
&lt;br /&gt;
Backpacks and cosmetic clothing seem unaffected by quality.&lt;br /&gt;
&lt;br /&gt;
Armor gets increased HP and AC as its quality increases. Details unknown.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
Weapons do more damage as their quality increases. Details unknown.&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
&lt;br /&gt;
Food gives more FEP as its quality increases. It seems that it&#039;s based on the Pre-Ragnarok FEP levels.&lt;br /&gt;
&lt;br /&gt;
Evidence suggests that quality does not effect how much hunger food restores.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
Water recovers more stamina per hunger as its quality increases. Details unknown.&lt;br /&gt;
&lt;br /&gt;
Animals give higher quality items as their level increases. &lt;br /&gt;
:Affected by your butchering tools and survival skill [http://www.havenandhearth.com/forum/viewtopic.php?f=4&amp;amp;t=1885#p21850].&lt;br /&gt;
&lt;br /&gt;
The quality of crafted items is equal to the average quality of the ingredients rounded down. However, it is also capped by the appropriate skill level of the crafter.&lt;br /&gt;
:Different items have different weights in averaging the quality of a final product.&lt;br /&gt;
::For example, a 50 QL bone combined with a 10 QL branch would make a 20 QL arrow, because a bone weighs 2 and a branch weighs 6. (The formula would be (50*2 + 10*6) / 8) - These are not the true weight values of these items, these are example values. [http://www.havenandhearth.com/forum/viewtopic.php?f=4&amp;amp;t=1885#p22110]&lt;br /&gt;
&lt;br /&gt;
==From loftar==&lt;br /&gt;
&lt;br /&gt;
For buildable objects, the quality is almost always calculated as such:&lt;br /&gt;
* The qualities of items in the individual item types are averaged arithmetically.&lt;br /&gt;
* The resulting average qualities of the various types are also averaged arithmetically -- often with some weights on items that should be &amp;quot;obviously&amp;quot; more important (like the iron in iron plows) -- to create the quality of the built object.&lt;br /&gt;
&lt;br /&gt;
For craftable items, most are calculated like this:&lt;br /&gt;
* As with buildable object, the qualities of the individual item types are averaged, and the weighted together based on importance.&lt;br /&gt;
* If one is using any tools, like a churn, anvil, or smithy&#039;s hammer, the qualities of those are averaged with the above resultant quality -- often with a weigth of 1/4 for the tool.&lt;br /&gt;
* If any character attributes are involved, those attributes themselves are averaged geometrically, and if the resultant &amp;quot;skill quality&amp;quot; is lower than the &amp;quot;input/tool quality&amp;quot;, the resultant quality is the arithmetic average of the skill quality and the input/tool quality.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t know what a geometric average is, it is the multiplication product of the individual values, raised to the power of the inverse of the number of values. In other words, averaging values V1, V2, ..., Vn geometrically means calculating (V1 * V2 * ... * Vn)^(1/n).&lt;br /&gt;
&lt;br /&gt;
As for ovens, kilns, smelter and finery forges, the quality of the resultant quality is the arithmetic average of the input item quality and the average of the oven quality and fuel quality, where the fuel quality is the arithmetic average of the fuel items put into the oven. In other words, if the item quality is Qi, the oven&#039;s quality is Qo and the fuel&#039;s quality is Qf, the quality of the resulting item will be ((Qi * 2 + Qo + Qf) / 4).&lt;br /&gt;
&lt;br /&gt;
As for the skills involved in crafting, it should mostly be obvious, but there are, of course, a few things to clarify:&lt;br /&gt;
* Sewing related recipes (including leatherworking ones) use the Sewing and Dexterity values.&lt;br /&gt;
* Smithing related recipes often combine both Smithing and Strength.&lt;br /&gt;
&lt;br /&gt;
====Crafting formula====&lt;br /&gt;
&lt;br /&gt;
Calculate items used:&lt;br /&gt;
:((Q1*W1)+(Q2*W2)...+(Qn*Wn)) / TWeight = ItemQL&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a tool involved:&lt;br /&gt;
:(ItemQL + (ToolQL * 0.25)) / 2 = ItemQL&lt;br /&gt;
&lt;br /&gt;
If there are skills and stats involved:&lt;br /&gt;
:If ((S1 * S2 * ... * Sn)^(1/n) = StatsQL &amp;lt; ItemQL):&lt;br /&gt;
:: StatsQL + ItemQL / 2 = Final product quality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==From jorb==&lt;br /&gt;
&lt;br /&gt;
I can add on that by saying that Psyche will be used for crafts that seem to require, or have their quality heavily based on, artistic or innovative qualities, for lack of better words. High-level stuff, basically. Cooking will probably be helped by perception.&lt;br /&gt;
&lt;br /&gt;
There&#039;s still much about quality that isn&#039;t understood. If you&#039;re willing to share, please add your information here.&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Quality&amp;diff=7420</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Quality&amp;diff=7420"/>
		<updated>2009-09-10T18:05:36Z</updated>

		<summary type="html">&lt;p&gt;G1real: /* Miscellaneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=How Quality Works=&lt;br /&gt;
Items have a numeric quality rating ranging from 1 to infinity. What the quality rating does, more exactly, varies from item to item, but the general point is that a higher quality value equals, quite simply, a better item. High quality food gives more food event points, high quality weapons deal more damage, and high quality armor soaks more damage. Some objects are slower to break when at high quality. The quality of an object is generally determined by the quality of the natural resources used in the making of the object, but also by the tools used in the process, like anvils, saws, smelters, the fuel used &amp;amp;c. The quality of natural resources are determined in several different ways, but most simple gatherings have their qualities determined by abstract quality points, placed randomly across the map. Base quality for most such objects (herbs, clay, soil, water, for example) is ten, when not under the influence of a quality point.&lt;br /&gt;
&lt;br /&gt;
Sometimes, quality has no effect on an item, despite the item having a quality-value. Cosmetic equipment is an example of this.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated, all information on this wiki refers to items with a quality-value of 10.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
&#039;&#039;&#039;There is still much to be understood about the quality system. Use this section to discuss findings, theories, etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
New crafting skills are [[sewing]], [[smithing]], [[Glossary#Carpentry | carpentry]], [[cooking]], [[Glossary#Farming | farming]], and [[survival]].&lt;br /&gt;
&lt;br /&gt;
Quality of crafted goods can be dependent on any (including combinations) of the following: Quality of ingredients, crafter&#039;s skill level, and crafter&#039;s stats. Which of these three are used seems to vary from item type to item type.&lt;br /&gt;
&lt;br /&gt;
==Armor and Clothing==&lt;br /&gt;
&lt;br /&gt;
Backpacks and cosmetic clothing seem unaffected by quality.&lt;br /&gt;
&lt;br /&gt;
Armor gets increased HP and AC as its quality increases. Details unknown.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
Weapons do more damage as their quality increases. Details unknown.&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
&lt;br /&gt;
Food gives more FEP as its quality increases. It seems that it&#039;s based on the Pre-Ragnarok FEP levels.&lt;br /&gt;
&lt;br /&gt;
Evidence suggests that quality does not effect how much hunger food restores.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
Water recovers more stamina per hunger as its quality increases. Details unknown.&lt;br /&gt;
&lt;br /&gt;
Animals give higher quality items as their level increases. &lt;br /&gt;
:Affected by your butchering tools and survival skill [http://www.havenandhearth.com/forum/viewtopic.php?f=4&amp;amp;t=1885#p21850].&lt;br /&gt;
&lt;br /&gt;
The quality of crafted items is equal to the average quality of the ingredients rounded down. However, it is also capped by the appropriate skill level of the crafter.&lt;br /&gt;
:Different items have different weights in averaging the quality of a final product.&lt;br /&gt;
::For example, a 50 QL bone combined with a 10 QL branch would make a 20 QL arrow, because a bone weighs 2 and a branch weighs 6. (The formula would be (50*2 + 10*6) / 8) - These are not the true weight values of these items, these are example values. [http://www.havenandhearth.com/forum/viewtopic.php?f=4&amp;amp;t=1885#p22110]&lt;br /&gt;
&lt;br /&gt;
There&#039;s still much about quality that isn&#039;t understood. If you&#039;re willing to share, please add your information here.&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Quality&amp;diff=7419</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Quality&amp;diff=7419"/>
		<updated>2009-09-10T18:03:34Z</updated>

		<summary type="html">&lt;p&gt;G1real: /* Miscellaneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=How Quality Works=&lt;br /&gt;
Items have a numeric quality rating ranging from 1 to infinity. What the quality rating does, more exactly, varies from item to item, but the general point is that a higher quality value equals, quite simply, a better item. High quality food gives more food event points, high quality weapons deal more damage, and high quality armor soaks more damage. Some objects are slower to break when at high quality. The quality of an object is generally determined by the quality of the natural resources used in the making of the object, but also by the tools used in the process, like anvils, saws, smelters, the fuel used &amp;amp;c. The quality of natural resources are determined in several different ways, but most simple gatherings have their qualities determined by abstract quality points, placed randomly across the map. Base quality for most such objects (herbs, clay, soil, water, for example) is ten, when not under the influence of a quality point.&lt;br /&gt;
&lt;br /&gt;
Sometimes, quality has no effect on an item, despite the item having a quality-value. Cosmetic equipment is an example of this.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated, all information on this wiki refers to items with a quality-value of 10.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
&#039;&#039;&#039;There is still much to be understood about the quality system. Use this section to discuss findings, theories, etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
New crafting skills are [[sewing]], [[smithing]], [[Glossary#Carpentry | carpentry]], [[cooking]], [[Glossary#Farming | farming]], and [[survival]].&lt;br /&gt;
&lt;br /&gt;
Quality of crafted goods can be dependent on any (including combinations) of the following: Quality of ingredients, crafter&#039;s skill level, and crafter&#039;s stats. Which of these three are used seems to vary from item type to item type.&lt;br /&gt;
&lt;br /&gt;
==Armor and Clothing==&lt;br /&gt;
&lt;br /&gt;
Backpacks and cosmetic clothing seem unaffected by quality.&lt;br /&gt;
&lt;br /&gt;
Armor gets increased HP and AC as its quality increases. Details unknown.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
Weapons do more damage as their quality increases. Details unknown.&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
&lt;br /&gt;
Food gives more FEP as its quality increases. It seems that it&#039;s based on the Pre-Ragnarok FEP levels.&lt;br /&gt;
&lt;br /&gt;
Evidence suggests that quality does not effect how much hunger food restores.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
Water recovers more stamina per hunger as its quality increases. Details unknown.&lt;br /&gt;
&lt;br /&gt;
Animals give higher quality items as their level increases. &lt;br /&gt;
:Affected by your butchering tools and survival skill [http://www.havenandhearth.com/forum/viewtopic.php?f=4&amp;amp;t=1885#p21850].&lt;br /&gt;
&lt;br /&gt;
The quality of crafted items is equal to the average quality of the ingredients rounded down. However, it is also capped by the appropriate skill level of the crafter.&lt;br /&gt;
:Different items have different weights in averaging the quality of a final product.&lt;br /&gt;
::For example, a 50 QL bone combined with a 10 QL branch would make a 20 QL arrow, because a bone weighs 2 and a branch weighs 6. (The formula would be (50*2 + 10*6) / 8) - These are not the true weight values of these items, these are example values.&lt;br /&gt;
&lt;br /&gt;
There&#039;s still much about quality that isn&#039;t understood. If you&#039;re willing to share, please add your information here.&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Quality&amp;diff=7418</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Quality&amp;diff=7418"/>
		<updated>2009-09-10T17:52:29Z</updated>

		<summary type="html">&lt;p&gt;G1real: /* Food */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=How Quality Works=&lt;br /&gt;
Items have a numeric quality rating ranging from 1 to infinity. What the quality rating does, more exactly, varies from item to item, but the general point is that a higher quality value equals, quite simply, a better item. High quality food gives more food event points, high quality weapons deal more damage, and high quality armor soaks more damage. Some objects are slower to break when at high quality. The quality of an object is generally determined by the quality of the natural resources used in the making of the object, but also by the tools used in the process, like anvils, saws, smelters, the fuel used &amp;amp;c. The quality of natural resources are determined in several different ways, but most simple gatherings have their qualities determined by abstract quality points, placed randomly across the map. Base quality for most such objects (herbs, clay, soil, water, for example) is ten, when not under the influence of a quality point.&lt;br /&gt;
&lt;br /&gt;
Sometimes, quality has no effect on an item, despite the item having a quality-value. Cosmetic equipment is an example of this.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated, all information on this wiki refers to items with a quality-value of 10.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
&#039;&#039;&#039;There is still much to be understood about the quality system. Use this section to discuss findings, theories, etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
New crafting skills are [[sewing]], [[smithing]], [[Glossary#Carpentry | carpentry]], [[cooking]], [[Glossary#Farming | farming]], and [[survival]].&lt;br /&gt;
&lt;br /&gt;
Quality of crafted goods can be dependent on any (including combinations) of the following: Quality of ingredients, crafter&#039;s skill level, and crafter&#039;s stats. Which of these three are used seems to vary from item type to item type.&lt;br /&gt;
&lt;br /&gt;
==Armor and Clothing==&lt;br /&gt;
&lt;br /&gt;
Backpacks and cosmetic clothing seem unaffected by quality.&lt;br /&gt;
&lt;br /&gt;
Armor gets increased HP and AC as its quality increases. Details unknown.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
Weapons do more damage as their quality increases. Details unknown.&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
&lt;br /&gt;
Food gives more FEP as its quality increases. It seems that it&#039;s based on the Pre-Ragnarok FEP levels.&lt;br /&gt;
&lt;br /&gt;
Evidence suggests that quality does not effect how much hunger food restores.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
Water recovers more stamina as its quality increases. Details unknown.&lt;br /&gt;
&lt;br /&gt;
Animals give higher quality items as their level increases. Details unknown.&lt;br /&gt;
&lt;br /&gt;
Your survival skill and the quality of the tools you use when butchering/skinning are now, both, relevant. -jorb&lt;br /&gt;
&lt;br /&gt;
The quality of crafted items is equal to the average quality of the ingredients rounded down. However, it is also capped by the appropriate skill level of the crafter.&lt;br /&gt;
&lt;br /&gt;
There&#039;s still much about quality that isn&#039;t understood. If you&#039;re willing to share, please add your information here.&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Chantrelles&amp;diff=7413</id>
		<title>Legacy:Chantrelles</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Chantrelles&amp;diff=7413"/>
		<updated>2009-09-10T14:33:50Z</updated>

		<summary type="html">&lt;p&gt;G1real: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox food&lt;br /&gt;
| xsize      = 1&lt;br /&gt;
| ysize      = 1&lt;br /&gt;
| lpgain     = 0&lt;br /&gt;
| skillreq   = [[requires::Foraging]] (?)&lt;br /&gt;
| objectsreq = See [[Chantrelles#How to Acquire | How to Acquire]]&lt;br /&gt;
| producedby = See [[Chantrelles#How to Acquire | How to Acquire]]&lt;br /&gt;
| hunger     = 10&lt;br /&gt;
| str        = 0&lt;br /&gt;
| agi        = 0&lt;br /&gt;
| int        = 0&lt;br /&gt;
| con        = 0&lt;br /&gt;
| per        = 0&lt;br /&gt;
| cha        = 0&lt;br /&gt;
| dex        = 1&lt;br /&gt;
| psy        = 0&lt;br /&gt;
| black      = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A type of edible mushroom.&lt;br /&gt;
&lt;br /&gt;
=How to Acquire=&lt;br /&gt;
&lt;br /&gt;
Chantrelles can be found in [[forests|Forest Terrain]]. If you happen across one, and have the foraging skill, you can harvest it. There is no known way to purposely produce chantrelles, so they can only be found by chance (though having a high exploration skill &#039;&#039;&#039;might&#039;&#039;&#039; make them easier to spot).&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Forest&amp;diff=7412</id>
		<title>Legacy:Forest</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Forest&amp;diff=7412"/>
		<updated>2009-09-10T14:32:57Z</updated>

		<summary type="html">&lt;p&gt;G1real: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Forest terrain are the tiles boars, bears and deer spawn on, as well as is the main source of wood.&lt;br /&gt;
&lt;br /&gt;
Forest terrain consists of two types, light and dense. The difference in type can only be seen on the minimap or what trees are around you. Ingame tiles do not differ.&lt;br /&gt;
&lt;br /&gt;
==What can be found on Forest terrain?==&lt;br /&gt;
&lt;br /&gt;
*[[Deer]]&lt;br /&gt;
*[[Boar|Boars]]&lt;br /&gt;
*[[Bear|Bears]]&lt;br /&gt;
*[[Chantrelles]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Forest only&#039;&#039;&#039;&lt;br /&gt;
*[[Apple Tree|Apple Trees]]&lt;br /&gt;
*[[Birch Tree|Birch Trees]]&lt;br /&gt;
*[[Oak Tree|Oak Trees]]&lt;br /&gt;
*[[Maple Tree|Maple Trees]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dense Forest only&#039;&#039;&#039;&lt;br /&gt;
*[[Fir Tree|Fir Trees]]&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Forest&amp;diff=7411</id>
		<title>Legacy:Forest</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Forest&amp;diff=7411"/>
		<updated>2009-09-10T14:32:09Z</updated>

		<summary type="html">&lt;p&gt;G1real: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Forest terrain are the tiles boars, bears and deer spawn on, as well as is the main source of wood.&lt;br /&gt;
&lt;br /&gt;
Forest terrain consists of two types, light and dense. The difference in type can only be seen on the minimap or what trees are around you. Ingame tiles do not differ.&lt;br /&gt;
&lt;br /&gt;
==What can be found on Forest terrain?==&lt;br /&gt;
&lt;br /&gt;
*[[Deer]]&lt;br /&gt;
*[[Boar]]&lt;br /&gt;
*[[Bear]]&lt;br /&gt;
*[[Chantrelles]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Forest only&#039;&#039;&#039;&lt;br /&gt;
*[[Apple Tree|Apple Trees]]&lt;br /&gt;
*[[Birch Tree|Birch Trees]]&lt;br /&gt;
*[[Oak Tree|Oak Trees]]&lt;br /&gt;
*[[Maple Tree|Maple Trees]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dense Forest only&#039;&#039;&#039;&lt;br /&gt;
*[[Fir Tree|Fir Trees]]&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy:Forest&amp;diff=7410</id>
		<title>Legacy:Forest</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy:Forest&amp;diff=7410"/>
		<updated>2009-09-10T14:31:22Z</updated>

		<summary type="html">&lt;p&gt;G1real: Created page with &amp;#039;Forest terrain are the tiles boars, bears and deer spawn on, as well as is the main source of wood.  Forest terrain consists of two types, light and dense. The difference in type…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Forest terrain are the tiles boars, bears and deer spawn on, as well as is the main source of wood.&lt;br /&gt;
&lt;br /&gt;
Forest terrain consists of two types, light and dense. The difference in type can only be seen on the minimap or what trees are around you. Ingame tiles do not differ.&lt;br /&gt;
&lt;br /&gt;
==What can be found on Forest terrain?==&lt;br /&gt;
&lt;br /&gt;
[[Deer]]&lt;br /&gt;
[[Boar|Boars]]&lt;br /&gt;
[[Bear|Bears]]&lt;br /&gt;
[[Chantrelles]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Forest only&#039;&#039;&#039;&lt;br /&gt;
[[Apple Tree|Apple Trees]]&lt;br /&gt;
[[Birch Tree|Birch Trees]]&lt;br /&gt;
[[Oak Tree|Oak Trees]]&lt;br /&gt;
[[Maple Tree|Maple Trees]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dense Forest only&#039;&#039;&#039;&lt;br /&gt;
[[Fir Tree|Fir Trees]]&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Quality&amp;diff=7396</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Quality&amp;diff=7396"/>
		<updated>2009-09-09T23:24:40Z</updated>

		<summary type="html">&lt;p&gt;G1real: /* Food */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=How Quality Works=&lt;br /&gt;
Items have a numeric quality rating ranging from 1 to infinity. What the quality rating does, more exactly, varies from item to item, but the general point is that a higher quality value equals, quite simply, a better item. High quality food gives more food event points, high quality weapons deal more damage, and high quality armor soaks more damage. Some objects are slower to break when at high quality. The quality of an object is generally determined by the quality of the natural resources used in the making of the object, but also by the tools used in the process, like anvils, saws, smelters, the fuel used &amp;amp;c. The quality of natural resources are determined in several different ways, but most simple gatherings have their qualities determined by abstract quality points, placed randomly across the map. Base quality for most such objects (herbs, clay, soil, water, for example) is ten, when not under the influence of a quality point.&lt;br /&gt;
&lt;br /&gt;
Sometimes, quality has no effect on an item, despite the item having a quality-value. Cosmetic equipment is an example of this.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated, all information on this wiki refers to items with a quality-value of 10.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
&#039;&#039;&#039;There is still much to be understood about the quality system. Use this section to discuss findings, theories, etc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
New crafting skills are [[sewing]], [[smithing]], [[Glossary#Carpentry | carpentry]], [[cooking]], [[Glossary#Farming | farming]], and [[survival]].&lt;br /&gt;
&lt;br /&gt;
Quality of crafted goods can be dependent on any (including combinations) of the following: Quality of ingredients, crafter&#039;s skill level, and crafter&#039;s stats. Which of these three are used seems to vary from item type to item type.&lt;br /&gt;
&lt;br /&gt;
==Armor and Clothing==&lt;br /&gt;
&lt;br /&gt;
Backpacks and cosmetic clothing seem unaffected by quality.&lt;br /&gt;
&lt;br /&gt;
Armor gets increased HP and AC as its quality increases. Details unknown.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
Weapons do more damage as their quality increases. Details unknown.&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
&lt;br /&gt;
Food gives more FEP as its quality increases. It seems that it&#039;s based on the Pre-Ragnarok FEP levels.&lt;br /&gt;
So, a PR Piglet Wurst gave 2 FEP. On the new map, that&#039;s be a standard 10 quality wurst. If the quality was&lt;br /&gt;
15, it would give 3 FEP. It seems that it&#039;s the base of the item multiplied by the quality, with the decimal moved.&lt;br /&gt;
So, a piglet wurst with 56 quality would take it&#039;s base of two and times it by 5.6. This would give 11 FEP due to rounding down.&lt;br /&gt;
&lt;br /&gt;
High quality dirt effects the level of chantrelles, but high quality chantrelles don&#039;t give more than one FEP.&lt;br /&gt;
&lt;br /&gt;
Below 10 quality, chantrelles give no FEPs.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
&lt;br /&gt;
Water recovers more stamina as its quality increases. Details unknown.&lt;br /&gt;
&lt;br /&gt;
Animals give higher quality items as their level increases. Details unknown.&lt;br /&gt;
&lt;br /&gt;
Your survival skill and the quality of the tools you use when butchering/skinning are now, both, relevant. -jorb&lt;br /&gt;
&lt;br /&gt;
There&#039;s still much about quality that isn&#039;t understood. If you&#039;re willing to share, please add your information here.&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy_talk:Roasted_Meat&amp;diff=7348</id>
		<title>Legacy talk:Roasted Meat</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy_talk:Roasted_Meat&amp;diff=7348"/>
		<updated>2009-09-08T18:01:25Z</updated>

		<summary type="html">&lt;p&gt;G1real: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Info Gathering==&lt;br /&gt;
Gathering info about roasted meat. &lt;br /&gt;
&lt;br /&gt;
*Rabbit - Agility&lt;br /&gt;
**L? 10 QL - 1&lt;br /&gt;
&lt;br /&gt;
*Boar - Strength&lt;br /&gt;
**L? 30 QL - 3&lt;br /&gt;
**L? 43 QL - 4&lt;br /&gt;
&lt;br /&gt;
*Deer - Perception&lt;br /&gt;
**L2: 23 QL - 2/3&lt;br /&gt;
**L9: 91 QL - 6&lt;br /&gt;
&lt;br /&gt;
*Fox - Agility&lt;br /&gt;
**L5: 23 QL - 1&lt;br /&gt;
**L5: 21 QL - 1&lt;br /&gt;
**L6: 26 QL - 1&lt;br /&gt;
[[User:G1real|G1real]] 16:47, September 8, 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Legacy_talk:Roasted_Meat&amp;diff=7345</id>
		<title>Legacy talk:Roasted Meat</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Legacy_talk:Roasted_Meat&amp;diff=7345"/>
		<updated>2009-09-08T17:02:38Z</updated>

		<summary type="html">&lt;p&gt;G1real: /* Info Gathering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Info Gathering==&lt;br /&gt;
Gathering info about roasted meat. &lt;br /&gt;
&lt;br /&gt;
*Rabbit - Agility&lt;br /&gt;
**L? 10 QL - 1&lt;br /&gt;
&lt;br /&gt;
*Boar - Strength&lt;br /&gt;
**L? 30 QL - 3&lt;br /&gt;
**L? 43 QL - 4&lt;br /&gt;
&lt;br /&gt;
*Deer - Perception&lt;br /&gt;
**L2: 23 QL - 2/3&lt;br /&gt;
**L9: 91 QL - 6&lt;br /&gt;
&lt;br /&gt;
[[User:G1real|G1real]] 16:47, September 8, 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>G1real</name></author>
	</entry>
</feed>