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	<id>https://ringofbrodgar.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Purus+Cor</id>
	<title>Ring of Brodgar - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://ringofbrodgar.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Purus+Cor"/>
	<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/wiki/Special:Contributions/Purus_Cor"/>
	<updated>2026-06-21T12:09:25Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=File:Stuffed_Bird.png&amp;diff=89061</id>
		<title>File:Stuffed Bird.png</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=File:Stuffed_Bird.png&amp;diff=89061"/>
		<updated>2021-05-10T15:53:31Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Cave_Angler&amp;diff=88536</id>
		<title>Cave Angler</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Cave_Angler&amp;diff=88536"/>
		<updated>2021-04-20T14:02:05Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox creature&lt;br /&gt;
| baseq = 70&lt;br /&gt;
| deadly = yes&lt;br /&gt;
| hp = 1200-1800&lt;br /&gt;
| fhp = 850-1300&lt;br /&gt;
| armor = 40&lt;br /&gt;
| loot = [[Fresh Cave Angler Scales]] x4-15, [[Intestines]] x3, [[Entrails]] x4, [[Filet of Cave Angler]] x10, [[Bone Material]] x4, [[Cave Angler Light]], [[Fishy Eyeball]] x0-2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Cave Angler is a large aggressive fish lurking in [[Cave]] [[Deep Water]]s.&lt;br /&gt;
Rarely spawn when picking [[Lamp Stalk]].&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
&lt;br /&gt;
==Behaviour==&lt;br /&gt;
&lt;br /&gt;
Very aggressive in small radius.&lt;br /&gt;
&lt;br /&gt;
===Combat Moves===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Restorations&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{:Bear Down}}{{:Chomp}}{{:Dark Heart Move}}{{:Fell Scratch}}{{:Shredding Paw}}{{:Tail Splash}}&lt;br /&gt;
|&lt;br /&gt;
{{:Bristle}}{{:Careful Approach}}{{:Dive &amp;amp; Hide}}{{:Rampant Rage}}{{:Unstoppable}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Easy kill with any ranged weapon from ground, they can&#039;t reach you.&lt;br /&gt;
&lt;br /&gt;
=In-Game Example(s)=&lt;br /&gt;
[[File:{{PAGENAME}}-dead.png|150px]] Dead {{PAGENAME}}. Can be scaled for [[Fresh {{PAGENAME}} Scales]].&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:{{PAGENAME}}-skinned.png|150px]] Scaled {{PAGENAME}}. Can be butchered for [[Intestines]], [[Entrails]], [[Cave Angler Light]], [[Fishy Eyeball]] and [[Filet of Cave Angler]].&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:{{PAGENAME}}-skeleton.png|150px]] {{PAGENAME}} Skeleton. Can be collected for [[Bone Material]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
&lt;br /&gt;
*[[Lamp Stalk]]s rarely reveal themselves to be [[Cave Angler]]s (even in shallow water). Added in update {{patch|title|Fishy Owl}}&lt;br /&gt;
*Cave Anglers move faster than a [[Rowboat]].&lt;br /&gt;
*Can&#039;t leave water terrain.&lt;br /&gt;
*Not affected by any [[Credos]].&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Snekkja&amp;diff=88141</id>
		<title>Snekkja</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Snekkja&amp;diff=88141"/>
		<updated>2021-04-16T16:27:19Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
| xsize = 6&lt;br /&gt;
| ysize = 2&lt;br /&gt;
|&lt;br /&gt;
| skillreq = [[requires::Boat Building]]&lt;br /&gt;
| objectsreq = [[Requires::Rope]] x8, [[Requires::Tarsticks]] x10, [[Requires::Bone Glue]] x5, [[Requires::Board]] x60, [[Requires::Block of Wood]] x25 &lt;br /&gt;
| repwith = [[Tarsticks]]&lt;br /&gt;
|&lt;br /&gt;
| xinv = 5&lt;br /&gt;
| yinv = 5&lt;br /&gt;
|&lt;br /&gt;
| lockable=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Special Structures]]&lt;br /&gt;
&lt;br /&gt;
{{GM|$Build|$Vehicles &amp;amp; Movables|$Snekkja}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Snekkja is a fast transport ship, capable of carrying 4 people and 16 units of cargo, such as bodies or chests. It also has a 5x5 inventory space for individual items. The Snekkja has a base speed of ??, which increases asymptotically toward ?? with increased quality, and loses all speed bonus in deep ocean. It is by default faster than a [[Knarr]] on standard shallow and deep water and in shallow and deep oceans, but the knarr is faster on the extra deep High Seas which will destroy lesser boats.&lt;br /&gt;
&lt;br /&gt;
It has to be constructed in water. Only one person is required to operate it. A [[Wooden Lock]], [[Metal Lock]] or [[Steel Lock]] can be installed into it to allow only people with the key to move it. Additionally, a Snekkja cannot be lockpicked, meaning that when any lock has been installed, there is no way to steal a Snekkja. Cargo remains unsecured and is completely free for grabs when Snekkja is outside a [[Claim]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If damaged, [[Tarsticks]] can be used to repair a Snekkja.&lt;br /&gt;
*NOTE: you cannot perform the repair function while in [[Deep Water]], only in [[Shallow Water]].&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;The Snekkja is a small, oceangoing ship, capable of ferrying 4 people and 16 units of cargo. The speed of the Snekkja increases with its quality. The Snekkja is faster than the Knarr on shallow and deep water. The Knarr is faster on the high seas. The Snekkja can be docked at a dock, much like the Knarr, and it can also be locked. The Snekkja does not, however, require siege machines to destroy.&amp;quot;&#039;&#039; ~jorb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Snekkja travels faster in [[Shallow Water]] compared to [[Knarr]], therefore it is the premier vessel of choice for those who travel more often through [[Shallow Water|rivers, lakes, and the coasts]]. Do note that [[Knarr]] still travel faster in [[Deep Water]].&lt;br /&gt;
&lt;br /&gt;
*Snekkja can be destroyed by hand or regular tools with enough [[Attributes#Strength|Strength]], so it is always recommended to park them within boundary of an active [[Personal Claim]] or [[Village Claim]] to deter [[Vandalism]] from other players.&lt;br /&gt;
&lt;br /&gt;
*Players can teleport themselves and their Snekkja back to a [[Ship Dock|Dock]] if they have one set for their ship.&lt;br /&gt;
&lt;br /&gt;
==Lock&amp;amp;Security==&lt;br /&gt;
&lt;br /&gt;
*Create attuned lock and hold on to the master key. See [[Locks &amp;amp; Bolts]].&lt;br /&gt;
*Have attuned lock ready to install immediately after you finish the construction of the Snekkja. &lt;br /&gt;
&#039;&#039;&#039;Proceed with extreme caution as there is no way to remove a lock if you installed a wrong one. This is only applicable to already attuned locks that you do not have the master key. You normally shouldn&#039;t have any lying around but there have been multiple threads on forums about this happening, so here&#039;s this warning.&#039;&#039;&#039;&lt;br /&gt;
*Create Slave Keys for people you wish to be able to use the Snekkja. Avoid carrying these outside walls when not necessary.&lt;br /&gt;
*If you are attacked while sailing the Knarr and seems like you can&#039;t escape, it&#039;s highly recommended to drops the Slave Key into water so that the Knarr can&#039;t be hijacked.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
* If you get [[Hitpoints|Knocked Out]] while at Snekkja&#039;s helm, you can still use &amp;quot;Travel to [[Hearth Fire]]&amp;quot; and escape getting killed. Wait until message pings that this is possible and then perform the action before character wakes up.&lt;br /&gt;
&lt;br /&gt;
* You must build [[Snekkja Sail]] separately, with 15 cloth and 2 ropes.&lt;br /&gt;
&lt;br /&gt;
==Game Development==&lt;br /&gt;
&lt;br /&gt;
* Added in update {{patch|title|Snekkja}}&lt;br /&gt;
*{{Patch|title|Seaworthy Movement}}{{quote|Added a &amp;quot;Seaworthiness&amp;quot; meter, active while on Ships (Knarrs &amp;amp; Snekkjas), displaying how much damage the vessel has currently taken.}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Knarr]]&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Snekkja&amp;diff=88140</id>
		<title>Snekkja</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Snekkja&amp;diff=88140"/>
		<updated>2021-04-16T16:10:19Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
| xsize = 6&lt;br /&gt;
| ysize = 2&lt;br /&gt;
|&lt;br /&gt;
| skillreq = [[requires::Boat Building]]&lt;br /&gt;
| objectsreq = [[Requires::Rope]] x8, [[Requires::Tarsticks]] x10, [[Requires::Bone Glue]] x5, [[Requires::Board]] x60, [[Requires::Block of Wood]] x25 &lt;br /&gt;
| repwith = [[Tarsticks]]&lt;br /&gt;
|&lt;br /&gt;
| xinv = 5&lt;br /&gt;
| yinv = 5&lt;br /&gt;
|&lt;br /&gt;
| lockable=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Special Structures]]&lt;br /&gt;
&lt;br /&gt;
{{GM|$Build|$Vehicles &amp;amp; Movables|$Snekkja}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Snekkja is a fast transport ship, capable of carrying 4 people and 16 units of cargo, such as bodies or chests. It also has a 5x5 inventory space for individual items. The Snekkja has a base speed of ??, which increases asymptotically toward ?? with increased quality, and loses all speed bonus in deep ocean. It is by default faster than a [[Knarr]] on standard shallow and deep water and in shallow and deep oceans, but the knarr is faster on the extra deep High Seas which will destroy lesser boats.&lt;br /&gt;
&lt;br /&gt;
It has to be constructed in water. Only one person is required to operate it. A [[Wooden Lock]], [[Metal Lock]] or [[Steel Lock]] can be installed into it to allow only people with the key to move it. Additionally, a Snekkja cannot be lockpicked, meaning that when any lock has been installed, there is no way to steal a Snekkja. Cargo remains unsecured and is completely free for grabs when Snekkja is outside a [[Claim]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If damaged, [[Tarsticks]] can be used to repair a Snekkja.&lt;br /&gt;
*NOTE: you cannot perform the repair function while in [[Deep Water]], only in [[Shallow Water]].&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;The Snekkja is a small, oceangoing ship, capable of ferrying 4 people and 16 units of cargo. The speed of the Snekkja increases with its quality. The Snekkja is faster than the Knarr on shallow and deep water. The Knarr is faster on the high seas. The Snekkja can be docked at a dock, much like the Knarr, and it can also be locked. The Snekkja does not, however, require siege machines to destroy.&amp;quot;&#039;&#039; ~jorb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Snekkja travels faster in [[Shallow Water]] compared to [[Knarr]], therefore it is the premier vessel of choice for those who travel more often through [[Shallow Water|rivers, lakes, and the coasts]]. Do note that [[Knarr]] still travel faster in [[Deep Water]].&lt;br /&gt;
&lt;br /&gt;
*Snekkja can be destroyed by hand or regular tools with enough [[Attributes#Strength|Strength]], so it is always recommended to park them within boundary of an active [[Personal Claim]] or [[Village Claim]] to deter [[Vandalism]] from other players.&lt;br /&gt;
&lt;br /&gt;
*Players can teleport themselves and their Snekkja back to a [[Ship Dock|Dock]] if they have one set for their ship.&lt;br /&gt;
&lt;br /&gt;
==Lock&amp;amp;Security==&lt;br /&gt;
&lt;br /&gt;
*Create attuned lock and hold on to the master key. See [[Locks &amp;amp; Bolts]].&lt;br /&gt;
*Have attuned lock ready to install immediately after you finish the construction of the Snekkja. &lt;br /&gt;
&#039;&#039;&#039;Proceed with extreme caution as there is no way to remove a lock if you installed a wrong one. This is only applicable to already attuned locks that you do not have the master key. You normally shouldn&#039;t have any lying around but there have been multiple threads on forums about this happening, so here&#039;s this warning.&#039;&#039;&#039;&lt;br /&gt;
*Create Slave Keys for people you wish to be able to use the Snekkja. Avoid carrying these outside walls when not necessary.&lt;br /&gt;
*If you are attacked while sailing the Knarr and seems like you can&#039;t escape, it&#039;s highly recommended to drops the Slave Key into water so that the Knarr can&#039;t be hijacked.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
* If you get [[Hitpoints|Knocked Out]] while at Snekkja&#039;s helm, you can still use &amp;quot;Travel to [[Hearth Fire]]&amp;quot; and escape getting killed. Wait until message pings that this is possible and then perform the action before character wakes up.&lt;br /&gt;
&lt;br /&gt;
==Game Development==&lt;br /&gt;
&lt;br /&gt;
* Added in update {{patch|title|Snekkja}}&lt;br /&gt;
*{{Patch|title|Seaworthy Movement}}{{quote|Added a &amp;quot;Seaworthiness&amp;quot; meter, active while on Ships (Knarrs &amp;amp; Snekkjas), displaying how much damage the vessel has currently taken.}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Knarr]]&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Snekkja&amp;diff=88139</id>
		<title>Snekkja</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Snekkja&amp;diff=88139"/>
		<updated>2021-04-16T16:09:43Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
| xsize = 6&lt;br /&gt;
| ysize = 2&lt;br /&gt;
|&lt;br /&gt;
| skillreq = [[requires::Boat Building]]&lt;br /&gt;
| objectsreq = [[Requires::Rope]] x8, [[Requires::Cloth]] x15, [[Requires::Tarsticks]] x10, [[Requires::Bone Glue]] x5, [[Requires::Board]] x60, [[Requires::Block of Wood]] x25 &lt;br /&gt;
| repwith = [[Tarsticks]]&lt;br /&gt;
|&lt;br /&gt;
| xinv = 5&lt;br /&gt;
| yinv = 5&lt;br /&gt;
|&lt;br /&gt;
| lockable=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Special Structures]]&lt;br /&gt;
&lt;br /&gt;
{{GM|$Build|$Vehicles &amp;amp; Movables|$Snekkja}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Snekkja is a fast transport ship, capable of carrying 4 people and 16 units of cargo, such as bodies or chests. It also has a 5x5 inventory space for individual items. The Snekkja has a base speed of ??, which increases asymptotically toward ?? with increased quality, and loses all speed bonus in deep ocean. It is by default faster than a [[Knarr]] on standard shallow and deep water and in shallow and deep oceans, but the knarr is faster on the extra deep High Seas which will destroy lesser boats.&lt;br /&gt;
&lt;br /&gt;
It has to be constructed in water. Only one person is required to operate it. A [[Wooden Lock]], [[Metal Lock]] or [[Steel Lock]] can be installed into it to allow only people with the key to move it. Additionally, a Snekkja cannot be lockpicked, meaning that when any lock has been installed, there is no way to steal a Snekkja. Cargo remains unsecured and is completely free for grabs when Snekkja is outside a [[Claim]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If damaged, [[Tarsticks]] can be used to repair a Snekkja.&lt;br /&gt;
*NOTE: you cannot perform the repair function while in [[Deep Water]], only in [[Shallow Water]].&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;The Snekkja is a small, oceangoing ship, capable of ferrying 4 people and 16 units of cargo. The speed of the Snekkja increases with its quality. The Snekkja is faster than the Knarr on shallow and deep water. The Knarr is faster on the high seas. The Snekkja can be docked at a dock, much like the Knarr, and it can also be locked. The Snekkja does not, however, require siege machines to destroy.&amp;quot;&#039;&#039; ~jorb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Snekkja travels faster in [[Shallow Water]] compared to [[Knarr]], therefore it is the premier vessel of choice for those who travel more often through [[Shallow Water|rivers, lakes, and the coasts]]. Do note that [[Knarr]] still travel faster in [[Deep Water]].&lt;br /&gt;
&lt;br /&gt;
*Snekkja can be destroyed by hand or regular tools with enough [[Attributes#Strength|Strength]], so it is always recommended to park them within boundary of an active [[Personal Claim]] or [[Village Claim]] to deter [[Vandalism]] from other players.&lt;br /&gt;
&lt;br /&gt;
*Players can teleport themselves and their Snekkja back to a [[Ship Dock|Dock]] if they have one set for their ship.&lt;br /&gt;
&lt;br /&gt;
==Lock&amp;amp;Security==&lt;br /&gt;
&lt;br /&gt;
*Create attuned lock and hold on to the master key. See [[Locks &amp;amp; Bolts]].&lt;br /&gt;
*Have attuned lock ready to install immediately after you finish the construction of the Snekkja. &lt;br /&gt;
&#039;&#039;&#039;Proceed with extreme caution as there is no way to remove a lock if you installed a wrong one. This is only applicable to already attuned locks that you do not have the master key. You normally shouldn&#039;t have any lying around but there have been multiple threads on forums about this happening, so here&#039;s this warning.&#039;&#039;&#039;&lt;br /&gt;
*Create Slave Keys for people you wish to be able to use the Snekkja. Avoid carrying these outside walls when not necessary.&lt;br /&gt;
*If you are attacked while sailing the Knarr and seems like you can&#039;t escape, it&#039;s highly recommended to drops the Slave Key into water so that the Knarr can&#039;t be hijacked.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
* If you get [[Hitpoints|Knocked Out]] while at Snekkja&#039;s helm, you can still use &amp;quot;Travel to [[Hearth Fire]]&amp;quot; and escape getting killed. Wait until message pings that this is possible and then perform the action before character wakes up.&lt;br /&gt;
&lt;br /&gt;
==Game Development==&lt;br /&gt;
&lt;br /&gt;
* Added in update {{patch|title|Snekkja}}&lt;br /&gt;
*{{Patch|title|Seaworthy Movement}}{{quote|Added a &amp;quot;Seaworthiness&amp;quot; meter, active while on Ships (Knarrs &amp;amp; Snekkjas), displaying how much damage the vessel has currently taken.}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Knarr]]&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Prism&amp;diff=88082</id>
		<title>Prism</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Prism&amp;diff=88082"/>
		<updated>2021-04-13T16:17:15Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
| xsize        = 1&lt;br /&gt;
| ysize        = 1&lt;br /&gt;
|&lt;br /&gt;
| skillreq     = [[requires::Hearth Magic]]&lt;br /&gt;
| objectsreq   = [[requires::Glass]] x3&lt;br /&gt;
| producedby   = [[requires::Crucible]]&lt;br /&gt;
|&lt;br /&gt;
| lpgain       = 2000&lt;br /&gt;
| studytime    = 11:00&lt;br /&gt;
| mentalweight = 6&lt;br /&gt;
| expdrain     = 7&lt;br /&gt;
| ccrafted     = yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{GM|$Craft|C$uriosities|$Naturalia|Pris$m}}&lt;br /&gt;
&lt;br /&gt;
A [[Prism]] is a craftable [[Curiosity]] which can be used in the [[Study Report]] to earn [[Learning Points]].&lt;br /&gt;
&lt;br /&gt;
==Quality==&lt;br /&gt;
&lt;br /&gt;
* [[{{PAGENAME}}]] Quality is Average Ingredients and is [[softcap|softcapped]] by &amp;lt;math&amp;gt;\sqrt[3]{Perception*Masonry*Lore}&amp;lt;/math&amp;gt;&lt;br /&gt;
* The quality of the crucible and charcoal used do not affect the quality of the prism.&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Glimmer&amp;diff=88022</id>
		<title>Glimmer</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Glimmer&amp;diff=88022"/>
		<updated>2021-04-08T04:43:40Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: common abbreviation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Glimmermoss]]&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Bay_Bolete&amp;diff=88021</id>
		<title>Bay Bolete</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Bay_Bolete&amp;diff=88021"/>
		<updated>2021-04-08T04:42:22Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pagenotice|}}&lt;br /&gt;
{{infobox metaobj&lt;br /&gt;
| xsize = 1&lt;br /&gt;
| ysize = 1&lt;br /&gt;
| specific   = Any Mushroom&lt;br /&gt;
| skillreq   = [[requires::Foraging]]&lt;br /&gt;
| perexp     = 960&lt;br /&gt;
| terrain    = [[terrain::Sombre Bramble]], [[terrain::Greens Ward]], [[terrain::Oak Wilds]], [[terrain::Dry Flat]], [[terrain::Cloud Range]]&lt;br /&gt;
| energy     = 150&lt;br /&gt;
| hunger     = 1.5&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;
| cha2 = 1&lt;br /&gt;
| dex  = 1&lt;br /&gt;
| psy  = 0&lt;br /&gt;
| sat1       = Mushrooms&lt;br /&gt;
| sat1eff    = 5&lt;br /&gt;
| sat1chance = 50&lt;br /&gt;
| sat2       = &lt;br /&gt;
| sat2eff    = &lt;br /&gt;
| sat2chance = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Forageable Plants]]&lt;br /&gt;
[[Category:Foraged Foods]]&lt;br /&gt;
&lt;br /&gt;
A type of edible mushroom. Bay Bolete can be eaten by right-clicking on them and selecting the &amp;quot;Eat&amp;quot; option. This [[:Category:Foods|food]] restores 150% of the [[energy]] bar, gives 1 [[Dexterity]]+1 and 1 [[Charisma]]+2 in [[FEP]]s.&lt;br /&gt;
&lt;br /&gt;
==In-Game Example(s)==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Bay_Bolete_ingame.png | Bay Bolete ingame.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Leek_Crop&amp;diff=84558</id>
		<title>Leek Crop</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Leek_Crop&amp;diff=84558"/>
		<updated>2020-10-13T01:10:28Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
|xsize      = 1&lt;br /&gt;
|ysize      = 1&lt;br /&gt;
|skillreq   = [[requires::Farming]]&lt;br /&gt;
|objectsreq = [[requires::Seeds of Leek]] OR [[Leek]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Crops]]&lt;br /&gt;
{{PAGENAME}} is a type of [[Farming|Crop]] which can be grown to yield farming products.&lt;br /&gt;
&lt;br /&gt;
==Planting and Harvesting==&lt;br /&gt;
&#039;&#039;&#039;Planting&#039;&#039;&#039;&lt;br /&gt;
*To plant seeds you must first create a [[Terraforming|Plowed Field]]. &lt;br /&gt;
*LEFT CLICK the seeds(or crop itself) in your inventory and then RIGHT CLICK on the plowed field you wish to plant them on. &lt;br /&gt;
*SHIFT+RIGHT CLICK on a seed, your cursor will change then select an area to plant.&lt;br /&gt;
*&#039;&#039;You may use a bucket to hold up to 1000 seeds.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harvesting&#039;&#039;&#039;&lt;br /&gt;
*RIGHT CLICK on a crop to harvest.&lt;br /&gt;
*SHIFT+RIGHT CLICK on a crop, your cursor will change then select an area to harvest from.&lt;br /&gt;
*&#039;&#039;Seeds will automatically stack into a bucket if equipped.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Growning==&lt;br /&gt;
{{PAGENAME}} growing speed affected by [[Bee Skep]], [[Realm#Realm Bonuses|Realm Bonuses]], [[Credos#Farmer|Farmer Credo]] and hidden ground spots.&lt;br /&gt;
===Stages===&lt;br /&gt;
{{PAGENAME}} have five stages of growth:&lt;br /&gt;
&lt;br /&gt;
[[File:Leek_Crop_Stage_1.png|100px]] Stage 1: The leek field just planted. Сannot be picked. &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Leek_Crop_Stage_2.png|100px]] Stage 2: The leek field growing. Сannot be picked. &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Leek_Crop_Stage_3.png|100px]] Stage 3: Harvesting the leek field provides 5-18 [[Seeds of Leek|leek seeds]] depending on your farming [[skills]] and [[Credos#Farmer|farmer credo]]. &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Leek_Crop_Stage_4.png|100px]] Stage 4: Harvesting the leek field provides 1 [[Leek]] regardless of your farming [[skills]]. &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Leek_Crop_Stage_5.png|100px]] Stage 5: Harvesting the leek field provides 1-4 [[Leek|Leeks]] depending on your farming [[skills]] and [[Credos#Farmer|farmer credo]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*You can hold the leek in your hand.&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Occult_Ring&amp;diff=83836</id>
		<title>Occult Ring</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Occult_Ring&amp;diff=83836"/>
		<updated>2020-05-08T08:35:17Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: Fix buff values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
|xsize = 1&lt;br /&gt;
|ysize = 1&lt;br /&gt;
|skillreq   = [[requires::Jewelry]]&lt;br /&gt;
|objectsreq = [[requires::Gold Nugget]] x2, [[requires::Goldbeater&#039;s Skin]], [[requires::Black Coal]] x2&lt;br /&gt;
| producedby = [[requires::Smithy&#039;s Hammer]], [[requires::Anvil]]&lt;br /&gt;
|slot = 5L, 5R&lt;br /&gt;
| statINT = 7&lt;br /&gt;
| statPER = 7&lt;br /&gt;
| egildpct = [[egildpct::25%-35%]]&lt;br /&gt;
| egildatt = [[egildatt::Psyche]], [[egildatt::Dexterity]], [[egildatt::Lore]]&lt;br /&gt;
}}&lt;br /&gt;
{{GM|$Craft|$Jewelry|$Occult Ring}}&lt;br /&gt;
&lt;br /&gt;
A [[Rings and Accessories|ring]] containing the knowledge of the hidden. Increases [[Attributes#Perception|Perception]] and [[Attributes#Intelligence|Intelligence]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Quality&lt;br /&gt;
![[Perception]]&lt;br /&gt;
![[Intelligence]]&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| +7&lt;br /&gt;
| +7&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
| +14&lt;br /&gt;
| +14&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
| +21&lt;br /&gt;
| +21&lt;br /&gt;
|}&lt;br /&gt;
==Quality==&lt;br /&gt;
&lt;br /&gt;
* Occult Ring Quality = &amp;lt;math&amp;gt;\frac{\frac{(_{q}Goldbeater Skin + _{q}Black Coal)}{2} *  9 + {_{q}Anvil* 4 + _{q}Smithy&#039;s Hammer}* 3}{16}&amp;lt;/math&amp;gt; and is [[softcap|softcapped]] by &amp;lt;math&amp;gt;\sqrt[4]{Dexterity*Psyche*Smithing*Lore}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Bonuses = &amp;lt;math&amp;gt;_{q10}Bonuses*\sqrt{\frac{_{q}Ring}{10}}&amp;lt;/math&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==In-Game Example(s)==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ringaling3.png|A player wearing an occult ring.&lt;br /&gt;
Occult Ring - (on wall).png|An occult ring decorating a wall.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Home Decor]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rings And Accessories]]&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Combat_moves&amp;diff=83463</id>
		<title>Combat moves</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Combat_moves&amp;diff=83463"/>
		<updated>2020-04-24T13:46:20Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Combat&#039;&#039;&#039; ==&lt;br /&gt;
For combat moves to be effective, a player must raise either Unarmed Combat or Melee Combat, preferably both. &lt;br /&gt;
&lt;br /&gt;
Heavy changes to the combat system were made in the update {{patch|title|Bumfights}}.&lt;br /&gt;
&lt;br /&gt;
In order to learn a combat move, an animal must be defeated in melee combat. The move learned is based on the animal defeated, but otherwise appears to be random. (Minor note: During the first iteration of combat discoveries, prerequisites to use the move had to be met. As of world 10, this is not the case and you can pick up moves at random. Some players have had issues with getting a move like chop without getting a way to gain initiative points.)&lt;br /&gt;
&lt;br /&gt;
A note on &amp;quot;μ&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
Quote from jorb:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Spending more points on a combat effect increases the efficiency of said combat effect in that school. The meaning of increasing the weight of some particular combat effect is indicated in the descriptive text for that combat effect by a μ-symbol (Mu). The actual value of μ ranges from 1 to 1.5, depending on your weighting. Usually, a higher weight for some particular combat effect will serve to reduce its cooldown, increase its damage, or the like.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moves in italics are available for free to hearthling when acquiring &#039;The Will to Power&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Damage formula may be (confirm?)&lt;br /&gt;
&amp;lt;math&amp;gt;basedmg*movedmg*\sqrt{\sqrt{ql*str}/10}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
General formula for determining amount of opening seems to be:&lt;br /&gt;
&amp;lt;math&amp;gt;\sqrt[3]{W_a/W_d} \cdot O_b \cdot (1.0-O_c)&amp;lt;/math&amp;gt;&lt;br /&gt;
Where &amp;lt;math&amp;gt;W_a&amp;lt;/math&amp;gt; is attack weight, &amp;lt;math&amp;gt;W_d&amp;lt;/math&amp;gt; is defense weight, &amp;lt;math&amp;gt;O_b&amp;lt;/math&amp;gt; is base opening % from the move, and &amp;lt;math&amp;gt;O_c&amp;lt;/math&amp;gt; is the current opening of that type in the target.&lt;br /&gt;
Example:&lt;br /&gt;
A player who has 50 uac, 25% green opening and is in lvl 4 Chin Up defense mode is attacked by a player with 100 uac by level 5 punch.&lt;br /&gt;
Defense weight will be &amp;lt;math&amp;gt;50\cdot1.4&amp;lt;/math&amp;gt; and attack weight will be &amp;lt;math&amp;gt;100*0.8*1.5&amp;lt;/math&amp;gt;.&lt;br /&gt;
The opening that will be added to the defending player will thus be &amp;lt;math&amp;gt;\sqrt{\sqrt{120/70}} \cdot 15% \cdot (1.0-0.25) \approx 13%&amp;lt;/math&amp;gt; and the total opening will be 38%&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Moves&#039;&#039;&#039; ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Move&lt;br /&gt;
!Initiative cost&lt;br /&gt;
!Cooldown&lt;br /&gt;
!Notes&lt;br /&gt;
!Learned from&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_dash.png]]Dash&lt;br /&gt;
|Opponents&#039; initiative points: +2&lt;br /&gt;
|80/μ&lt;br /&gt;
|Completely removes your slightest opening&lt;br /&gt;
|&lt;br /&gt;
*Boar&lt;br /&gt;
*Wolverine&lt;br /&gt;
*Horse&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_oppknock.png]]Opportunity Knocks&lt;br /&gt;
|4&lt;br /&gt;
|45&lt;br /&gt;
|Opportunity Knocks increases your opponent&#039;s greatest opening by 40%·μ.&lt;br /&gt;
|&lt;br /&gt;
*Boar&lt;br /&gt;
*Wolverine&lt;br /&gt;
*Bear&lt;br /&gt;
*Aurochs&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_takeaim.png]]Take Aim&lt;br /&gt;
|0&lt;br /&gt;
|(30 + IP·2)/μ&lt;br /&gt;
|Gives +1 initiative and can be carried out at a distance. The cooldown of Take Aim increases by 20% for each initiative point you have.&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Badger&lt;br /&gt;
*Boar&lt;br /&gt;
*Beaver&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_think.png]]Think&lt;br /&gt;
|0+4&lt;br /&gt;
|40/μ&lt;br /&gt;
|Gives +2 initiative and can be carried out at a distance. The cooldown of Think increases by 20% for each initiative point you have.&lt;br /&gt;
|&lt;br /&gt;
*Bat&lt;br /&gt;
*Boar&lt;br /&gt;
*Fox&lt;br /&gt;
*Horse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Restorations&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Move&lt;br /&gt;
!Learned from&lt;br /&gt;
!Initiative cost&lt;br /&gt;
!Attack Weight&lt;br /&gt;
!Openings&lt;br /&gt;
!Reduces&lt;br /&gt;
!Cooldown&lt;br /&gt;
!Special&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_artevade.png]]Artful Evasion&lt;br /&gt;
|&lt;br /&gt;
*Bats&lt;br /&gt;
*Boar&lt;br /&gt;
*Deer&lt;br /&gt;
|Opponents&#039; initiative points: +1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|20%·μ Striking}}&lt;br /&gt;
*{{RoB color|backhanded|20%·μ Backhanded}}&lt;br /&gt;
*{{RoB color|sweeping|20%·μ Sweeping}}&lt;br /&gt;
*{{RoB color|oppressive|20%·μ Oppressive}}&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_feigneddodge.png]]Feigned Dodge&lt;br /&gt;
|&lt;br /&gt;
*Bats&lt;br /&gt;
*Foxes&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|15%·μ Striking}}&lt;br /&gt;
|35&lt;br /&gt;
|For every unit of opening reduced by Feigned Dodge, twice that amount is given to the opponent.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_flex.png]]Flex&lt;br /&gt;
|&lt;br /&gt;
*Bats&lt;br /&gt;
*Boar&lt;br /&gt;
*Deer&lt;br /&gt;
|0&lt;br /&gt;
|Unarmed&lt;br /&gt;
|On opponent:&lt;br /&gt;
*{{RoB color|backhanded|+15% Dizzy}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|10%·μ Backhanded}}&lt;br /&gt;
*{{RoB color|oppressive|10%·μ Oppressive}}&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_jump.png]]&#039;&#039;Jump&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Aurochs&lt;br /&gt;
*Bear&lt;br /&gt;
*Boar&lt;br /&gt;
*Foxes&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|20%·μ Sweeping}}&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_quickdodge.png]]&#039;&#039;Quick Dodge&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Bats&lt;br /&gt;
*Boar&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|20%·μ Striking}}&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_regaincomosure.png]]Regain Composure&lt;br /&gt;
|&lt;br /&gt;
*Badgers&lt;br /&gt;
*Boar&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|20%·μ Striking}}&lt;br /&gt;
*{{RoB color|sweeping|20%·μ Sweeping}}&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_sidestep.png]]&#039;&#039;Sidestep&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Bats&lt;br /&gt;
*Foxes&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|20%·μ Backhanded}}&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_watchitsmoves.png]]Watch Its Moves&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Badgers&lt;br /&gt;
*Bats&lt;br /&gt;
*Foxes&lt;br /&gt;
|Initiative points: +1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|30%·μ Backhanded}}&lt;br /&gt;
|45&lt;br /&gt;
|Gains you 1 point of initiative against your opponent.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_yieldground.png]]Yield Ground&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Bats&lt;br /&gt;
*Badger&lt;br /&gt;
*Foxes&lt;br /&gt;
*Boar&lt;br /&gt;
*Moose&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|On you:&lt;br /&gt;
*{{RoB color|backhanded|+10% Dizzy}}&lt;br /&gt;
*{{RoB color|sweeping|+10% Reeling}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|30%·μ Striking}}&lt;br /&gt;
*{{RoB color|oppressive|30%·μ Oppressive}}&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_zigzag.png]]Zig-Zag Ruse&lt;br /&gt;
|&lt;br /&gt;
*Aurochs&lt;br /&gt;
*Boar&lt;br /&gt;
*Mouflon&lt;br /&gt;
|Opponents&#039; initiative points: +2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|50%·μ Sweeping}}&lt;br /&gt;
*{{RoB color|oppressive|50%·μ Oppressive}}&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Maneuvers&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Move&lt;br /&gt;
!Block weight&lt;br /&gt;
!Cooldown&lt;br /&gt;
!Notes&lt;br /&gt;
!Learned from&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_bloodlust.png]]Bloodlust&lt;br /&gt;
|Unarmed·75%·μ&lt;br /&gt;
|10&lt;br /&gt;
|When attacked: &lt;br /&gt;
*Bloodlust is charged by 25%·Δ. When you attack an opponent, your attack weight will be increased by four times the amount that Bloodlust is charged.&lt;br /&gt;
|&lt;br /&gt;
*[[Rage]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_chinup.png]]&#039;&#039;Chin Up&#039;&#039;&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*[[The Will to Power]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_combatmeditation.png]]Combat Meditation&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|10&lt;br /&gt;
|When attacked:&lt;br /&gt;
*Combat Meditation is charged by 25%·Δ. When you attack an opponent, your cooldown will be decreased by the amount that Combat Meditation is charged.&lt;br /&gt;
*While Combat Meditation is active, all your attacks will have 25% of their normal attack weight.&lt;br /&gt;
|&lt;br /&gt;
*[[Woodsmanship]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_deathorglory.png]]Death or Glory&lt;br /&gt;
|Unarmed·75%·μ&lt;br /&gt;
|10&lt;br /&gt;
|When attacked:&lt;br /&gt;
*You gain 0.75·Δ points of Initiative against the opponent.&lt;br /&gt;
|&lt;br /&gt;
*[[Siegecraft]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_oakstance.png]]Oak Stance&lt;br /&gt;
|Unarmed·150%·μ&lt;br /&gt;
|10&lt;br /&gt;
|When attacked:&lt;br /&gt;
*Your greatest opening is reduced by 5%·Δ.&lt;br /&gt;
*While Oak Stance is active, all your attacks will have 50% of their normal attack weight.&lt;br /&gt;
|&lt;br /&gt;
*[[Forestry]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_parry.png]]Parry&lt;br /&gt;
|Melee·80%·μ&lt;br /&gt;
|10&lt;br /&gt;
|When Attacked:&lt;br /&gt;
*Openings: {{RoB color|backhanded|+10% Dizzy}}&lt;br /&gt;
You need a sword equipped for Parry to inflict its effect upon your opponents.&lt;br /&gt;
|&lt;br /&gt;
*[[Steelmaking]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_shieldup.png]]Shield Up&lt;br /&gt;
|Melee·250%·μ&lt;br /&gt;
|10&lt;br /&gt;
|If Shield Up is used without a shield equipped, its block weight will be 50% instead of 250%.&lt;br /&gt;
|&lt;br /&gt;
*[[Yeomanry]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_toarms.png]]&#039;&#039;To Arms&#039;&#039;&lt;br /&gt;
|Melee·μ&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*[[Hunting]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Attacks&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Move&lt;br /&gt;
!Learned from&lt;br /&gt;
!Initiative cost&lt;br /&gt;
!Attack weight&lt;br /&gt;
!Attack type&lt;br /&gt;
!Openings&lt;br /&gt;
!Damage&lt;br /&gt;
!Grievous damage&lt;br /&gt;
!Cooldown&lt;br /&gt;
!Special&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_chop.png]]Chop&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Bats&lt;br /&gt;
*Boar&lt;br /&gt;
*Deer&lt;br /&gt;
*Foxes&lt;br /&gt;
*Badgers&lt;br /&gt;
*Moose&lt;br /&gt;
|1&lt;br /&gt;
|Melee·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|Striking}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|+15% Off Balance}}&lt;br /&gt;
|According to weapon&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Weapon:&lt;br /&gt;
*Any edged weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_cleave.png]]Cleave&lt;br /&gt;
|&lt;br /&gt;
*Aurochs&lt;br /&gt;
*Badger&lt;br /&gt;
*Bear&lt;br /&gt;
*Lynx&lt;br /&gt;
*Moose&lt;br /&gt;
|4+2&lt;br /&gt;
|Melee·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|Backhanded}}&lt;br /&gt;
*{{RoB color|oppressive|Oppressive}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|oppressive|+25% Cornered}}&lt;br /&gt;
|According to Weapon·150%&lt;br /&gt;
|&lt;br /&gt;
|80&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_fullcircle.png]]Full Circle&lt;br /&gt;
|&lt;br /&gt;
*Bats&lt;br /&gt;
*Deer&lt;br /&gt;
*Green Oozes&lt;br /&gt;
*Mouflon&lt;br /&gt;
*Otter&lt;br /&gt;
|0&lt;br /&gt;
|Melee·90%·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
*{{RoB color|oppressive|Oppressive}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|+15% Off Balance}}&lt;br /&gt;
*{{RoB color|oppressive|+5% Cornered}}&lt;br /&gt;
|According to weapon&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Weapon:&lt;br /&gt;
*Any melee weapon&lt;br /&gt;
Full Circle attacks your main target and all other opponents in range.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_goforthejugular.png]]Go for the Jugular&lt;br /&gt;
|&lt;br /&gt;
*Moose&lt;br /&gt;
*Wolverine&lt;br /&gt;
*Badger&lt;br /&gt;
|2+2&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|Striking}}&lt;br /&gt;
*{{RoB color|oppressive|Oppressive}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|+15% Off Balance}}&lt;br /&gt;
*{{RoB color|oppressive|+10% Cornered}}&lt;br /&gt;
|40&lt;br /&gt;
|30%&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_haymeker.png]]Haymaker&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Bats&lt;br /&gt;
*Moose&lt;br /&gt;
|0&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|+15% Reeling}}&lt;br /&gt;
|20&lt;br /&gt;
|15%&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_kick.png]]Kick&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Aurochs&lt;br /&gt;
*Bats&lt;br /&gt;
*Foxes&lt;br /&gt;
|1&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|+20% Reeling}}&lt;br /&gt;
|25&lt;br /&gt;
|15%&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_knockitsteethout.png]]Knock Its Teeth Out&lt;br /&gt;
|&lt;br /&gt;
*Deer&lt;br /&gt;
*Boar&lt;br /&gt;
*Horse&lt;br /&gt;
|1&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|oppressive|Oppressive}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|oppressive|+20% Cornered}}&lt;br /&gt;
|30&lt;br /&gt;
|25%&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_lefthook.png]]&#039;&#039;Left Hook&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Bats&lt;br /&gt;
|0&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|Backhanded}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|+15% Dizzy}}&lt;br /&gt;
|15&lt;br /&gt;
|10%&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_lowblow.png]]Low Blow&lt;br /&gt;
|&lt;br /&gt;
*Foxes&lt;br /&gt;
*Boar&lt;br /&gt;
*Bats&lt;br /&gt;
|0&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|Backhanded}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|+10% Off Balance}}&lt;br /&gt;
|20&lt;br /&gt;
|30%&lt;br /&gt;
|50&lt;br /&gt;
|Gains you 1 Point of Initiative against your opponent.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_punch.png]]&#039;&#039;Punch&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Bats&lt;br /&gt;
*Badgers&lt;br /&gt;
*Moose&lt;br /&gt;
|0&lt;br /&gt;
|Unarmed·80%·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|Striking}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|+15% Off Balance}}&lt;br /&gt;
|10&lt;br /&gt;
|5%&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_punchemboth.png]]Punch &#039;em Both&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Bats&lt;br /&gt;
*Deer&lt;br /&gt;
*Foxes&lt;br /&gt;
|0&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|Striking}}&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|+15% Reeling}}&lt;br /&gt;
|10&lt;br /&gt;
|7.5%&lt;br /&gt;
|40&lt;br /&gt;
|Attacks both your primary target and also one other opponent in range.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_quickbarrage.png]]Quick Barrage&lt;br /&gt;
|&lt;br /&gt;
*Foxes&lt;br /&gt;
*Badgers&lt;br /&gt;
*Boars&lt;br /&gt;
|0&lt;br /&gt;
|Melee·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|oppressive|Oppressive}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|oppressive|+10% Cornered}}&lt;br /&gt;
|According to Weapon·25%&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|Weapon:&lt;br /&gt;
*Any melee weapon&lt;br /&gt;
If your opponent has more than 25% of {{RoB color|oppressive|Oppressive}} openings, Quick Barrage also gains you 1 Point of Initiative against that opponent.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_ravensbite.png]]Raven&#039;s Bite&lt;br /&gt;
|&lt;br /&gt;
*Bats&lt;br /&gt;
*Boar&lt;br /&gt;
|4&lt;br /&gt;
|Melee·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|Striking}}&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|+15% Off Balance}}&lt;br /&gt;
*{{RoB color|sweeping|+15% Reeling}}&lt;br /&gt;
|According to weapon·110%&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Weapon:&lt;br /&gt;
*Any axe&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Icon_ripapart.png]]Rip Apart&lt;br /&gt;
|&lt;br /&gt;
*Deer&lt;br /&gt;
|6&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|Striking}}&lt;br /&gt;
*{{RoB color|backhanded|Backhanded}}&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
*{{RoB color|oppressive|Oppressive}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|+7.5% Off Balance}}&lt;br /&gt;
*{{RoB color|backhanded|+7.5% Dizzy}}&lt;br /&gt;
*{{RoB color|sweeping|+7.5% Reeling}}&lt;br /&gt;
*{{RoB color|oppressive|+7.5% Cornered}}&lt;br /&gt;
|50&lt;br /&gt;
| 30%&lt;br /&gt;
|60&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_sideswipe.png]]Sideswipe&lt;br /&gt;
|&lt;br /&gt;
*Aurochs&lt;br /&gt;
*Badgers&lt;br /&gt;
*Bats&lt;br /&gt;
*Foxes&lt;br /&gt;
*Wildgoats&lt;br /&gt;
|0&lt;br /&gt;
|Melee·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|+7.5% Reeling}}&lt;br /&gt;
|According to weapon·75%&lt;br /&gt;
|&lt;br /&gt;
|25&lt;br /&gt;
|Weapon:&lt;br /&gt;
*Any edged weapon&lt;br /&gt;
|Very effective when paired with &#039;&#039;Uppercut&#039;&#039; that creates opening for this move to deal damage effectively.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_stealthunder.png]]Steal Thunder&lt;br /&gt;
|&lt;br /&gt;
*Badgers&lt;br /&gt;
*Boar&lt;br /&gt;
*Moose&lt;br /&gt;
|0&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|Backhanded}}&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|+10% Dizzy}}&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|To the extent that it is unblocked, Steal Thunder will take 3 points of initiative from its target and you will gain 2 of them.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_sting.png]]Sting&lt;br /&gt;
|&lt;br /&gt;
*Badgers&lt;br /&gt;
*Bear&lt;br /&gt;
*Boar&lt;br /&gt;
*Deer&lt;br /&gt;
*Foxes&lt;br /&gt;
|2&lt;br /&gt;
|Melee·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|Striking}}&lt;br /&gt;
*{{RoB color|backhanded|Backhanded}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|+20% Dizzy}}&lt;br /&gt;
*{{RoB color|sweeping|+10% Reeling}}&lt;br /&gt;
|According to weapon·125%&lt;br /&gt;
|&lt;br /&gt;
|50&lt;br /&gt;
|Weapon:&lt;br /&gt;
*Any pointed weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_stormofswords.png]]Storm of Swords&lt;br /&gt;
|&lt;br /&gt;
*Bats&lt;br /&gt;
*Deer&lt;br /&gt;
*Green Oozes&lt;br /&gt;
|2&lt;br /&gt;
|Melee·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|Backhanded}}&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|+30% Reeling}}&lt;br /&gt;
|According to weapon&lt;br /&gt;
|&lt;br /&gt;
|50&lt;br /&gt;
|Weapon:&lt;br /&gt;
*Any sword&lt;br /&gt;
Storm of Swords will attack up to five opponents in range, starting with your main target. The targets will receive 100%, 125%, 150%, 175%, and 200%, respectively, of the weapon&#039;s damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_takedown.png]]Takedown&lt;br /&gt;
|&lt;br /&gt;
*Aurochs&lt;br /&gt;
*Bear&lt;br /&gt;
*Boar&lt;br /&gt;
*Badgers&lt;br /&gt;
|3&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
*{{RoB color|oppressive|Oppressive}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|+30% Reeling}}&lt;br /&gt;
|40&lt;br /&gt;
|30%&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_uppercut.png]]Uppercut&lt;br /&gt;
|&lt;br /&gt;
*Aurochs&lt;br /&gt;
*Badgers&lt;br /&gt;
*Foxes&lt;br /&gt;
*Mouflon&lt;br /&gt;
|0&lt;br /&gt;
|Unarmed·0.8·μ&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
*{{RoB color|striking|Striking}}&lt;br /&gt;
*{{RoB color|backhanded|Backhanded}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|+15% Reeling}}&lt;br /&gt;
|30&lt;br /&gt;
|5%&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|Useless as the only offensive move due to mismatching colors, but effective at creating Yellow opening for moves like &#039;&#039;Sideswipe&#039;&#039;.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Rainbow_Shell&amp;diff=83347</id>
		<title>Rainbow Shell</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Rainbow_Shell&amp;diff=83347"/>
		<updated>2020-04-18T18:39:38Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
| xsize        = 1&lt;br /&gt;
| ysize        = 1&lt;br /&gt;
|&lt;br /&gt;
| skillreq     = [[requires::Foraging]]&lt;br /&gt;
| objectsreq   = None&lt;br /&gt;
| producedby   = Hand&lt;br /&gt;
| terrain      = [[terrain::Beach]], [[terrain::Shallow Water]], [[terrain::Skargard]]&lt;br /&gt;
|&lt;br /&gt;
| perexp       = 2500&lt;br /&gt;
|&lt;br /&gt;
| lpgain       = 10000&lt;br /&gt;
| studytime    = 30:00&lt;br /&gt;
| mentalweight = 25&lt;br /&gt;
| expdrain     = 10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Home Decor]]&lt;br /&gt;
&lt;br /&gt;
A [[{{PAGENAME}}]] is a [[Curiosity]] which can be used in the [[Study Report]] to earn [[Learning Points]].&lt;br /&gt;
&lt;br /&gt;
==In-Game Example(s)==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Rainbow Shell_ingame.png | Rainbow Shell ingame.&lt;br /&gt;
Rainbow Shell - (on wall).png | A rainbow shell used as a wall decoration.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Kozhukh&amp;diff=83295</id>
		<title>Kozhukh</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Kozhukh&amp;diff=83295"/>
		<updated>2020-04-11T17:30:17Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
| xsize = 1&lt;br /&gt;
| ysize = 2&lt;br /&gt;
| skillreq   = [[requires::Sewing]]&lt;br /&gt;
| egildpct = [[egildpct::30%-50%]]&lt;br /&gt;
| egildatt = [[egildatt::Agility]], [[egildatt::Survival]], [[egildatt::Farming]]&lt;br /&gt;
| objectsreq = [[requires::Sheepskin]] x3; [[requires::Leather]] x2; [[requires::Finer Plant Fibre]] x6&lt;br /&gt;
| slot = 6L&lt;br /&gt;
}}&lt;br /&gt;
{{GM|$Craft|$Clothes &amp;amp; Equipment|$Capes, Cloaks &amp;amp; Robes|Ko$zhukh}}&lt;br /&gt;
[[Category:Clothing]]&lt;br /&gt;
&lt;br /&gt;
Gives a 30%-50% [[Agility]], [[Survival]], and [[Farming]] [[Gilding]] slot.&lt;br /&gt;
==In-Game Example(s)==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Kozhukh_front.png|A player wearing a kozhukh from front.&lt;br /&gt;
Kozhukh_behind.png|A player wearing a kozhukh from back.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=File:Kozhukh_front.png&amp;diff=83294</id>
		<title>File:Kozhukh front.png</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=File:Kozhukh_front.png&amp;diff=83294"/>
		<updated>2020-04-11T17:29:37Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=File:Kozhukh_behind.png&amp;diff=83293</id>
		<title>File:Kozhukh behind.png</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=File:Kozhukh_behind.png&amp;diff=83293"/>
		<updated>2020-04-11T17:29:22Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Seal_Hide_Hoses&amp;diff=83292</id>
		<title>Seal Hide Hoses</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Seal_Hide_Hoses&amp;diff=83292"/>
		<updated>2020-04-11T17:27:47Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
| xsize = 1&lt;br /&gt;
| ysize = 1&lt;br /&gt;
| skillreq   = [[requires::Sewing]]&lt;br /&gt;
| egildpct = [[egildpct::10%-40%]]&lt;br /&gt;
| egildatt = [[egildatt::Agility]], [[egildatt::Survival]], [[egildatt::Perception]]&lt;br /&gt;
| objectsreq = [[requires::Grey Seal Hide]] x2, [[requires::Rendered Animal Fat]], [[requires::String]]&lt;br /&gt;
| slot = 7L; 7R&lt;br /&gt;
| statAGI = 1&lt;br /&gt;
| statSwim = 3&lt;br /&gt;
}}&lt;br /&gt;
{{GM|$Craft|$Clothes &amp;amp; Equipment|$Pants &amp;amp; Legwear|$Seal Hide Hoses}}&lt;br /&gt;
[[Category:Clothing]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Seal Hide Hoses are a simple clothing item that has a 10%-40% [[Agility]], [[Survival]] and [[Perception]] [[Gilding]] slot. Two of them can be equipped at once.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Quality&lt;br /&gt;
!Agility&lt;br /&gt;
!Swimming&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|90&lt;br /&gt;
|3&lt;br /&gt;
|9&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Home Decor]]&lt;br /&gt;
&lt;br /&gt;
==Quality==&lt;br /&gt;
* Quality Formula: &amp;lt;math&amp;gt;\frac{_{q}Hide + _{q}AnimalFat+ _{q}String}{3}&amp;lt;/math&amp;gt; and is [[softcap|softcapped]] by &amp;lt;math&amp;gt;\sqrt[2]{Dexterity*Sewing}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Agility bonus = &amp;lt;math&amp;gt;1*\sqrt{\frac{_{q}Hoses}{10}}&amp;lt;/math&amp;gt;.&lt;br /&gt;
* Swimming bonus = &amp;lt;math&amp;gt;3*\sqrt{\frac{_{q}Hoses}{10}}&amp;lt;/math&amp;gt;.&lt;br /&gt;
==In-Game Example(s)==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Seal_hide_hoses.png|A player wearing a seal hide hoses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=File:Seal_hide_hoses.png&amp;diff=83291</id>
		<title>File:Seal hide hoses.png</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=File:Seal_hide_hoses.png&amp;diff=83291"/>
		<updated>2020-04-11T17:27:25Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Tables/Seasons/Creatures&amp;diff=83243</id>
		<title>Tables/Seasons/Creatures</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Tables/Seasons/Creatures&amp;diff=83243"/>
		<updated>2020-04-10T14:41:53Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span class=&amp;quot;subpages&amp;quot;&amp;gt;{{arrow|L}}[[Tables]]&amp;lt;/span&amp;gt;&lt;br /&gt;
{{#ifexpr:{{#ask:[[sat4::+]]|format=count}}|{{error|Notification: Sat4 case detected.}}&lt;br /&gt;
}}{{#ifexpr:{{#ask:[[sat3::+]]|format=count}}||{{error|Notification: Sat3 cases dropped to zero.}}}}&lt;br /&gt;
== Info ==&lt;br /&gt;
* Until a better idea comes along, this Creature Seasonality Table at least allows for some initial collection of some Creature Seasonality data.&lt;br /&gt;
* Potential Creature Seasonality data correctness issue: When a particular creature is given seasonality later on in future patches its kinda tricky to flush them out (&#039;&#039;when its not included in the patch notes&#039;&#039;) ... except by starting with a new fresh and empty table.&lt;br /&gt;
* Input data:&lt;br /&gt;
** &#039;&#039;&#039;...&#039;&#039;&#039;: No data available.&lt;br /&gt;
** &#039;&#039;&#039;Y&#039;&#039;&#039;: Spotted. - The easy one.&lt;br /&gt;
** &#039;&#039;&#039;N&#039;&#039;&#039;: Confirmed. -  Technically this one relies on actual confirmation (&#039;&#039;dev&#039;s or other hard data&#039;&#039;), the next best thing would be based on statistical data (&#039;&#039;which is a bit problematic in my view, have to think about that some more&#039;&#039;).&lt;br /&gt;
** &#039;&#039;&#039;-&#039;&#039;&#039;: Assumed to have no seasonality based on logical elimination (guessing).&lt;br /&gt;
*** Input options will needs some additional re-thinking. As creature seasonality is not just a bool(on/off) feature, but also a changed probability feature.&lt;br /&gt;
*** For the moment I think adding a &amp;quot;-&amp;quot; after a Y might help. Whereby a &amp;quot;Y-&amp;quot; means it was at least spotted, but at a noticeable lower frequency/chance than is some other season. For most the maximum is probably in summer, but for some it might be a other season (&#039;&#039;like, based on some Jorb post, wolfs. Which are intended to max in winter&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
== Creature Seasonality Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable bandedrows c7l&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
 |+ Spotted check-off list.&lt;br /&gt;
 ! rowspan=2                    | Name&lt;br /&gt;
 ! colspan=4                    | Season&lt;br /&gt;
 ! rowspan=2 class=&amp;quot;unsortable&amp;quot; | Image&lt;br /&gt;
 ! rowspan=2                    | Remark&lt;br /&gt;
 |-&lt;br /&gt;
 ! width=45em | &amp;lt;span style=&amp;quot;font-size: 0.75em;&amp;quot;&amp;gt;Spring&amp;lt;/span&amp;gt;&lt;br /&gt;
 ! width=45em | &amp;lt;span style=&amp;quot;font-size: 0.75em;&amp;quot;&amp;gt;Summer&amp;lt;/span&amp;gt;&lt;br /&gt;
 ! width=45em | &amp;lt;span style=&amp;quot;font-size: 0.75em;&amp;quot;&amp;gt;Autumn&amp;lt;/span&amp;gt;&lt;br /&gt;
 ! width=45em | &amp;lt;span style=&amp;quot;font-size: 0.75em;&amp;quot;&amp;gt;Winter&amp;lt;/span&amp;gt;&lt;br /&gt;
  	&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Adder]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | N&lt;br /&gt;
 | [[File:Adder.png|center|64px]]&lt;br /&gt;
 &lt;br /&gt;
 |-&lt;br /&gt;
 | [[Ants]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Ant Swarm.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Aurochs]]&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Aurochs.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Badger]]&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Badger.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Bat]]&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Sleepbat.png|center|64px]]&lt;br /&gt;
 | &lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Bear]]&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | N&lt;br /&gt;
 | [[File:Bear.png|center|64px]]&lt;br /&gt;
 | Potential seasonal candidate - Due to deep winter sleep.&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Beaver]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | ...&lt;br /&gt;
 | [[File:beaver.png|center|64px]]&lt;br /&gt;
 | Potential seasonal candidate - Due to frozen freshwater.&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Boar]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Boar.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Bog Turtle]]&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | ...&lt;br /&gt;
 | [[File:Bog Turtle in-game.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Boreworm]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Boreworm.jpg|center|64px]]&lt;br /&gt;
 | Caves &amp;amp; Seasons - Probably not.&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Cave Angler]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Cave Angler.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Cave Centipede]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | ...&lt;br /&gt;
 | ...&lt;br /&gt;
 | [[File:Cave Centipede 2.jpg|center|64px]]&lt;br /&gt;
 | Caves &amp;amp; Seasons - Probably not.&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Cave Louse]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Cave Louse.png|center|64px]]&lt;br /&gt;
 | &lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Cave Moth]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:CavemothIngame.png|center|64px]]&lt;br /&gt;
 | &lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Caverat]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Caverat.png|center|64px]]&lt;br /&gt;
 | &lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Chasm Conch]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | ...&lt;br /&gt;
 | ...&lt;br /&gt;
 | ...&lt;br /&gt;
 | [[File:Chasm Conch Ingame.png|center|64px]]&lt;br /&gt;
 | Caves &amp;amp; Seasons - Probably not.&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Chick]]&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Chick ingame.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | Chicken [[Cock]]&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Cockingame.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | Chicken [[Hen]]&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Heningame.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Crab]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | ...&lt;br /&gt;
 | [[File:Crabbo.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Dragonfly]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | ...&lt;br /&gt;
 | [[File:Dragonfly.png|center|64px]]&lt;br /&gt;
 | Swamps freeze during winter, may or may not spawn before freezing?&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Dryad]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Dryad.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Eagle Owl]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Eagle Owl.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Firefly]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | ...&lt;br /&gt;
 | [[File:Fireflyingame.jpg|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Forest Lizard]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | ...&lt;br /&gt;
 | [[File:Lizardingame.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Forest Snail]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | ...&lt;br /&gt;
 | [[File:Forest Snail ingame.jpg|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Fox]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Fox.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Frog]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | ...&lt;br /&gt;
 | [[File:Froggoe.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Golden Eagle]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Golden_Eagle.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Grasshopper]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | ...&lt;br /&gt;
 | [[File:Asshopper.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Green Ooze]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Green Ooze.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Grey Seal]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Grey Seal.jpg|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Grub]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | ...&lt;br /&gt;
 | [[File:Grubingame.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Hedgehog]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Hedgehogingame.png|center|64px]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Jellyfish]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Jellyfish in_game.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Ladybug]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | ...&lt;br /&gt;
 | [[File:Ladybugingame.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Lynx]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Lynx.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Magpie]]&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Magpieingame.jpg|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Mallard Drake]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Ducko.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Mallard Hen]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Duckoo.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Mammoth]]&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Mammoth.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Midge Swarm]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | N&lt;br /&gt;
 | [[File:Midge Swarm.png|center|75px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Monarch Butterfly]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | ...&lt;br /&gt;
 | ...&lt;br /&gt;
 | [[File:MonarchButterflyIngame.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Mole]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | ...&lt;br /&gt;
 | [[File:Mole ingame.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Moonmoth|Moon moth]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | ...&lt;br /&gt;
 | ...&lt;br /&gt;
 | [[File:Moonmoth in-game.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Moose]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Moose.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Mouflon]]&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Mouflon.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Otter]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Otter.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Ptarmigan]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | ...&lt;br /&gt;
 | ...&lt;br /&gt;
 | [[File:Ptarmiganingame.jpg|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Quail]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Quailingame.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Rabbit Buck]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Rabbit Buckingame.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Rabbit Doe]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Rabbit Doeingame.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Rat]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Ratingame.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Deer|Red Deer]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Deer.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Reindeer]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Reindeer.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Sand Flea]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Sandflea in-game.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Seagull]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | ...&lt;br /&gt;
 | ...&lt;br /&gt;
 | [[File:Seagull-ingame.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Silkmoth|Silk moth]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | ...&lt;br /&gt;
 | ...&lt;br /&gt;
 | [[File:Silkmothingame.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Squirrel]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Squirrel_(2).png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Stag Beetle]]&lt;br /&gt;
 | (n)&lt;br /&gt;
 | (n)&lt;br /&gt;
 | Y&lt;br /&gt;
 | (n)&lt;br /&gt;
 | [[File:Stag.png|center|64px]]&lt;br /&gt;
 | (if only generated by [[Leaf Pile]])&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Stalagoomba]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | ...&lt;br /&gt;
 | ...&lt;br /&gt;
 | ...&lt;br /&gt;
 | [[File:Stalagoomba.gif|center|64px]]&lt;br /&gt;
 | Caves &amp;amp; Seasons - Probably not.&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Swan]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Swan.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Toad]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | ...&lt;br /&gt;
 | [[File:Toadingame.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Troll]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | ...&lt;br /&gt;
 | ...&lt;br /&gt;
 | ...&lt;br /&gt;
 | [[File:Troll-TypeEye.jpg|center|64px]]&lt;br /&gt;
 | Caves &amp;amp; Seasons - Probably not.&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Walrus]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | ...&lt;br /&gt;
 | ...&lt;br /&gt;
 | [[File:Walrus.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Waterstrider|Water strider]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Waterstrider_in-game.png|center|64px]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Wild Bees]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Wild Bees.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Wildgoat|Wild goat]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Wildgoat.jpg|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Wildhorse|Wild horse]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 |  [[File:Wild Horse.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Wolf]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Wolf.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Wood Grouse Cock]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | ...&lt;br /&gt;
 | ...&lt;br /&gt;
 | [[File:Grouse.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Wood Grouse Hen]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | ...&lt;br /&gt;
 | ...&lt;br /&gt;
 | [[File:Woodd.png|center|64px]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Wolverine]]&lt;br /&gt;
 | ...&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | Y&lt;br /&gt;
 | [[File:Wolverine.png|center|64px]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable bandedrows&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
 |+ Eliminated:&amp;lt;br&amp;gt;No natural spawn.&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Hopped-up Cone Cow]] || [[File:Hopped.png|center|64px]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Irrlight]] || [[File:Irrbloss.png|center|64px]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Itsy Bitsy Spider]] || [[File:Spiderr.png|center|64px]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Nidbane]] || [[File:Nidbaneingame.png|center|64px]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Bunny Rabbit]] || [[File:Bunny Rabit ingame.png|center|64px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable bandedrows&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
 |+ Eliminated:&amp;lt;br&amp;gt;Tamed-domesticated Animals.&lt;br /&gt;
 ! Name || Image&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Cattle]] || [[File:Cattle.png|center|200px]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Goat]] || [[File:Goat.png|center|200px]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Horse]] || [[File:Horse.png|center|200px]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Pig]] || [[File:Pig.png|center|200px]]&lt;br /&gt;
 |-&lt;br /&gt;
 | [[Sheep]] || [[File:Sheep.png|center|200px]]&lt;br /&gt;
 |}&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Combat_moves&amp;diff=83146</id>
		<title>Combat moves</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Combat_moves&amp;diff=83146"/>
		<updated>2020-04-04T19:00:49Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Combat&#039;&#039;&#039; ==&lt;br /&gt;
For combat moves to be effective, a player must raise either Unarmed Combat or Melee Combat, preferably both. &lt;br /&gt;
&lt;br /&gt;
Heavy changes to the combat system were made in the update {{patch|title|Bumfights}}.&lt;br /&gt;
&lt;br /&gt;
In order to learn a combat move, an animal must be defeated in melee combat. The move learned is based on the animal defeated, but otherwise appears to be random. (Minor note: During the first iteration of combat discoveries, prerequisites to use the move had to be met. As of world 10, this is not the case and you can pick up moves at random. Some players have had issues with getting a move like chop without getting a way to gain initiative points.)&lt;br /&gt;
&lt;br /&gt;
A note on &amp;quot;μ&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
Quote from jorb:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Spending more points on a combat effect increases the efficiency of said combat effect in that school. The meaning of increasing the weight of some particular combat effect is indicated in the descriptive text for that combat effect by a μ-symbol (Mu). The actual value of μ ranges from 1 to 1.5, depending on your weighting. Usually, a higher weight for some particular combat effect will serve to reduce its cooldown, increase its damage, or the like.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moves in italics are available for free to hearthling when acquiring &#039;The Will to Power&#039; skill.&lt;br /&gt;
&lt;br /&gt;
General formula for determining amount of opening seems to be:&lt;br /&gt;
&amp;lt;math&amp;gt;\sqrt[3]{W_a/W_d} \cdot O_b \cdot (1.0-O_c)&amp;lt;/math&amp;gt;&lt;br /&gt;
Where &amp;lt;math&amp;gt;W_a&amp;lt;/math&amp;gt; is attack weight, &amp;lt;math&amp;gt;W_d&amp;lt;/math&amp;gt; is defense weight, &amp;lt;math&amp;gt;O_b&amp;lt;/math&amp;gt; is base opening % from the move, and &amp;lt;math&amp;gt;O_c&amp;lt;/math&amp;gt; is the current opening of that type in the target.&lt;br /&gt;
Example:&lt;br /&gt;
A player who has 50 uac, 25% green opening and is in lvl 4 Chin Up defense mode is attacked by a player with 100 uac by level 5 punch.&lt;br /&gt;
Defense weight will be &amp;lt;math&amp;gt;50\cdot1.4&amp;lt;/math&amp;gt; and attack weight will be &amp;lt;math&amp;gt;100*0.8*1.5&amp;lt;/math&amp;gt;.&lt;br /&gt;
The opening that will be added to the defending player will thus be &amp;lt;math&amp;gt;\sqrt{\sqrt{120/70}} \cdot 15% \cdot (1.0-0.25) \approx 13%&amp;lt;/math&amp;gt; and the total opening will be 38%&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Moves&#039;&#039;&#039; ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Move&lt;br /&gt;
!Initiative cost&lt;br /&gt;
!Cooldown&lt;br /&gt;
!Notes&lt;br /&gt;
!Learned from&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_dash.png]]Dash&lt;br /&gt;
|Opponents&#039; initiative points: +2&lt;br /&gt;
|80/μ&lt;br /&gt;
|Completely removes your slightest opening&lt;br /&gt;
|&lt;br /&gt;
*Boar&lt;br /&gt;
*Wolverine&lt;br /&gt;
*Horse&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_oppknock.png]]Opportunity Knocks&lt;br /&gt;
|4&lt;br /&gt;
|45&lt;br /&gt;
|Opportunity Knocks increases your opponent&#039;s greatest opening by 40%·μ.&lt;br /&gt;
|&lt;br /&gt;
*Boar&lt;br /&gt;
*Wolverine&lt;br /&gt;
*Bear&lt;br /&gt;
*Aurochs&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_takeaim.png]]Take Aim&lt;br /&gt;
|0&lt;br /&gt;
|(30 + IP·2)/μ&lt;br /&gt;
|Gives +1 initiative and can be carried out at a distance. The cooldown of Take Aim increases by 20% for each initiative point you have.&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Badger&lt;br /&gt;
*Boar&lt;br /&gt;
*Beaver&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_think.png]]Think&lt;br /&gt;
|0+4&lt;br /&gt;
|40/μ&lt;br /&gt;
|Gives +2 initiative and can be carried out at a distance. The cooldown of Think increases by 20% for each initiative point you have.&lt;br /&gt;
|&lt;br /&gt;
*Bat&lt;br /&gt;
*Boar&lt;br /&gt;
*Fox&lt;br /&gt;
*Horse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Restorations&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Move&lt;br /&gt;
!Learned from&lt;br /&gt;
!Initiative cost&lt;br /&gt;
!Attack Weight&lt;br /&gt;
!Openings&lt;br /&gt;
!Reduces&lt;br /&gt;
!Cooldown&lt;br /&gt;
!Special&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_artevade.png]]Artful Evasion&lt;br /&gt;
|&lt;br /&gt;
*Bats&lt;br /&gt;
*Boar&lt;br /&gt;
*Deer&lt;br /&gt;
|Opponents&#039; initiative points: +1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|20%·μ Striking}}&lt;br /&gt;
*{{RoB color|backhanded|20%·μ Backhanded}}&lt;br /&gt;
*{{RoB color|sweeping|20%·μ Sweeping}}&lt;br /&gt;
*{{RoB color|oppressive|20%·μ Oppressive}}&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_feigneddodge.png]]Feigned Dodge&lt;br /&gt;
|&lt;br /&gt;
*Bats&lt;br /&gt;
*Foxes&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|15%·μ Striking}}&lt;br /&gt;
|35&lt;br /&gt;
|For every unit of opening reduced by Feigned Dodge, twice that amount is given to the opponent.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_flex.png]]Flex&lt;br /&gt;
|&lt;br /&gt;
*Bats&lt;br /&gt;
*Boar&lt;br /&gt;
*Deer&lt;br /&gt;
|0&lt;br /&gt;
|Unarmed&lt;br /&gt;
|On opponent:&lt;br /&gt;
*{{RoB color|backhanded|+15% Dizzy}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|10%·μ Backhanded}}&lt;br /&gt;
*{{RoB color|oppressive|10%·μ Oppressive}}&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_jump.png]]&#039;&#039;Jump&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Aurochs&lt;br /&gt;
*Bear&lt;br /&gt;
*Boar&lt;br /&gt;
*Foxes&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|20%·μ Sweeping}}&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_quickdodge.png]]&#039;&#039;Quick Dodge&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Bats&lt;br /&gt;
*Boar&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|20%·μ Striking}}&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_regaincomosure.png]]Regain Composure&lt;br /&gt;
|&lt;br /&gt;
*Badgers&lt;br /&gt;
*Boar&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|20%·μ Striking}}&lt;br /&gt;
*{{RoB color|sweeping|20%·μ Sweeping}}&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_sidestep.png]]&#039;&#039;Sidestep&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Bats&lt;br /&gt;
*Foxes&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|20%·μ Backhanded}}&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_watchitsmoves.png]]Watch Its Moves&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Badgers&lt;br /&gt;
*Bats&lt;br /&gt;
*Foxes&lt;br /&gt;
|Initiative points: +1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|30%·μ Backhanded}}&lt;br /&gt;
|45&lt;br /&gt;
|Gains you 1 point of initiative against your opponent.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_yieldground.png]]Yield Ground&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Bats&lt;br /&gt;
*Badger&lt;br /&gt;
*Foxes&lt;br /&gt;
*Boar&lt;br /&gt;
*Moose&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|On you:&lt;br /&gt;
*{{RoB color|backhanded|+10% Dizzy}}&lt;br /&gt;
*{{RoB color|sweeping|+10% Reeling}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|30%·μ Striking}}&lt;br /&gt;
*{{RoB color|oppressive|30%·μ Oppressive}}&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_zigzag.png]]Zig-Zag Ruse&lt;br /&gt;
|&lt;br /&gt;
*Aurochs&lt;br /&gt;
*Boar&lt;br /&gt;
*Mouflon&lt;br /&gt;
|Opponents&#039; initiative points: +2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|50%·μ Sweeping}}&lt;br /&gt;
*{{RoB color|oppressive|50%·μ Oppressive}}&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Maneuvers&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Move&lt;br /&gt;
!Block weight&lt;br /&gt;
!Cooldown&lt;br /&gt;
!Notes&lt;br /&gt;
!Learned from&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_bloodlust.png]]Bloodlust&lt;br /&gt;
|Unarmed·75%·μ&lt;br /&gt;
|10&lt;br /&gt;
|When attacked: &lt;br /&gt;
*Bloodlust is charged by 25%·Δ. When you attack an opponent, your attack weight will be increased by four times the amount that Bloodlust is charged.&lt;br /&gt;
|&lt;br /&gt;
*[[Rage]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_chinup.png]]&#039;&#039;Chin Up&#039;&#039;&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*[[The Will to Power]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_combatmeditation.png]]Combat Meditation&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|10&lt;br /&gt;
|When attacked:&lt;br /&gt;
*Combat Meditation is charged by 25%·Δ. When you attack an opponent, your cooldown will be decreased by the amount that Combat Meditation is charged.&lt;br /&gt;
*While Combat Meditation is active, all your attacks will have 25% of their normal attack weight.&lt;br /&gt;
|&lt;br /&gt;
*[[Woodsmanship]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_deathorglory.png]]Death or Glory&lt;br /&gt;
|Unarmed·75%·μ&lt;br /&gt;
|10&lt;br /&gt;
|When attacked:&lt;br /&gt;
*You gain 0.75·Δ points of Initiative against the opponent.&lt;br /&gt;
|&lt;br /&gt;
*[[Siegecraft]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_oakstance.png]]Oak Stance&lt;br /&gt;
|Unarmed·150%·μ&lt;br /&gt;
|10&lt;br /&gt;
|When attacked:&lt;br /&gt;
*Your greatest opening is reduced by 5%·Δ.&lt;br /&gt;
*While Oak Stance is active, all your attacks will have 50% of their normal attack weight.&lt;br /&gt;
|&lt;br /&gt;
*[[Forestry]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_parry.png]]Parry&lt;br /&gt;
|Melee·80%·μ&lt;br /&gt;
|10&lt;br /&gt;
|When Attacked:&lt;br /&gt;
*Openings: {{RoB color|backhanded|+10% Dizzy}}&lt;br /&gt;
You need a sword equipped for Parry to inflict its effect upon your opponents.&lt;br /&gt;
|&lt;br /&gt;
*[[Steelmaking]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_shieldup.png]]Shield Up&lt;br /&gt;
|Melee·250%·μ&lt;br /&gt;
|10&lt;br /&gt;
|If Shield Up is used without a shield equipped, its block weight will be 50% instead of 250%.&lt;br /&gt;
|&lt;br /&gt;
*[[Yeomanry]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_toarms.png]]&#039;&#039;To Arms&#039;&#039;&lt;br /&gt;
|Melee·μ&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*[[Hunting]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Attacks&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Move&lt;br /&gt;
!Learned from&lt;br /&gt;
!Initiative cost&lt;br /&gt;
!Attack weight&lt;br /&gt;
!Attack type&lt;br /&gt;
!Openings&lt;br /&gt;
!Damage&lt;br /&gt;
!Grievous damage&lt;br /&gt;
!Cooldown&lt;br /&gt;
!Special&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_chop.png]]Chop&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Bats&lt;br /&gt;
*Boar&lt;br /&gt;
*Deer&lt;br /&gt;
*Foxes&lt;br /&gt;
*Badgers&lt;br /&gt;
*Moose&lt;br /&gt;
|1&lt;br /&gt;
|Melee·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|Striking}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|+15% Off Balance}}&lt;br /&gt;
|According to weapon&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Weapon:&lt;br /&gt;
*Any edged weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_cleave.png]]Cleave&lt;br /&gt;
|&lt;br /&gt;
*Aurochs&lt;br /&gt;
*Badger&lt;br /&gt;
*Bear&lt;br /&gt;
*Lynx&lt;br /&gt;
*Moose&lt;br /&gt;
|4+2&lt;br /&gt;
|Melee·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|Backhanded}}&lt;br /&gt;
*{{RoB color|oppressive|Oppressive}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|oppressive|+25% Cornered}}&lt;br /&gt;
|According to Weapon·150%&lt;br /&gt;
|&lt;br /&gt;
|80&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_fullcircle.png]]Full Circle&lt;br /&gt;
|&lt;br /&gt;
*Bats&lt;br /&gt;
*Deer&lt;br /&gt;
*Green Oozes&lt;br /&gt;
*Mouflon&lt;br /&gt;
*Otter&lt;br /&gt;
|0&lt;br /&gt;
|Melee·90%·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
*{{RoB color|oppressive|Oppressive}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|+15% Off Balance}}&lt;br /&gt;
*{{RoB color|oppressive|+5% Cornered}}&lt;br /&gt;
|According to weapon&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Weapon:&lt;br /&gt;
*Any melee weapon&lt;br /&gt;
Full Circle attacks your main target and all other opponents in range.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_goforthejugular.png]]Go for the Jugular&lt;br /&gt;
|&lt;br /&gt;
*Moose&lt;br /&gt;
*Wolverine&lt;br /&gt;
*Badger&lt;br /&gt;
|2+2&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|Striking}}&lt;br /&gt;
*{{RoB color|oppressive|Oppressive}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|+15% Off Balance}}&lt;br /&gt;
*{{RoB color|oppressive|+10% Cornered}}&lt;br /&gt;
|40&lt;br /&gt;
|30%&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_haymeker.png]]Haymaker&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Bats&lt;br /&gt;
*Moose&lt;br /&gt;
|0&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|+15% Reeling}}&lt;br /&gt;
|20&lt;br /&gt;
|15%&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_kick.png]]Kick&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Aurochs&lt;br /&gt;
*Bats&lt;br /&gt;
*Foxes&lt;br /&gt;
|1&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|+20% Reeling}}&lt;br /&gt;
|25&lt;br /&gt;
|15%&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_knockitsteethout.png]]Knock Its Teeth Out&lt;br /&gt;
|&lt;br /&gt;
*Deer&lt;br /&gt;
*Boar&lt;br /&gt;
*Horse&lt;br /&gt;
|1&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|oppressive|Oppressive}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|oppressive|+20% Cornered}}&lt;br /&gt;
|30&lt;br /&gt;
|25%&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_lefthook.png]]&#039;&#039;Left Hook&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Bats&lt;br /&gt;
|0&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|Backhanded}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|+15% Dizzy}}&lt;br /&gt;
|15&lt;br /&gt;
|10%&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_lowblow.png]]Low Blow&lt;br /&gt;
|&lt;br /&gt;
*Foxes&lt;br /&gt;
*Boar&lt;br /&gt;
*Bats&lt;br /&gt;
|0&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|Backhanded}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|+10% Off Balance}}&lt;br /&gt;
|20&lt;br /&gt;
|30%&lt;br /&gt;
|50&lt;br /&gt;
|Gains you 1 Point of Initiative against your opponent.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_punch.png]]&#039;&#039;Punch&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Bats&lt;br /&gt;
*Badgers&lt;br /&gt;
*Moose&lt;br /&gt;
|0&lt;br /&gt;
|Unarmed·80%·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|Striking}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|+15% Off Balance}}&lt;br /&gt;
|10&lt;br /&gt;
|5%&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_punchemboth.png]]Punch &#039;em Both&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Bats&lt;br /&gt;
*Deer&lt;br /&gt;
*Foxes&lt;br /&gt;
|0&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|Striking}}&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|+15% Reeling}}&lt;br /&gt;
|10&lt;br /&gt;
|7.5%&lt;br /&gt;
|40&lt;br /&gt;
|Attacks both your primary target and also one other opponent in range.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_quickbarrage.png]]Quick Barrage&lt;br /&gt;
|&lt;br /&gt;
*Foxes&lt;br /&gt;
*Badgers&lt;br /&gt;
*Boars&lt;br /&gt;
|0&lt;br /&gt;
|Melee·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|oppressive|Oppressive}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|oppressive|+10% Cornered}}&lt;br /&gt;
|According to Weapon·25%&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|Weapon:&lt;br /&gt;
*Any melee weapon&lt;br /&gt;
If your opponent has more than 25% of {{RoB color|oppressive|Oppressive}} openings, Quick Barrage also gains you 1 Point of Initiative against that opponent.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_ravensbite.png]]Raven&#039;s Bite&lt;br /&gt;
|&lt;br /&gt;
*Bats&lt;br /&gt;
*Boar&lt;br /&gt;
|4&lt;br /&gt;
|Melee·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|Striking}}&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|+15% Off Balance}}&lt;br /&gt;
*{{RoB color|sweeping|+15% Reeling}}&lt;br /&gt;
|According to weapon·110%&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Weapon:&lt;br /&gt;
*Any axe&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Icon_ripapart.png]]Rip Apart&lt;br /&gt;
|&lt;br /&gt;
*Deer&lt;br /&gt;
|6&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|Striking}}&lt;br /&gt;
*{{RoB color|backhanded|Backhanded}}&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
*{{RoB color|oppressive|Oppressive}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|+7.5% Off Balance}}&lt;br /&gt;
*{{RoB color|backhanded|+7.5% Dizzy}}&lt;br /&gt;
*{{RoB color|sweeping|+7.5% Reeling}}&lt;br /&gt;
*{{RoB color|oppressive|+7.5% Cornered}}&lt;br /&gt;
|50&lt;br /&gt;
| 30%&lt;br /&gt;
|60&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_sideswipe.png]]Sideswipe&lt;br /&gt;
|&lt;br /&gt;
*Aurochs&lt;br /&gt;
*Badgers&lt;br /&gt;
*Bats&lt;br /&gt;
*Foxes&lt;br /&gt;
|0&lt;br /&gt;
|Melee·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|+7.5% Reeling}}&lt;br /&gt;
|According to weapon·75%&lt;br /&gt;
|&lt;br /&gt;
|25&lt;br /&gt;
|Weapon:&lt;br /&gt;
*Any edged weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_stealthunder.png]]Steal Thunder&lt;br /&gt;
|&lt;br /&gt;
*Badgers&lt;br /&gt;
*Boar&lt;br /&gt;
*Moose&lt;br /&gt;
|0&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|Backhanded}}&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|+10% Dizzy}}&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|To the extent that it is unblocked, Steal Thunder will take 3 points of initiative from its target and you will gain 2 of them.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_sting.png]]Sting&lt;br /&gt;
|&lt;br /&gt;
*Badgers&lt;br /&gt;
*Bear&lt;br /&gt;
*Boar&lt;br /&gt;
*Deer&lt;br /&gt;
*Foxes&lt;br /&gt;
|2&lt;br /&gt;
|Melee·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|Striking}}&lt;br /&gt;
*{{RoB color|backhanded|Backhanded}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|+20% Dizzy}}&lt;br /&gt;
*{{RoB color|sweeping|+10% Reeling}}&lt;br /&gt;
|According to weapon·125%&lt;br /&gt;
|&lt;br /&gt;
|50&lt;br /&gt;
|Weapon:&lt;br /&gt;
*Any pointed weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_stormofswords.png]]Storm of Swords&lt;br /&gt;
|&lt;br /&gt;
*Bats&lt;br /&gt;
*Green Oozes&lt;br /&gt;
|2&lt;br /&gt;
|Melee·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|Backhanded}}&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|+30% Reeling}}&lt;br /&gt;
|According to weapon&lt;br /&gt;
|&lt;br /&gt;
|50&lt;br /&gt;
|Weapon:&lt;br /&gt;
*Any sword&lt;br /&gt;
Storm of Swords will attack up to five opponents in range, starting with your main target. The targets will receive 100%, 125%, 150%, 175%, and 200%, respectively, of the weapon&#039;s damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_takedown.png]]Takedown&lt;br /&gt;
|&lt;br /&gt;
*Aurochs&lt;br /&gt;
*Bear&lt;br /&gt;
*Boar&lt;br /&gt;
*Badgers&lt;br /&gt;
|3&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
*{{RoB color|oppressive|Oppressive}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|+30% Reeling}}&lt;br /&gt;
|40&lt;br /&gt;
|30%&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_uppercut.png]]Uppercut&lt;br /&gt;
|&lt;br /&gt;
*Aurochs&lt;br /&gt;
*Badgers&lt;br /&gt;
*Foxes&lt;br /&gt;
|0&lt;br /&gt;
|Unarmed·0.8·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|Striking}}&lt;br /&gt;
*{{RoB color|backhanded|Backhanded}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|+15% Reeling}}&lt;br /&gt;
|30&lt;br /&gt;
|5%&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Glossary&amp;diff=82395</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Glossary&amp;diff=82395"/>
		<updated>2020-03-22T19:06:59Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: /* Death */  http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=67175&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Life, Death, and You=&lt;br /&gt;
[[File:Hearthling.jpg|thumb|&#039;&#039;A Hearthling forging metal&#039;&#039;]]&lt;br /&gt;
It is important to know when discussing the intricacies of Haven and Hearth, that nothing is permanent. Everything that is will eventually return to nothing, and that&#039;s okay. &lt;br /&gt;
&lt;br /&gt;
Death is an important part of this game, and for some, the most important part of the game. Fear of death, or the excitement of taking life, are driving factors which affect every part of the game. Learning how to work with these factors is key to understanding the game.&lt;br /&gt;
===Hearthling===&lt;br /&gt;
All player-made characters are called Hearthlings. Hearthlings start out as [[Character Creation|Floating Orbs of Purple Energy]], and must choose a form and a name before they are burned into the world. Hearthlings start with base attributes of 10, and abilities of 1. A hearthling, much like a human, must [[Glossary#Energy|Eat]], [[Glossary#Learning Points|Learn]], [[Glossary#Stamina|Rest]], and [[Glossary#Death|Die]]. While progressing through the game, not only will your hearthling become more experienced, but you as a player will learn tricks and secrets throughout your time playing Haven and Hearth. &lt;br /&gt;
&lt;br /&gt;
Due to the turbulent nature of this game, it is best to jump right in and start [[Glossary#Discovery|Discovering]] what this game has to offer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Life===&lt;br /&gt;
[[File:life.jpg|thumb|&#039;&#039;The Spark of Life&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
[[Character Creation|Creating a Hearthling]] and spawning in the world is an important first step to play Haven and Hearth. Character creation is more complex in haven than in other games, however, and there might be a few important steps you might miss.  Be sure to change your hair style and name your character. If one of your ancestors has passed away, you are able to inherit his skills and abilities, granted the [[Glossary#Death|proper steps]] have been followed.&lt;br /&gt;
&lt;br /&gt;
Some quick steps:&lt;br /&gt;
*Travel north, following the path to the river&lt;br /&gt;
*Following the right path will make you male, Following the left path will make you female&lt;br /&gt;
*Visit the reflecting pool to choose your hair style and color (this is permanent)&lt;br /&gt;
*Talk to the wizard to name yourself&lt;br /&gt;
*Interact with the fire to burn yourself into the world&lt;br /&gt;
(Optional Steps)&lt;br /&gt;
*Visit the graveyard to inherit your ancestor&#039;s skills&lt;br /&gt;
*Interact with the skull pole to choose [[Wilderness Beacon|Where]] to [[Charter Stone|Spawn]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Knocked Out!===&lt;br /&gt;
So You&#039;ve made someone, or something, angry. So angry in fact that They beat you senseless. Fret not! For you may yet escape this encounter with your life.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If in the heat of battle you lose all your [[SHP| Soft Hitpoints]], you will be knocked out and receive a nasty [[Hitpoints#Wounds|Concussion]]. Upon being knocked out, you have three options available:&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Teleport to your [[Hearth Fire]]:&#039;&#039;&#039; This allows the player to escape the battle with their life, but if they have left anything important on the battlefield, such as a [[Horse]], it will not come with you&lt;br /&gt;
* &#039;&#039;Log Out:&#039;&#039; This lets the character log out where he lays, hopefully to let whatever knocked you out to wander off. &lt;br /&gt;
* &#039;&#039;&#039;Get back up!:&#039;&#039;&#039; After a minute or so has passed, your character will regain consciousness with 1 [[SHP]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;notes:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* during the minute you&#039;re unconscious, any attackers have the privilege of looting your body while you&#039;re down.&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
[[File:Respects.png|thumb|&#039;&#039;A farmer paying his respects&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
Dying is part of the game. Whether you [[Swimming|Swim out too far]], [[Creatures|Get mauled by a bear]], or get cut down by your fellow hearthling, it is best to be prepared for the sweet embrace of death. Death, however, is not the end. While you have lost that Hearthling forever, you can create another and receive a portion of the skills and experience of your deceased ancestor.&lt;br /&gt;
&lt;br /&gt;
If your Hearthling dies, you have several options at your disposal to lament your long lost relative.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Grave|Bury your Ancestor]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you have your body, you may bury him to make his passing into the next life easier. &lt;br /&gt;
*Not performing any burial rites will net you 15% of your [[Glossary#Learning Points|LP]] and [[Glossary#Food Event Points|FEP]] (Base)&lt;br /&gt;
*Burying your skull without your body will net your 25% of your [[Glossary#Learning Points|LP]] and [[Glossary#Food Event Points|FEP]] (10% extra)&lt;br /&gt;
*Burying your body without your skull will net you 35% of your [[Glossary#Learning Points|LP]] and [[Glossary#Food Event Points|FEP]] (20% extra)&lt;br /&gt;
*Burying your whole intact body will net you 45% of your [[Glossary#Learning Points|LP]] and [[Glossary#Food Event Points|FEP]] (30% Extra)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Realm|Have your People Celebrate your Life]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you were popular amongst your citizens, maybe they will organize a state funeral for you.&lt;br /&gt;
*State funerals grant 45% of your [[Glossary#Learning Points|LP]] and [[Glossary#Food Event Points|FEP]] without having to [[grave|bury a body]] &lt;br /&gt;
*This, however, is an expensive option for the most powerful of warriors and diplomats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ancestral Shrine|Honor your Ancestors]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you are diligent and pray often, perhaps your ancestors will forgive your misdeeds and grant you knowledge and wisdom.&lt;br /&gt;
*Lamenting the Departed is another substitute for proper burials of deceased ancestors. &lt;br /&gt;
*Every time you Lament your departed ancestor, until the maximum inheritance (60%) has been reached, you inherit a percentage (6%? per use) of his Attributes &amp;amp; Abilities.&lt;br /&gt;
*The Numen cost of lamenting increases by two every time you use this ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes&#039;&#039;&#039;&lt;br /&gt;
* Characters cannot be inherited until eight hours after his or her original birth.&lt;br /&gt;
* You may spawn on your ancestor&#039;s [[Hearth Fire]] in case it was not destroyed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Character Sheet=&lt;br /&gt;
The Character Sheet is where you can learn the most about your character. Essentially, everything about your character is displayed in these menus. this includes stats, skills, quests, and combat moves&lt;br /&gt;
==Base Attributes==&lt;br /&gt;
[[File:Character Sheet Attributes.png|thumb|600px|right]]&lt;br /&gt;
===[[Attributes]]=== &lt;br /&gt;
[[Attributes]] are the most basic stats in Haven, and are gained through eating food and receiving Food Event Points (FEP). Attributes can be both buffed and debuffed by various mechanics in the game, such as wounds, equipment, and certain [[Clay Pipe|Activities]]&lt;br /&gt;
===[[Food Event Points]]===&lt;br /&gt;
The [[FEP]] bar displays the current amount of FEP you have for a specific attribute, as well as how many points are needed to gain another attribute point. Generally, the number of FEPs needed to gain a new attribute is equal to your highest attribute value. For instance, if your highest attribute is strength at 30, then you will have to consume 30 FEP to gain a new attribute point.&lt;br /&gt;
===[[Food Satiations]]===&lt;br /&gt;
Food [[Satiations]] are simply the percent of FEP you will receive from the base food you consume. Every food item falls into a specific food category and has a chance to satiate a food category. As such, the more of a specific type of food you eat, the fewer FEP you will receive from that food. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relieving Satiations&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Satiations disappear in about two days and disappear faster the more satiated you are.&lt;br /&gt;
*Food Satiations can be relieved by drinking certain beverages.&lt;br /&gt;
*All drinks restore stamina much like water, but they also relieve particular food satiations.&lt;br /&gt;
*Each drink also adds a negative satiation against itself, thus reducing the effect of further consumption. &lt;br /&gt;
*drinks will count as half-quality if you drink them from a non-preffered vessel, i.e. drinking wine from anything but a wine glass. &lt;br /&gt;
*Stamina regeneration is not affected by vessel type&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Drink&lt;br /&gt;
!Primary&lt;br /&gt;
!Secondary &lt;br /&gt;
!Tertiary&lt;br /&gt;
!Preferred Vessel&lt;br /&gt;
!Made From&lt;br /&gt;
!Satiation Debuff&lt;br /&gt;
|-&lt;br /&gt;
|[[Beer]]&lt;br /&gt;
|Sausage 1%&lt;br /&gt;
|Game 0.5%&lt;br /&gt;
|Offal 0.5%&lt;br /&gt;
|[[Tankard]]&lt;br /&gt;
|[[Barley Wort]]&lt;br /&gt;
|Beer&lt;br /&gt;
|-&lt;br /&gt;
|[[Cider]]&lt;br /&gt;
|Poultry 1%&lt;br /&gt;
|Mushrooms 0.5%&lt;br /&gt;
|Offal 0.5%&lt;br /&gt;
|[[Tankard]]&lt;br /&gt;
|[[Applejuice]]&lt;br /&gt;
|Cider&lt;br /&gt;
|-&lt;br /&gt;
|[[Mead]]&lt;br /&gt;
|Vegetables 1%&lt;br /&gt;
|Game 0.5%&lt;br /&gt;
|Nuts &amp;amp; Seeds 0.5%&lt;br /&gt;
|[[Drinking Horn]]&lt;br /&gt;
|[[Mead Must]]&lt;br /&gt;
|Mead&lt;br /&gt;
|-&lt;br /&gt;
|[[Milk]]&lt;br /&gt;
|Bread 1%&lt;br /&gt;
|Forage 0.5%&lt;br /&gt;
|&lt;br /&gt;
|[[Bucket]]&lt;br /&gt;
|[[Aurochs]], [[Cow]], [[Goat]] and [[Sheep]]&lt;br /&gt;
|Dairy&lt;br /&gt;
|-&lt;br /&gt;
|[[Perry]]&lt;br /&gt;
|Mushrooms 1%&lt;br /&gt;
|Meat 0.5%&lt;br /&gt;
|Creepies &amp;amp; Crawlies 0.5%&lt;br /&gt;
|[[Tankard]]&lt;br /&gt;
|[[Pearjuice]]&lt;br /&gt;
|Perry&lt;br /&gt;
|-&lt;br /&gt;
|[[Tea]]&lt;br /&gt;
| Dairy 1%&lt;br /&gt;
| Fruits 0.5%&lt;br /&gt;
|&lt;br /&gt;
|[[Mug]]&lt;br /&gt;
|[[Green Tea Leaves|Green]] and [[Black Tea Leaves|Black]] Tea Leaves&lt;br /&gt;
|Tea&lt;br /&gt;
|-&lt;br /&gt;
|[[Weißbier]]&lt;br /&gt;
|Fish 1%&lt;br /&gt;
|Poultry 0.5%&lt;br /&gt;
|Mushrooms 0.5%&lt;br /&gt;
|[[Tankard]]&lt;br /&gt;
|[[Wheat Wort]]&lt;br /&gt;
|Beer&lt;br /&gt;
|-&lt;br /&gt;
|[[Wine]]&lt;br /&gt;
|Cheese 1%&lt;br /&gt;
|Meat 0.5%&lt;br /&gt;
|Vegetables 0.5%&lt;br /&gt;
|[[Wine Glass]]&lt;br /&gt;
|[[Grapejuice]]&lt;br /&gt;
|Wine&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* [[Tea]] receives a 20Q buff when piping hot.&lt;br /&gt;
* [[Burrower Bean]] instantly relieves 25% of one satiation at q10.&lt;br /&gt;
&lt;br /&gt;
===[[Hunger]] Level===&lt;br /&gt;
Each food has a hunger value that adds to your hunger level when eaten. Each hunger level has a lower &amp;quot;Food efficiency&amp;quot; bonuses, but takes less time to return to a lower hunger level. The hunger level of food is a flat rate unaffected by quality..&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Hunger Level !! Food&amp;lt;br&amp;gt;Efficiency !! Time to lose &amp;lt;br&amp;gt;1% hunger !! Time to lose &amp;lt;br&amp;gt;100% hunger !! Variety Bonus !! Variety Example &amp;lt;br&amp;gt; @15 max stat&lt;br /&gt;
|-&lt;br /&gt;
| Ravenous || 300% || 2 hours || 200 hours || 1.097 || 28.3%&lt;br /&gt;
|-&lt;br /&gt;
| Famished || 200% || 1 hour  || 100 hours || 0.894 || 23.1%&lt;br /&gt;
|-&lt;br /&gt;
| Hungry || 100% || 20 minutes || 33.3 hours || 0.632 || 16.3%&lt;br /&gt;
|-&lt;br /&gt;
| Content || 90% || 10 minutes || 16.67 hours || 0.602 || 15.5%&lt;br /&gt;
|-&lt;br /&gt;
| Full || 50% || 3 minutes  || 5 hours || 0.447 || 11.5% &lt;br /&gt;
|-&lt;br /&gt;
| Stuffed || 25% || 46 seconds || 1.25 hours || 0.315 || 8.1% &lt;br /&gt;
|-&lt;br /&gt;
| Overstuffed || 10% || 7 seconds || 0.19 hours || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
[[File:Character Sheet Abilities.png|thumb|600px|right]]&lt;br /&gt;
The abilities page details your learned abilities, as well as earned [[Glossary#Experience Points|Experience Points]] and [[Glossary#Learning Points|Learning Points]]. on this page you can also manage your study report, which is where you study [[curiosity|Curiosities]]&lt;br /&gt;
===[[Abilities]]===&lt;br /&gt;
[[Abilities]] are your Learned skills, and as such are bought using Learning Points. All abilities start at 1, and cost:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;math&amp;gt;100LP*(current level + 1)&amp;lt;/math&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Learned skills are nonrefundable, so choose wisely. Like Attributes, Abilities can be buffed or debuffed by Wounds and Equipment&lt;br /&gt;
===Study Report===&lt;br /&gt;
The Study Report is a 4x4 mental inventory, sometimes referred to as your &#039;mentory&#039;, used to study [[Curiosity|Curiosities]] at the cost of [[Glossary#Experience Points|Experience Points]] to gain [[Glossary#Learning Points|Learning Points]]. &lt;br /&gt;
things to know:&lt;br /&gt;
*Studying curiosities is a passive activity and will occur automatically as long as curiosities are in your mentory.&lt;br /&gt;
*Your Attention is equal to your intelligence, and determines how many curiosities you can study, determined by the curiosities&#039; mental weight.&lt;br /&gt;
*You cannot have two of the same curiosities in your mentory at the same time.&lt;br /&gt;
*A Personal Claim [[Personal Claim|Bond]] is kept in your mentory in order to upkeep its presence.&lt;br /&gt;
*Once an object is finished being studied, you will receive its learning points and the object will disappear.&lt;br /&gt;
&lt;br /&gt;
For more information, see the [[Curiosity]] page&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Lore &amp;amp; Skills==&lt;br /&gt;
[[File:CharSheet Skills.png|thumb|200px|right|The Character Skills preview]]&lt;br /&gt;
[[File:CharSheet Credos.png|thumb|200px|right|The Character Credos preview]]&lt;br /&gt;
[[File:CharSheet Lores.png|thumb|200px|right|The Character Lores preview]]&lt;br /&gt;
&lt;br /&gt;
Lore &amp;amp; Skills is where you can evaluate which [[Skills]], [[Credos]], and [[Experience Points|Lores]] you have discovered or completed.&lt;br /&gt;
&lt;br /&gt;
====Skills====&lt;br /&gt;
[[Skills]] are abilities you can purchase which enable you to perform specific actions, such as [[Boat Building]] and [[Mining]]. Skills cost [[Glossary #Learning Points|Learning Points]] and are permanently in effect once purchased. Skills are hierarchical and as such must be learned in a specific order. Generally, the more advanced the skill, the more Learning Points it costs.&lt;br /&gt;
&lt;br /&gt;
====Credos====&lt;br /&gt;
[[Credos]] can be described as professions, which completed provide passive buffs and bonuses. Credos cost Learning Points to initiate, and only one Credo can be pursued at a time. Each Credo has 5 abilities that can be activated in order by completing quests for that credo. Once the Credo is completed, their bonuses will be permanently in effect and you can begin pursuing another Credo. Similar to skills, certain credos require prerequisite credos to be completed before you may begin them.&lt;br /&gt;
&lt;br /&gt;
====Lores====&lt;br /&gt;
[[Experience Points|Lores]] are events which occur by playing and exploring. Lores award the player [[Glossary #Experience|Experience Points]], which can then be spent on Curiosities to gain Learning Points. Lores are triggered randomly and it is encouraged to perform a variety of tasks through the day in attempt to trigger as many lores as possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Martial Arts &amp;amp; Combat Schools==&lt;br /&gt;
[[File:Character Sheet Combat.png|thumb|600px|right]]&lt;br /&gt;
Martial Arts &amp;amp; Combat Schools is where you build, save, and examine your combat cards. Combat cards can be discovered by defeating animals in combat, as well as learned from other players.&lt;br /&gt;
&lt;br /&gt;
Things to know:&lt;br /&gt;
*Drag and drop cards into combat slots to equip them. each combat deck can hold up to 10 different cards.&lt;br /&gt;
*each card has a value of one point, and each deck may have up to 30 points worth of cards.&lt;br /&gt;
*You may stack up to 5 of the same card in one deck. Each stacked card adds extra power to the move.&lt;br /&gt;
*You may have up to 5 different combat decks saved, for quick switching between decks.&lt;br /&gt;
*cards 1-5 are activated with keys 1-5. cards 6-10 are activated with SHIFT+1-5&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Health &amp;amp; Wounds==&lt;br /&gt;
[[File:Character Sheet Wounds.png|thumb|600px|right]]&lt;br /&gt;
[[Wounds]] are semi permanent damage taken through various activies in the game, most notably combat.&lt;br /&gt;
&lt;br /&gt;
The Wounds menu displays your current list of wounds, their effects, and how to heal them. Some wounds may heal on their own, while some might need special medicine or treatments to cure them. The number displayed next to each wound indicated the humber of Hard Hitpoint damage you have received from that wound. When your Hard Hitpoints reach 0, you die. Generally speaking, wounds will not heal unless you have 8000+ [[Energy]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Quest Log==&lt;br /&gt;
[[File:Character Sheet Quests.png|thumb|600px|right]]&lt;br /&gt;
Your Quest Log displays your Current, Completed, and Failed Quests.&lt;br /&gt;
Clicking a quest will display quest objectives both in menu and on screen. Having an active quest will display an arrow to the quest givers.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Equipment Screen=&lt;br /&gt;
[[File:Legacy-Equipment Screen.png|frame|Equipment Screen]]&lt;br /&gt;
*See [[:Category:Equipment|Equipment]] for all equipable items.&lt;br /&gt;
*Also see [[Equipment Table]] for stat boosts equipment.&lt;br /&gt;
&lt;br /&gt;
The Equipment Screen is where players can equip their character with items that will help them flourish in the harsh world, or just look pretty. These items include weapons, armor, clothing, jewelry, tools, and healing items. There are 16 slots for equipment. Some items take up multiple slots, e.g. the [[Bear Cape]] that takes up both the headwear and cape slots, and the [[Pickaxe]] that takes up both hands. Equipment slots are unfortunately not labelled or indicated by any sort of picture in-game, making it confusing for new players to know what each slot is for. Players thus label the equipment slots using a code that combines which side of the equipment screen the slot is on and how far it is from the top, e.g. 5R is the fifth slot from the top on the right side.&lt;br /&gt;
&lt;br /&gt;
===Slots on the Equipment Screen===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;width: 500px;&amp;quot;&lt;br /&gt;
|1L&lt;br /&gt;
|Headwear&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1R&lt;br /&gt;
|Necklace/Accessory&lt;br /&gt;
|-&lt;br /&gt;
|2L&lt;br /&gt;
|Shirt&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2R&lt;br /&gt;
|Chest Armor&lt;br /&gt;
|-&lt;br /&gt;
|3L&lt;br /&gt;
|Gloves&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|3R&lt;br /&gt;
|Belt&lt;br /&gt;
|-&lt;br /&gt;
|4L&lt;br /&gt;
|Left Hand&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|4R&lt;br /&gt;
|Right Hand&lt;br /&gt;
|-&lt;br /&gt;
|5L&lt;br /&gt;
|Ring&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5R&lt;br /&gt;
|Ring&lt;br /&gt;
|-&lt;br /&gt;
|6L&lt;br /&gt;
|Robe/Cloak&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6R&lt;br /&gt;
|Back&lt;br /&gt;
|-&lt;br /&gt;
|7L&lt;br /&gt;
|Pants&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|7R&lt;br /&gt;
|Leg Armor&lt;br /&gt;
|-&lt;br /&gt;
|8L&lt;br /&gt;
|Cape&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|8R&lt;br /&gt;
|Footwear&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Inventory=&lt;br /&gt;
Your character&#039;s inventory is where all items are stored, this is different from the [[Glossary#Equipment Screen|Equipment Screen]] in that items are not worn on the character.&amp;lt;br&amp;gt;&lt;br /&gt;
Your character starts out with a 4x4 inventory grid which can be expanded upon by equipment, adding horizontal or vertical rows of inventory space. It is important to note that these equipment bonuses stack. For example, wearing a Birchbark Backpack and a Merchant&#039;s Robe would  modify your inventory grid to 5x5. Thus by wearing a leather backpack, merchant&#039;s robe, and two traveler&#039;s sacks inventory space is 7x8&lt;br /&gt;
&lt;br /&gt;
One essential task of any player is to increase the space available for use. This can be achieved in several ways:&lt;br /&gt;
:&#039;&#039;&#039;1. Non-material.&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;2. Container-buildings.&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;3. Inventory expanders.&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;4. Wearable containers.&#039;&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;1. Non-material.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Non-material means of increasing inventory space include: &lt;br /&gt;
:[[Subscription|Account Verification]]  (+1 vertical line &#039;&#039;permanently for that account&#039;&#039;)&lt;br /&gt;
:[[Subscription|Account Subscription]] (+1 horizontal line &#039;&#039;for as long are your subscription is active&#039;&#039;) &lt;br /&gt;
:completing the 3rd level of the [[Credos#Nomad|Nomad Credo]] (+1 vertical line)&lt;br /&gt;
:completing the 5th level of the [[Credos#Nomad|Nomad Credo]] (+1 horizontal line) &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;2. Container-buildings.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Not all things in the game need to be with you constantly. The situation when the subject needs to be preserved for better times is quite ordinary. In this case, container-buildings come to the aid. There are a huge number of them in the game, ranging from the simplest branch baskets to the majestic chests or spacious cabinets. Like any other buildings in the game, they are subject to decay, so they are used as long-term storage facilities at the players&#039; bases, or for short-term transportation of large volumes of cargo. They have their own inventory, which opens with a separate window when you right-click on an object. Many crafting recipes in the game allow you to use ingredients from open containers without removing them.&lt;br /&gt;
There are also a number of movable objects (like [[Knarr]] or [[Wagon]]) that have both their own internal storage space and places for individual portable containers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Inventory extenders.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
It is good to store many things at home, but being able to take a lot of stuff on long journeys is vital too. For such purposes, so-called inventory extenders are great - items worn in equipment slots that increase the character&#039;s internal inventory (like non-material methods). These include:&lt;br /&gt;
:[[Birchbark Backpack]] (+1 vertical line)&lt;br /&gt;
:[[Leather Backpack]] (+2 vertical lines)&lt;br /&gt;
:[[Wanderer&#039;s Bindle]] add +1 vertical line (in the left hand) and +1 horizontal line (in the right hand). Can hold 2.&lt;br /&gt;
:[[Traveller&#039;s Sack]] add +1 vertical and +1 horizontal line for each one taken in hand. Can hold 2.&lt;br /&gt;
:[[Merchant&#039;s Robe]] increases the size of the inventory by 1 horizontal line.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;4. Wearable containers.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
There is also a separate category of things that can simplify the carrying of certain things. The peculiarity of such items is the presence of their own inventory (as with container buildings), the ability to hold them in equipment slots (like extenders) and narrow specialization in the type of wearable items. These include:&lt;br /&gt;
:[[:Category:Toolbelt|Toolbelts]] - 3-25 slots, tools only.&lt;br /&gt;
:[[Hunter&#039;s Quiver]] - 30 slots, arrows only.&lt;br /&gt;
:[[Keyring]] - 9 slots, keys only.&lt;br /&gt;
:[[Wicker Picker]] - 20 slots, forage only. &lt;br /&gt;
:[[Leather Purse]] - 6 slots, coins only.&lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;&#039;Separately, it is worth mentioning 2 special inventory extenders:&#039;&#039;&#039;&lt;br /&gt;
:[[Saddlebags]] are a craft item that can be put on a horse, which allows quick access to its internal storage in 16 slots.&lt;br /&gt;
:[[Packrack]] is a craft item that can be put on a cow (bull), which allows quick access to its internal storage of 25 slots (and an additional two cells for a liftable load)&lt;br /&gt;
 &lt;br /&gt;
Skillfully combining the listed opportunities, you can simplify the processes of storing and carrying important things as much as possible, which will allow you to devote more time to an exciting gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Note:&#039;&#039;&#039; As of world 10, [[Subscription|Verified]] Players receieve one bonus row and [[Subscription|subscribed]] players recieve one bonus row and column, for a total of 5x5 inventory&lt;br /&gt;
&lt;br /&gt;
=HUD=&lt;br /&gt;
[[File:Hudbar.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT: Pressing the spacebar on the default client will hide your HUD!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Heads Up Display (HUD) provides important information about your character&#039;s current status.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Hitpoints&amp;lt;/span&amp;gt;===&lt;br /&gt;
[[Hitpoints]] are divided into three categories, indicated in the mouse-over as SHP/HHP/MHP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;SHP&#039;&#039;&#039;&lt;br /&gt;
**Soft Hitpoints. When this reaches 0, your character is temporarily knocked unconscious. If your energy is over 8000, SHP will recover over time, capped by your current HHP&lt;br /&gt;
*&#039;&#039;&#039;HHP&#039;&#039;&#039;&lt;br /&gt;
**Hard Hitpoints. When this reaches 0, your character dies. You can see what is lowering your current HHP in the [[Glossary#Health &amp;amp; Wounds|Health]] tab of the Character Sheet. Some wounds will heal over time, others may require direct intervention, and yet others may not have any current healing methods.&lt;br /&gt;
*&#039;&#039;&#039;MHP&#039;&#039;&#039;&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 that increase your [[Constitution]] attribute.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stamina&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Indicates how tired your character is. This goes down as you perform various activities, eventually making your character move slower as it goes below certain levels. Over time, your stamina will recover by taking points from the energy bar. Naturally stamina regenerate 10% per 10% energy. It can also be recovered with more energy consumption by drinking beverages, such as: [[Water]], [[Tea]], [[Milk]], [[Wine]], [[Beer]] or [[Weißbier]]. Increasing your Constitution will reduce the drain to your stamina bar when using tools or swimming.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; max-width: 25em; width: 50%;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Stamina %&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Limitation(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | &amp;lt; 50%&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | Cannot run at 4th speed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | &amp;lt; 29%&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | Cannot [[Terraforming#Digging|Dig]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | &amp;lt; 25%&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | Cannot run at 3rd speed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | &amp;lt; 10%&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | Can only crawl.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | &amp;lt; 5%&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | Cannot walk.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Energy&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Energy is a measure of how much work your character can do. The stamina and health bars are refilled by the energy bar. Energy is mainly consumed when you drink water to replenish the [[Stamina]].You can get more energy by eating [[food]].&lt;br /&gt;
:If your energy is 8000 or above, your energy is in &amp;quot;healing&amp;quot; state. This will regenerate your [[SHP]].&lt;br /&gt;
:If your energy is 5000 or below, you are unable to do hard labor such as digging soil or mining.&lt;br /&gt;
:If your energy is 2000 or below, you will [[hitpoints|Starve]], which will slowly drain your health.&lt;br /&gt;
:If your energy is 0, you will start rapidly losing HHP and die very quickly.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Speed&amp;lt;/span&amp;gt;===&lt;br /&gt;
Speed is how fast your character moves. Generally, the faster you move, the more stamina you consume.&amp;lt;br&amp;gt;&lt;br /&gt;
Certain [[Terrain]]s limit the maximum speed a hearthling can travel on them (on foot). (&#039;&#039;creature speed is not{{verify}} effected by this maximum&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
From left to right: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|Crawl &lt;br /&gt;
| 1.5 tiles per second.&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
| 3.0 tiles per second.&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
| 4.5 tiles per second.&lt;br /&gt;
|-&lt;br /&gt;
|Sprint &lt;br /&gt;
| 6.0 tiles per second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Kith &amp;amp; Kin=&lt;br /&gt;
[[File:Kinship Menu.png|thumb|300px|right]]&lt;br /&gt;
Kin Shortcut: CTRL + B&lt;br /&gt;
&lt;br /&gt;
The Kin is the love-heart button. You can add new friends here, view your current ones and quickly see their online status.&lt;br /&gt;
&lt;br /&gt;
In the Hearth Secret textbox, you can create a hearth secret. When you want to make friends with people at long-distance, give them this secret and they will then be your friend, or &amp;quot;kin&amp;quot;. Likewise, if somebody gives you their secret, type it in the right text area next to the one you make your own secret in. Note that Hearth Secrets are tied to your hearthling, not to your account.&lt;br /&gt;
&lt;br /&gt;
You can also right click a Hearthling, &amp;quot;Memorize&amp;quot; them, then right-click &amp;quot;Add Kin&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The candle next to their name on the list is their online status - a lit candle is online, whilst an unlit candle means offline. However, if somebody dies, their candle will disappear.&lt;br /&gt;
&lt;br /&gt;
Setting kin colors is an important feature which allows you to group kin and assign privileges, such as theft or tresspassing on [[Personal Claim]]s or [[Village Claim]]s&lt;br /&gt;
&lt;br /&gt;
===Kin Menu===&lt;br /&gt;
&lt;br /&gt;
In the Kin Menu, you can:&lt;br /&gt;
&lt;br /&gt;
*See the online status of kin signified by a lit or unlit candle.&lt;br /&gt;
*Invite online kin to a [[party]].&lt;br /&gt;
*Privately message your kin.&lt;br /&gt;
*Set your own Hearth Secret.&lt;br /&gt;
*Add others via Hearth Secret&lt;br /&gt;
*Set a Kin&#039;s color (Default is white)&lt;br /&gt;
*Set a Kin&#039;s Display name (For your hearthling only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you progress through the game, you may also find yourself cheiftain of a [[Village]] or ruler of a [[Realm]]. Both of these are also managed through the Kith &amp;amp; Kin Menu, through their respective tabs&lt;br /&gt;
&lt;br /&gt;
Note: The search function is a custom client feature only and isn&#039;t available in the default client.&lt;br /&gt;
&lt;br /&gt;
===Group Party===&lt;br /&gt;
A party is a group of players that are able to communicate to each other through a private party chat where each party member is assigned a color.&lt;br /&gt;
&lt;br /&gt;
You can invite a player to your party if you are not in a party or if you are the party leader, and this will make you the party leader. When you leave, another player in your party is assigned party leader, and you can also reassign party leader manually by right-clicking a party member. When the party is reduced to one member, the party chat closes.&lt;br /&gt;
&lt;br /&gt;
Things to know:&lt;br /&gt;
:The amount of party members you can have is limited by your [[Charisma]].{{verify}}&lt;br /&gt;
:Party members have full access to each other&#039;s personal claims, so be careful who you add to your party.&lt;br /&gt;
:Colored arrows point towards the positions of party members &lt;br /&gt;
:Colored minimap markers give you their exact position&lt;br /&gt;
:You can see the portraits of party members on the left side of your screen&lt;br /&gt;
::Clicking a portrait will make your charcater move towards them&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
Combat in Haven and Hearth is built around the deck system, with players building a deck of attack, defense and ability cards which are then drawn and selected by the player.&lt;br /&gt;
&lt;br /&gt;
===Unarmed Combat===&lt;br /&gt;
&#039;&#039;See [[Unarmed Combat]] for a more detailed guide.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unarmed combat is the first close-quarters style of fighting. &lt;br /&gt;
===Melee Combat===&lt;br /&gt;
&#039;&#039;See [[Melee Combat]] for a more detailed guide&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Melee combat is fighting with a sword and shield or axe.&lt;br /&gt;
===Ranged Combat===&lt;br /&gt;
&#039;&#039;See [[Ranged Combat]] for a more detailed guide&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ranged combat is the simplest technique. Simply equip a [[Hunter&#039;s Bow]] or [[Sling]],&lt;br /&gt;
&lt;br /&gt;
=Experience Points and Learning Points=&lt;br /&gt;
&lt;br /&gt;
==Experience Points==&lt;br /&gt;
&#039;&#039;&#039;Experience Points&#039;&#039;&#039; are obtained through [[Experience Events]] and [[Quest]]s and are used by hearthlings for a number of tasks, including:&lt;br /&gt;
*Performing [[Hearth Magic]]&lt;br /&gt;
*Studying [[Curiosities]]&lt;br /&gt;
&lt;br /&gt;
[[Experience Events]] are not limited, and can be randomly activated throughout your daily activities. The amount of Experience Points received is a good indicator of how often you can activate that event. For Example, Quenching Thirst can be activated very often, while Fragrance of Flowers may only activate every few days. In this fashion, it is recommended or encouraged to perform a number of varied activities or often go exploring to activate these events as often as possible.&lt;br /&gt;
&lt;br /&gt;
*You can check which event you haven&#039;t done in Character Sheet under [[Glossary#Lore &amp;amp; Skills|Lore &amp;amp; Skills]] by clicking on Lore.&lt;br /&gt;
*It&#039;s worth noting that by using [[Hearth Magic]], you may end up with negative Experience Points when any [[Curiosities]] in your Study finish.&lt;br /&gt;
*Members of a [[Realm]] may be allowed to withdraw Experience points from the [[Realm|Realms]] bank to use as they will.&lt;br /&gt;
&lt;br /&gt;
==Learning Points==&lt;br /&gt;
&#039;&#039;&#039;Learning Points&#039;&#039;&#039; are used to buy [[Abilities]], [[:Category:Skills|skills]], and [[Yeomanry|Property]]. You can currently earn Learning Points (LP) in three ways:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Discovery|Disovering]] new objects&#039;&#039;&#039; &lt;br /&gt;
*For example: picking your first branch off a tree will give you some LP, digging soil, clay for the first time will award you LP.  This is the main source of LP for a new character.&lt;br /&gt;
*Some actions that generate large sums of LP:&lt;br /&gt;
**Picking [[Tree|tree]] products: branches, bark, fruits and seeds, boughs&lt;br /&gt;
**Picking [[Foraging|forageables]] such as Spindly Taproot or Blueberries&lt;br /&gt;
**[[Fishing]] - every type of fish caught will give you some LP&lt;br /&gt;
**Side Note: Items your ancestors have discovered won&#039;t give you Learning Points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Curiosity|Curiosity System]]&#039;&#039;&#039;&lt;br /&gt;
*[[Curiosity|Curiosities]] are items that can be crafted, foraged, caught, or created as a side effect of doing certain activities. They are studied over time in your [[Glossary#Study Report|Study Report]], and will give you LP after completion. They will also consume some [[Experience Points|experience points]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Killing Animals&#039;&#039;&#039;&lt;br /&gt;
*Hunting and killing animals in combat gives a small amount of LP, roughly equal to how much damage your character inflicted on the creature&lt;br /&gt;
*Do note that the amount of LP received will reduce if you continuously kill the same creature.&lt;br /&gt;
&lt;br /&gt;
==Learning Ability==&lt;br /&gt;
&#039;&#039;&#039;Learning Ability&#039;&#039;&#039; modifies the amount of [[Learning Points]] you gain from studying curiosities. Learning ability can be gained from realm buffs and equipment, such as [[Ring_of_Brodgar_(Jewelry)|ROB&#039;s]]. 10 points of learning ability equals to 1% of increased LP gain. {{verify}}&lt;br /&gt;
&lt;br /&gt;
=Quality=&lt;br /&gt;
&#039;&#039;See [[Quality]] for more detailed information&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Almost all items, as well as many game-world objects, have a quality factor &#039;&#039;&#039;Q&#039;&#039;&#039;, which may range from 1 to &amp;amp;infin;, with a standard default quality for most objects of 10 -- for example, all natural-growing trees are Q10.&amp;lt;br&amp;gt; In general, higher Q items are simply better: high Q weapons do more damage, high Q food provide more FEPs, high Q armor provides more protection. &lt;br /&gt;
&lt;br /&gt;
The in-game effects vary from item to item, with some items like buckets and barrels not having any effect at all. Where quality matters, it usually takes the form of the quality multiplier &#039;&#039;&#039;QM&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
: &amp;lt;math&amp;gt;QM = \sqrt{\frac{Q}{10}}&amp;lt;/math&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[File:Graph_QM.png|border|200px|QM graph]]&lt;br /&gt;
&lt;br /&gt;
This multiplier is 1x for Q10, 2x for Q40, 3x for Q90, 4x for Q160, and so on. It is a nonlinear increase, which means that it becomes harder and r multipliers. Since Q10 has a QM of 1x, in many places on this wiki you will just see stats given for Q10 objects. You should assume this unless the wiki page you&#039;re reading says otherwise.&lt;br /&gt;
&lt;br /&gt;
===Softcap===&lt;br /&gt;
Softcap is a term describing the effect of an [[abilities|ability]] or [[attributes|attribute]] on the [[quality]] of a product.&lt;br /&gt;
&lt;br /&gt;
Softcaps are put into effect when the quality of a product would be higher than the skill in question. The quality of said product will then be averaged with the softcapping skill level to get the products final quality. The softcapping skill may be a single attribute or skill value, or a combination of several. If the expected quality of the product will be lower than the softcapping skill, the quality will remain unchanged.&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
*If more than one stat softcaps a product, the stats combine with a geometric mean, not an arithmetic mean. For example, for two stats being factored: &amp;lt;math&amp;gt;Quality Cap = \sqrt{Stat_{1}*Stat_{2}}&amp;lt;/math&amp;gt;, for three &amp;lt;math&amp;gt;Quality Cap = \sqrt[3]{Stat_{1}*Stat_{2}*Stat_{3}}&amp;lt;/math&amp;gt;, etc.&lt;br /&gt;
*Quality of &#039;&#039;built&#039;&#039; objects is solely determined by the quality of their parts. Softcaps do not apply.&lt;br /&gt;
&lt;br /&gt;
Example:&amp;lt;br&amp;gt;&lt;br /&gt;
:You are creating a [[Treeplanter&#039;s Pot]] with [[clay]] of average quality 36. However, the quality of a Treeplanter&#039;s pot is softcapped by [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
:Thus:&lt;br /&gt;
:If your Dexterity is greater than 36&lt;br /&gt;
::Resulting pot will be Q 36&lt;br /&gt;
&lt;br /&gt;
:If you Dexterity is less than 36&lt;br /&gt;
::Resulting pot will be Q (36 + Dex) /2&lt;br /&gt;
&lt;br /&gt;
===Hardcap===&lt;br /&gt;
Similar to Softcap, Hardcap is a term describing the effect of an [[abilities|ability]] or [[attributes|attribute]] on the [[quality]] of a product.&lt;br /&gt;
&lt;br /&gt;
Hardcaps take effect when the quality of a product would be higher than the hardcapping skill. The quality of said product will be limited to the hardcapping skill&#039;s level.&lt;br /&gt;
&lt;br /&gt;
Example:&amp;lt;br&amp;gt;&lt;br /&gt;
:You are searching for the best quality clay in the area. The clay you are digging up starts at q12 and slowly starts climbing up as you search around. The peak quality is actually 36, but you have a Masonry skill of 20. Eventually, you get up to q20, but it doesn&#039;t seem to go any higher than that. It could be the quality capped out at 20 for that area, but it is also possible that your Masonry skill prevents you from getting any better quality.&lt;br /&gt;
&lt;br /&gt;
:Thus:&lt;br /&gt;
:If your Masonry is greater than 36&lt;br /&gt;
::All clay dug up will be its true quality&lt;br /&gt;
&lt;br /&gt;
:If you Masonry is less than 36&lt;br /&gt;
::Resulting clay can at most be equal to your Masonry.&lt;br /&gt;
&lt;br /&gt;
=Player Actions=&lt;br /&gt;
Player actions constitute the variety of tasks and abilities the player can do or act upon the world. The player will start with only a few actions and will gradually learn more actions as they progress and learn more skills.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[File:actadv.png]] Adventure is the first menu &#039;tab&#039; which holds many of the actions a player can act on the world, such as Destroy and Lift&lt;br /&gt;
**[[File:acthnh.png]] Haven &amp;amp; Hearth holds the abilities to  Claim Land, Build a Heartfire, and Teleport to your Hearthfire&lt;br /&gt;
***[[File:actcl.png]] Allows you to build a [[Personal Claim]] and Claim Land&lt;br /&gt;
***[[File:acthf.png]] Allows you to build a new [[Hearth Fire]], which acts as a spawn point&lt;br /&gt;
***[[File:acttp.png]] Allows you to teleport to your Hearth Fire without cost&lt;br /&gt;
**[[File:actlandscape.png]] Landsaping Holds all your Terraforming Actions, including Plowing Fields and creating Land Surveys&lt;br /&gt;
***[[File:actplow.png]] Hand Plow Allows you to plow dirt manually for [[Farming]] before you have built a [[Wooden Plow]] or [[Metal Plow]]&lt;br /&gt;
***[[File:actbrick.png]] Lay Brick allows you to pave the ground with [[Brick]]s&lt;br /&gt;
***[[File:actmetal.png]] Lay Metal allows you to pave the ground with [[Bar of Any Metal|Metal]]&lt;br /&gt;
***[[File:actstone.png]] Lay Stone allows you to pave the ground with [[Stone]]s&lt;br /&gt;
***[[File:actgrass.png]] Plant Grass allows you to plant [[Terrain|Grass]] Terrain with leftover [[:Category:Seeds|Seeds]]&lt;br /&gt;
***[[File:actstomp.png]] Stomp to dirt allows you to turn terrain back into [[Terrain|Dirt]]&lt;br /&gt;
***[[File:actsurvey.png]] Survey Land allows you to create [[Survey]]s, which let the player raise, lower, and level terrain easily.&lt;br /&gt;
**[[File:acttog.png]] Toggles are a set of permissions and abilities that you can either turn on or off&lt;br /&gt;
***[[File:actcrim.png]] Criminal Acts allows you to toggle on the ability to freely commit Crimes&lt;br /&gt;
***[[File:actperm.png]] Party Permissions allows you to toggle whether or not your [[Party|Glossary#Party]] has the same permissions as you on a claim&lt;br /&gt;
***[[File:actswim.png]] [[Swimming]] toggles whether or not you will freely swim through water&lt;br /&gt;
***[[File:acttrack.png]] Tracking toggles whether you actively see [[Scent]]s throughout the world.&lt;br /&gt;
**[[File:fire.png]] Allows you to build a fire&lt;br /&gt;
**[[File:actdestory.png]] Allows you to destroy objects and structures&lt;br /&gt;
**[[File:actdig.png]] Allows you to dig the earth for [[Soil]]&lt;br /&gt;
**[[File:actfish.png]] Allows you to [[Fishing|Fish]]&lt;br /&gt;
**[[File:actinspect.png]] Allows you to inspect objects and structures to extra information&lt;br /&gt;
**[[File:actlift.png]] Allows you to lift objects over your head and carry them.&lt;br /&gt;
**[[File:firebrand.png]] Allows you to craft a [[Firebrand]] to light fires&lt;br /&gt;
**[[File:actmine.png]] Allows you to mine cave walls for [[Ore]] and [[Stone]]&lt;br /&gt;
**[[File:actrepair.png]] Allows you to repair [[Glossary#Decay|Decayed]] objects and structures with materials&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
&lt;br /&gt;
==Maps and Tiles==&lt;br /&gt;
[[File:HH Map info.png|thumb|400px]]&lt;br /&gt;
Haven&#039;s basic unit of length measurement is a tile. Roads are paved in 1x1 tile sections, houses take up a certain area of tile, and maps are divided into tile sections. &amp;lt;br&amp;gt;&lt;br /&gt;
The mapping tool on your default client works similar those found on custom clients, with the exception being you cannot export the default client&#039;s map. &amp;lt;br&amp;gt;&lt;br /&gt;
Generally Speaking, your hearthling can load a total of two minimaps around them. They however can only physically see items/objects/creatures in an area slightly smaller than a minimap.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Map structure:&lt;br /&gt;
* Minimaps = 100x100&lt;br /&gt;
* Local maps = 500x500&lt;br /&gt;
* Regional maps = 2500x2500&lt;br /&gt;
* Supergrid = 5000x5000&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Day and Night Cycle==&lt;br /&gt;
The Day and Night cycle functions similar to the real world, except roughly 3 times faster ([[http://www.havenandhearth.com/forum/viewtopic.php?f=48&amp;amp;t=61963&amp;amp;start=10#p786727 Exactly 3.29 times faster]]). This means every 24 Haven hours are equivalent to roughly 8 Real hours. Day, Night, and time in general serve important functions in Haven. The most notable effect is the absence or presence of Light. Day is four real-life hours, while night is the same. Sometimes at night there will be less light than usual, this is because the moon follows a Lunar Cycle. On a new moon there will be barely any light. When night falls a hearthling will be forced to light [[fire]]s or any other [[:Category:Light Sources|Light Sources]] to be able to see.&lt;br /&gt;
&lt;br /&gt;
Along with dynamic lighting, other features are dependant on time. These include:&lt;br /&gt;
:Certain items spawn at certain times, such as the [[Dewy Lady&#039;s Mantle]]&lt;br /&gt;
:Certain [[Experience]] events can only be activated at certain times.&lt;br /&gt;
:Certain [[Fish]] spawn at certain times. &lt;br /&gt;
:Many activites are behind time gates to ensure balance playing, such as:&lt;br /&gt;
::Curiosities, Silkfarming, Tree farming, Smelting ore, and more.&lt;br /&gt;
&lt;br /&gt;
[[http://www.havenandhearth.com/forum/viewtopic.php?f=48&amp;amp;t=61963&amp;amp;start=10#p786727 Exactly 3.29 times faster]]&lt;br /&gt;
&lt;br /&gt;
==Decay==&lt;br /&gt;
Decay is a system of deterioration of structures, commonly measured in Decay Hits (although the measure itself isn&#039;t very specific).&lt;br /&gt;
&lt;br /&gt;
There are four main Decay patterns that can be observed:&lt;br /&gt;
*Resilient Structures: These items do not decay at all if placed on paved ground within [[Personal Claim]] or [[Village Claim]] with authority. This category includes all immobile structures and most containers ([[Cupboard]] being notable exception).&lt;br /&gt;
*Indoor Structures: These items are safe from decay only if placed inside buildings or caves/mines, wherein they will not take any decay hits. This category includes most moveable structures and some containers.&lt;br /&gt;
*Fields and Terrain: Sometimes referred to as decaying, these actually transform into different terrains. Specifically [[Tree]] radius (and so tree-cutting and planting) and field plowing enables such changes. It happens regardless of claim coverage.&lt;br /&gt;
*Carcasses: These always decay, there&#039;s no way to prevent it. All unprocessed or skinned carcasses are subject to it.&lt;br /&gt;
&lt;br /&gt;
Decay hits are completely random. Currently there is no good way to measure when decay hits will happen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quote from Jorb:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jorb November 7th, 2010:&#039;&#039;&#039; &amp;quot;Decay Is gone. For everything that stands on a claim, with the exception of things that need to stand on pavement (Immobile structures), which will still decay if they are placed on a non-paved tile. (A claimed kiln will decay if built on dirt for example). Portable stuff that should typically be placed indoors still decays while outdoors. For example: Anvil, Wardrobe, Cupboard, Spinning Wheel, Loom, Meat Grinder, Coinpress. That may or may not be all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Soak==&lt;br /&gt;
Soak is a value assigned to buildings that determines how resilient they are to attack. This value is subtracted from all incoming damage to the building in question. In order for an attack to have any effect at all, it must deal more damage than the soak value of the building being attacked. For example, aggressive [[Boar|boars]] and [[bear|bears]] deal more than 25 damage per attack. Therefore, can damage and potentially destroy any building in their way with a soak value of less than 25.&lt;br /&gt;
&lt;br /&gt;
Easy way to calculate minimal required strength to destroy an object with soak:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;(soak + 1 - tool)^2 &amp;lt;/math&amp;gt;= required strength&lt;br /&gt;
&lt;br /&gt;
Where tool is: 1 ([[Stone Axe|Axe]]), 2 ([[Pickaxe]]), 4 ([[Sledgehammer]]), or 20 ([[Battering Ram]]). Note that rams can be operated by multiple characters, further lowering required strength.&lt;br /&gt;
&lt;br /&gt;
See the [[Property:Soak]] page for all items with some soak data.&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. When talking about objects, size refers to how much inventory space it takes up, whereas when talking about structures it refers to the number of tiles it occupies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fuel==&lt;br /&gt;
Fuel comes in a variety of forms. Some items can only use certain types of fuel, others can use any form. Each type of fuel burns for different lengths of time, called a &amp;quot;tick&amp;quot; One tick has a length of approximately 4 minutes 50 seconds. The exception being the [[Steel Crucible]], where one tick is 40 minutes long.&lt;br /&gt;
&lt;br /&gt;
Fuel is used to power a variety of items.[[Cauldron]]s, [[Crucible]]s, [[Kiln]]s, [[Oven]]s, [[Ore Smelter]]s, [[Finery Forge]]s, and [[Steel Crucible]]s all require different amounts of fuel.&lt;br /&gt;
&lt;br /&gt;
The forms of fuel with the number of ticks are:&lt;br /&gt;
  [[Branch]]           -- 1 tick&lt;br /&gt;
  [[Coal]], [[Black coal]] -- 1 tick for [[Ore Smelter]]s, [[Steel Crucible]]s and [[Finery Forge]]&lt;br /&gt;
  [[Coal]], [[Black coal]] -- 2 ticks for all other workstations&lt;br /&gt;
  [[Block of Wood]]    -- 5 ticks&lt;br /&gt;
  [[Tarsticks]]        -- 20 ticks&lt;br /&gt;
&lt;br /&gt;
[[Category:Guide]]&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Combat_moves&amp;diff=82172</id>
		<title>Combat moves</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Combat_moves&amp;diff=82172"/>
		<updated>2020-03-16T23:49:52Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Combat&#039;&#039;&#039; ==&lt;br /&gt;
For combat moves to be effective, a player must raise either Unarmed Combat or Melee Combat, preferably both. &lt;br /&gt;
&lt;br /&gt;
Heavy changes to the combat system were made in the update {{patch|title|Bumfights}}.&lt;br /&gt;
&lt;br /&gt;
In order to learn a combat move, an animal must be defeated in melee combat. The move learned is based on the animal defeated, but otherwise appears to be random. (Minor note: During the first iteration of combat discoveries, prerequisites to use the move had to be met. As of world 10, this is not the case and you can pick up moves at random. Some players have had issues with getting a move like chop without getting a way to gain initiative points.)&lt;br /&gt;
&lt;br /&gt;
A note on &amp;quot;μ&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
Quote from jorb:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Spending more points on a combat effect increases the efficiency of said combat effect in that school. The meaning of increasing the weight of some particular combat effect is indicated in the descriptive text for that combat effect by a μ-symbol (Mu). The actual value of μ ranges from 1 to 1.5, depending on your weighting. Usually, a higher weight for some particular combat effect will serve to reduce its cooldown, increase its damage, or the like.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moves in italics are available for free to hearthling when acquiring &#039;The Will to Power&#039; skill.&lt;br /&gt;
&lt;br /&gt;
General formula for determining amount of opening seems to be:&lt;br /&gt;
&amp;lt;math&amp;gt;\sqrt{\sqrt{W_a/W_d}} \cdot O_b \cdot (1.0-O_c)&amp;lt;/math&amp;gt;&lt;br /&gt;
Where &amp;lt;math&amp;gt;W_a&amp;lt;/math&amp;gt; is attack weight, &amp;lt;math&amp;gt;W_d&amp;lt;/math&amp;gt; is defense weight, &amp;lt;math&amp;gt;O_b&amp;lt;/math&amp;gt; is base opening % from the move, and &amp;lt;math&amp;gt;O_c&amp;lt;/math&amp;gt; is the current opening of that type in the target.&lt;br /&gt;
Example:&lt;br /&gt;
A player who has 50 uac, 25% green opening and is in lvl 4 Chin Up defense mode is attacked by a player with 100 uac by level 5 punch.&lt;br /&gt;
Defense weight will be &amp;lt;math&amp;gt;50\cdot1.4&amp;lt;/math&amp;gt; and attack weight will be &amp;lt;math&amp;gt;100*0.8*1.5&amp;lt;/math&amp;gt;.&lt;br /&gt;
The opening that will be added to the defending player will thus be &amp;lt;math&amp;gt;\sqrt{\sqrt{120/70}} \cdot 15% \cdot (1.0-0.25) \approx 13%&amp;lt;/math&amp;gt; and the total opening will be 38%&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Moves&#039;&#039;&#039; ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Move&lt;br /&gt;
!Initiative cost&lt;br /&gt;
!Cooldown&lt;br /&gt;
!Notes&lt;br /&gt;
!Learned from&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_dash.png]]Dash&lt;br /&gt;
|Opponents&#039; initiative points: +2&lt;br /&gt;
|80/μ&lt;br /&gt;
|Completely removes your slightest opening&lt;br /&gt;
|&lt;br /&gt;
*Boar&lt;br /&gt;
*Wolverine&lt;br /&gt;
*Horse&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_oppknock.png]]Opportunity Knocks&lt;br /&gt;
|4&lt;br /&gt;
|45&lt;br /&gt;
|Opportunity Knocks increases your opponent&#039;s greatest opening by 40%·μ.&lt;br /&gt;
|&lt;br /&gt;
*Boar&lt;br /&gt;
*Wolverine&lt;br /&gt;
*Bear&lt;br /&gt;
*Aurochs&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_takeaim.png]]Take Aim&lt;br /&gt;
|0&lt;br /&gt;
|(30 + IP·2)/μ&lt;br /&gt;
|Gives +1 initiative and can be carried out at a distance. The cooldown of Take Aim increases by 20% for each initiative point you have.&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Badger&lt;br /&gt;
*Boar&lt;br /&gt;
*Beaver&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_think.png]]Think&lt;br /&gt;
|0+4&lt;br /&gt;
|40/μ&lt;br /&gt;
|Gives +2 initiative and can be carried out at a distance. The cooldown of Think increases by 20% for each initiative point you have.&lt;br /&gt;
|&lt;br /&gt;
*Bat&lt;br /&gt;
*Boar&lt;br /&gt;
*Fox&lt;br /&gt;
*Horse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Restorations&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Move&lt;br /&gt;
!Learned from&lt;br /&gt;
!Initiative cost&lt;br /&gt;
!Attack Weight&lt;br /&gt;
!Openings&lt;br /&gt;
!Reduces&lt;br /&gt;
!Cooldown&lt;br /&gt;
!Special&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_artevade.png]]Artful Evasion&lt;br /&gt;
|&lt;br /&gt;
*Bats&lt;br /&gt;
*Boar&lt;br /&gt;
*Deer&lt;br /&gt;
|Opponents&#039; initiative points: +1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|20%·μ Striking}}&lt;br /&gt;
*{{RoB color|backhanded|20%·μ Backhanded}}&lt;br /&gt;
*{{RoB color|sweeping|20%·μ Sweeping}}&lt;br /&gt;
*{{RoB color|oppressive|20%·μ Oppressive}}&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_feigneddodge.png]]Feigned Dodge&lt;br /&gt;
|&lt;br /&gt;
*Bats&lt;br /&gt;
*Foxes&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|15%·μ Striking}}&lt;br /&gt;
|35&lt;br /&gt;
|For every unit of opening reduced by Feigned Dodge, twice that amount is given to the opponent.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_flex.png]]Flex&lt;br /&gt;
|&lt;br /&gt;
*Bats&lt;br /&gt;
*Boar&lt;br /&gt;
*Deer&lt;br /&gt;
|0&lt;br /&gt;
|Unarmed&lt;br /&gt;
|On opponent:&lt;br /&gt;
*{{RoB color|backhanded|+15% Dizzy}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|10%·μ Backhanded}}&lt;br /&gt;
*{{RoB color|oppressive|10%·μ Oppressive}}&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_jump.png]]&#039;&#039;Jump&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Aurochs&lt;br /&gt;
*Bear&lt;br /&gt;
*Boar&lt;br /&gt;
*Foxes&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|20%·μ Sweeping}}&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_quickdodge.png]]&#039;&#039;Quick Dodge&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Bats&lt;br /&gt;
*Boar&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|20%·μ Striking}}&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_regaincomosure.png]]Regain Composure&lt;br /&gt;
|&lt;br /&gt;
*Badgers&lt;br /&gt;
*Boar&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|20%·μ Striking}}&lt;br /&gt;
*{{RoB color|sweeping|20%·μ Sweeping}}&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_sidestep.png]]&#039;&#039;Sidestep&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Bats&lt;br /&gt;
*Foxes&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|20%·μ Backhanded}}&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_watchitsmoves.png]]Watch Its Moves&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Badgers&lt;br /&gt;
*Bats&lt;br /&gt;
*Foxes&lt;br /&gt;
|Initiative points: +1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|30%·μ Backhanded}}&lt;br /&gt;
|45&lt;br /&gt;
|Gains you 1 point of initiative against your opponent.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_yieldground.png]]Yield Ground&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Bats&lt;br /&gt;
*Badger&lt;br /&gt;
*Foxes&lt;br /&gt;
*Boar&lt;br /&gt;
*Moose&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|On you:&lt;br /&gt;
*{{RoB color|backhanded|+10% Dizzy}}&lt;br /&gt;
*{{RoB color|sweeping|+10% Reeling}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|30%·μ Striking}}&lt;br /&gt;
*{{RoB color|oppressive|30%·μ Oppressive}}&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_zigzag.png]]Zig-Zag Ruse&lt;br /&gt;
|&lt;br /&gt;
*Aurochs&lt;br /&gt;
*Boar&lt;br /&gt;
*Mouflon&lt;br /&gt;
|Opponents&#039; initiative points: +2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|50%·μ Sweeping}}&lt;br /&gt;
*{{RoB color|oppressive|50%·μ Oppressive}}&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Maneuvers&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Move&lt;br /&gt;
!Block weight&lt;br /&gt;
!Cooldown&lt;br /&gt;
!Notes&lt;br /&gt;
!Learned from&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_bloodlust.png]]Bloodlust&lt;br /&gt;
|Unarmed·75%·μ&lt;br /&gt;
|10&lt;br /&gt;
|When attacked: &lt;br /&gt;
*Bloodlust is charged by 25%·Δ. When you attack an opponent, your attack weight will be increased by four times the amount that Bloodlust is charged.&lt;br /&gt;
|&lt;br /&gt;
*[[Rage]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_chinup.png]]&#039;&#039;Chin Up&#039;&#039;&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*[[The Will to Power]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_combatmeditation.png]]Combat Meditation&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|10&lt;br /&gt;
|When attacked:&lt;br /&gt;
*Combat Meditation is charged by 25%·Δ. When you attack an opponent, your cooldown will be decreased by the amount that Combat Meditation is charged.&lt;br /&gt;
*While Combat Meditation is active, all your attacks will have 25% of their normal attack weight.&lt;br /&gt;
|&lt;br /&gt;
*[[Woodsmanship]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_deathorglory.png]]Death or Glory&lt;br /&gt;
|Unarmed·75%·μ&lt;br /&gt;
|10&lt;br /&gt;
|When attacked:&lt;br /&gt;
*You gain 0.75·Δ points of Initiative against the opponent.&lt;br /&gt;
|&lt;br /&gt;
*[[Siegecraft]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_oakstance.png]]Oak Stance&lt;br /&gt;
|Unarmed·150%·μ&lt;br /&gt;
|10&lt;br /&gt;
|When attacked:&lt;br /&gt;
*Your greatest opening is reduced by 5%·Δ.&lt;br /&gt;
*While Oak Stance is active, all your attacks will have 50% of their normal attack weight.&lt;br /&gt;
|&lt;br /&gt;
*[[Forestry]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_parry.png]]Parry&lt;br /&gt;
|Melee·80%·μ&lt;br /&gt;
|10&lt;br /&gt;
|When Attacked:&lt;br /&gt;
*Openings: {{RoB color|backhanded|+10% Dizzy}}&lt;br /&gt;
You need a sword equipped for Parry to inflict its effect upon your opponents.&lt;br /&gt;
|&lt;br /&gt;
*[[Steelmaking]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_shieldup.png]]Shield Up&lt;br /&gt;
|Melee·250%·μ&lt;br /&gt;
|10&lt;br /&gt;
|If Shield Up is used without a shield equipped, its block weight will be 50% instead of 250%.&lt;br /&gt;
|&lt;br /&gt;
*[[Yeomanry]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_toarms.png]]&#039;&#039;To Arms&#039;&#039;&lt;br /&gt;
|Melee·μ&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*[[Hunting]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Attacks&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Move&lt;br /&gt;
!Learned from&lt;br /&gt;
!Initiative cost&lt;br /&gt;
!Attack weight&lt;br /&gt;
!Attack type&lt;br /&gt;
!Openings&lt;br /&gt;
!Damage&lt;br /&gt;
!Grievous damage&lt;br /&gt;
!Cooldown&lt;br /&gt;
!Special&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_chop.png]]Chop&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Bats&lt;br /&gt;
*Boar&lt;br /&gt;
*Deer&lt;br /&gt;
*Foxes&lt;br /&gt;
*Badgers&lt;br /&gt;
*Moose&lt;br /&gt;
|1&lt;br /&gt;
|Melee·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|Striking}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|+15% Off Balance}}&lt;br /&gt;
|According to weapon&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Weapon:&lt;br /&gt;
*Any edged weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_cleave.png]]Cleave&lt;br /&gt;
|&lt;br /&gt;
*Aurochs&lt;br /&gt;
*Badger&lt;br /&gt;
*Bear&lt;br /&gt;
*Lynx&lt;br /&gt;
*Moose&lt;br /&gt;
|4+2&lt;br /&gt;
|Melee·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|Backhanded}}&lt;br /&gt;
*{{RoB color|oppressive|Oppressive}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|oppressive|+25% Cornered}}&lt;br /&gt;
|According to Weapon·150%&lt;br /&gt;
|&lt;br /&gt;
|80&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_fullcircle.png]]Full Circle&lt;br /&gt;
|&lt;br /&gt;
*Bats&lt;br /&gt;
*Deer&lt;br /&gt;
*Green Oozes&lt;br /&gt;
*Mouflon&lt;br /&gt;
*Otter&lt;br /&gt;
|0&lt;br /&gt;
|Melee·90%·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
*{{RoB color|oppressive|Oppressive}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|+15% Off Balance}}&lt;br /&gt;
*{{RoB color|oppressive|+5% Cornered}}&lt;br /&gt;
|According to weapon&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Weapon:&lt;br /&gt;
*Any melee weapon&lt;br /&gt;
Full Circle attacks your main target and all other opponents in range.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_goforthejugular.png]]Go for the Jugular&lt;br /&gt;
|&lt;br /&gt;
*Moose&lt;br /&gt;
*Wolverine&lt;br /&gt;
*Badger&lt;br /&gt;
|2+2&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|Striking}}&lt;br /&gt;
*{{RoB color|oppressive|Oppressive}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|+15% Off Balance}}&lt;br /&gt;
*{{RoB color|oppressive|+10% Cornered}}&lt;br /&gt;
|40&lt;br /&gt;
|30%&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_haymeker.png]]Haymaker&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Bats&lt;br /&gt;
*Moose&lt;br /&gt;
|0&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|+15% Reeling}}&lt;br /&gt;
|20&lt;br /&gt;
|15%&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_kick.png]]Kick&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Aurochs&lt;br /&gt;
*Bats&lt;br /&gt;
*Foxes&lt;br /&gt;
|1&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|+20% Reeling}}&lt;br /&gt;
|25&lt;br /&gt;
|15%&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_knockitsteethout.png]]Knock Its Teeth Out&lt;br /&gt;
|&lt;br /&gt;
*Badger&lt;br /&gt;
*Boar&lt;br /&gt;
*Horse&lt;br /&gt;
|1&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|oppressive|Oppressive}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|oppressive|+20% Cornered}}&lt;br /&gt;
|30&lt;br /&gt;
|25%&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_lefthook.png]]&#039;&#039;Left Hook&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Bats&lt;br /&gt;
|0&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|Backhanded}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|+15% Dizzy}}&lt;br /&gt;
|15&lt;br /&gt;
|10%&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_lowblow.png]]Low Blow&lt;br /&gt;
|&lt;br /&gt;
*Foxes&lt;br /&gt;
*Boar&lt;br /&gt;
*Bats&lt;br /&gt;
|0&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|Backhanded}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|+10% Off Balance}}&lt;br /&gt;
|20&lt;br /&gt;
|30%&lt;br /&gt;
|50&lt;br /&gt;
|Gains you 1 Point of Initiative against your opponent.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_punch.png]]&#039;&#039;Punch&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Bats&lt;br /&gt;
*Badgers&lt;br /&gt;
*Moose&lt;br /&gt;
|0&lt;br /&gt;
|Unarmed·80%·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|Striking}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|+15% Off Balance}}&lt;br /&gt;
|10&lt;br /&gt;
|5%&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_punchemboth.png]]Punch &#039;em Both&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Bats&lt;br /&gt;
*Deer&lt;br /&gt;
*Foxes&lt;br /&gt;
|0&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|Striking}}&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|+15% Reeling}}&lt;br /&gt;
|10&lt;br /&gt;
|7.5%&lt;br /&gt;
|40&lt;br /&gt;
|Attacks both your primary target and also one other opponent in range.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_quickbarrage.png]]Quick Barrage&lt;br /&gt;
|&lt;br /&gt;
*Foxes&lt;br /&gt;
*Badgers&lt;br /&gt;
*Boars&lt;br /&gt;
|0&lt;br /&gt;
|Melee·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|oppressive|Oppressive}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|oppressive|+10% Cornered}}&lt;br /&gt;
|According to Weapon·25%&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|Weapon:&lt;br /&gt;
*Any melee weapon&lt;br /&gt;
If your opponent has more than 25% of {{RoB color|oppressive|Oppressive}} openings, Quick Barrage also gains you 1 Point of Initiative against that opponent.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_ravensbite.png]]Raven&#039;s Bite&lt;br /&gt;
|&lt;br /&gt;
*Bats&lt;br /&gt;
*Boar&lt;br /&gt;
|4&lt;br /&gt;
|Melee·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|Striking}}&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|+15% Off Balance}}&lt;br /&gt;
*{{RoB color|sweeping|+15% Reeling}}&lt;br /&gt;
|According to weapon·110%&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Weapon:&lt;br /&gt;
*Any axe&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Icon_ripapart.png]]Rip Apart&lt;br /&gt;
|&lt;br /&gt;
*Deer&lt;br /&gt;
|6&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|Striking}}&lt;br /&gt;
*{{RoB color|backhanded|Backhanded}}&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
*{{RoB color|oppressive|Oppressive}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|+7.5% Off Balance}}&lt;br /&gt;
*{{RoB color|backhanded|+7.5% Dizzy}}&lt;br /&gt;
*{{RoB color|sweeping|+7.5% Reeling}}&lt;br /&gt;
*{{RoB color|oppressive|+7.5% Cornered}}&lt;br /&gt;
|50&lt;br /&gt;
| 30%&lt;br /&gt;
|60&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_sideswipe.png]]Sideswipe&lt;br /&gt;
|&lt;br /&gt;
*Aurochs&lt;br /&gt;
*Badgers&lt;br /&gt;
*Bats&lt;br /&gt;
*Foxes&lt;br /&gt;
|0&lt;br /&gt;
|Melee·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|+7.5% Reeling}}&lt;br /&gt;
|According to weapon·75%&lt;br /&gt;
|&lt;br /&gt;
|25&lt;br /&gt;
|Weapon:&lt;br /&gt;
*Any edged weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_stealthunder.png]]Steal Thunder&lt;br /&gt;
|&lt;br /&gt;
*Badgers&lt;br /&gt;
*Boar&lt;br /&gt;
*Moose&lt;br /&gt;
|0&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|Backhanded}}&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|+10% Dizzy}}&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|To the extent that it is unblocked, Steal Thunder will take 3 points of initiative from its target and you will gain 2 of them.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_sting.png]]Sting&lt;br /&gt;
|&lt;br /&gt;
*Badgers&lt;br /&gt;
*Bear&lt;br /&gt;
*Boar&lt;br /&gt;
*Deer&lt;br /&gt;
*Foxes&lt;br /&gt;
|2&lt;br /&gt;
|Melee·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|Striking}}&lt;br /&gt;
*{{RoB color|backhanded|Backhanded}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|+20% Dizzy}}&lt;br /&gt;
*{{RoB color|sweeping|+10% Reeling}}&lt;br /&gt;
|According to weapon·125%&lt;br /&gt;
|&lt;br /&gt;
|50&lt;br /&gt;
|Weapon:&lt;br /&gt;
*Any pointed weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_stormofswords.png]]Storm of Swords&lt;br /&gt;
|&lt;br /&gt;
*Bats&lt;br /&gt;
*Green Oozes&lt;br /&gt;
|2&lt;br /&gt;
|Melee·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|Backhanded}}&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|+30% Reeling}}&lt;br /&gt;
|According to weapon&lt;br /&gt;
|&lt;br /&gt;
|50&lt;br /&gt;
|Weapon:&lt;br /&gt;
*Any sword&lt;br /&gt;
Storm of Swords will attack up to five opponents in range, starting with your main target. The targets will receive 100%, 125%, 150%, 175%, and 200%, respectively, of the weapon&#039;s damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_takedown.png]]Takedown&lt;br /&gt;
|&lt;br /&gt;
*Aurochs&lt;br /&gt;
*Bear&lt;br /&gt;
*Boar&lt;br /&gt;
*Badgers&lt;br /&gt;
|3&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
*{{RoB color|oppressive|Oppressive}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|+30% Reeling}}&lt;br /&gt;
|40&lt;br /&gt;
|30%&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_uppercut.png]]Uppercut&lt;br /&gt;
|&lt;br /&gt;
*Aurochs&lt;br /&gt;
*Badgers&lt;br /&gt;
*Foxes&lt;br /&gt;
|0&lt;br /&gt;
|Unarmed·0.8·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|Striking}}&lt;br /&gt;
*{{RoB color|backhanded|Backhanded}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|+15% Reeling}}&lt;br /&gt;
|30&lt;br /&gt;
|5%&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Snow&amp;diff=82145</id>
		<title>Snow</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Snow&amp;diff=82145"/>
		<updated>2020-03-15T17:52:00Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
| xsize = 1&lt;br /&gt;
| ysize = 1&lt;br /&gt;
| objectsreq = dig on &#039;&#039;&#039;[snow tiles]&#039;&#039;&#039; by hand or a [[shovel]], or [[requires::Ice Block]] using [[pickaxe]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snow&#039;&#039;&#039; is found covering the peaks of [[Mountain]] biomes and can be obtained by digging. It is used to craft [[Snowman|Snowmen]], [[Snowball|Snowballs]], and, most importantly, the healing item [[Cold Compress]]. It decays 12 hours after being collected (both at sea level as well as inside of structures), even when stockpiled. In cellar, snow melts slower.&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
{{K|A}}dventure &amp;gt; {{K|D}}ig on a snowy [[Mountain]] area.&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Petraglyph&amp;diff=81946</id>
		<title>Petraglyph</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Petraglyph&amp;diff=81946"/>
		<updated>2020-03-08T18:35:08Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
| xsize        = 1&lt;br /&gt;
| ysize        = 1&lt;br /&gt;
|&lt;br /&gt;
| skillreq     = [[requires::Mining]], [[requires::Hearth Magic]]&lt;br /&gt;
| objectsreq   = [[requires::Petrified Seashell]], [[requires::Stone]], [[requires::Cavedust]] 0.1 kg&lt;br /&gt;
|&lt;br /&gt;
| lpgain       = 1000&lt;br /&gt;
| studytime    = 5:28&lt;br /&gt;
| mentalweight = 14&lt;br /&gt;
| expdrain     = 10&lt;br /&gt;
| ccrafted     = yes&lt;br /&gt;
|&lt;br /&gt;
| gildpct      = [[gildpct::50%-95%]]&lt;br /&gt;
| gildatt      = [[gildatt::Masonry]], [[gildatt::Lore]]&lt;br /&gt;
| gild1        = [[gild1::Intelligence +1]]&lt;br /&gt;
| gild2        = [[gild2::Masonry +2]]&lt;br /&gt;
| gild3        = [[gild3::Lore +3]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{GM|$Craft|C$uriosities|$Naturalia|Petragl$yph}}&lt;br /&gt;
&lt;br /&gt;
A [[{{PAGENAME}}]] is a [[Curiosity]] which can be used in the [[Study Report]] to earn [[Learning Points]].&lt;br /&gt;
&lt;br /&gt;
A [[{{PAGENAME}}]] can also be used as a [[Gilding]] item that gives a boost to [[Intelligence]], [[Masonry]] and [[Lore]].&lt;br /&gt;
Chance:50% to 95%&lt;br /&gt;
&lt;br /&gt;
==Quality==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
 |-&lt;br /&gt;
 ! Quality || [[Intelligence]] || [[Masonry]] || [[Lore]]&lt;br /&gt;
 |-&lt;br /&gt;
 | 10 || +1 || +2 || +3&lt;br /&gt;
 |-&lt;br /&gt;
 | 40 || +2 || +4 || +6&lt;br /&gt;
 |-&lt;br /&gt;
 | 90 || +3 || +6 || +9&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
* [[{{PAGENAME}}]] Quality is Average Ingredients and is [[softcap|softcapped]] by &amp;lt;math&amp;gt;\sqrt[3]{Intelligence*Masonry*Lore}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039; = &amp;lt;math&amp;gt;_{q10}Stats*\sqrt{\frac{_{q}Item}{10}}&amp;lt;/math&amp;gt;.&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Woodsman%27s_Axe&amp;diff=76273</id>
		<title>Woodsman&#039;s Axe</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Woodsman%27s_Axe&amp;diff=76273"/>
		<updated>2019-05-13T15:24:21Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
| xsize = 1&lt;br /&gt;
| ysize = 2&lt;br /&gt;
| skillreq   = [[requires::Metal Working]], [[requires::Woodsmanship]]&lt;br /&gt;
| objectsreq = [[requires::Bar of Hard Metal]] x2, [[requires::Bar of Tin]], [[requires::Block |Block of Oak]] x2&lt;br /&gt;
| producedby = [[requires::Smithy&#039;s Hammer]] and [[requires::Anvil]]&lt;br /&gt;
| slot    = 4L or 4R&lt;br /&gt;
| basedmg = 55&lt;br /&gt;
|armorpen = 20&lt;br /&gt;
}}&lt;br /&gt;
{{GM|$Craft|$Clothes &amp;amp; Equipment|$Tools|W$oodsman&#039;s Axe}}&lt;br /&gt;
[[Category:Sharp Tools]]&lt;br /&gt;
==Primary Function==&lt;br /&gt;
The &#039;&#039;&#039;Woodsman&#039;s Axe&#039;&#039;&#039; is the fastest axe for chopping [[tree]]s. It consumes only a single stamina bar per tree and gives the same yield from chopping blocks per log as [[Metal Axe]].&lt;br /&gt;
&lt;br /&gt;
==As Sharp Tool==&lt;br /&gt;
{{PAGENAME}} can be used for actions like shearing a [[sheep]], skinning and butchering a [[Creatures|creature]]. Applies it&#039;s quality as [[softcap]] to the [[wool]], [[intestines]], [[entrails]], and raw meats.&lt;br /&gt;
&lt;br /&gt;
==As Weapon==&lt;br /&gt;
Counts as &amp;quot;Any edged weapon&amp;quot; which allows use of certain [[Combat moves]] like Chop and Sideswipe. 20% Armor Penetration&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
&lt;br /&gt;
First you need to wield a [[smithy&#039;s hammer]] in one hand. Then right click an [[anvil]].&lt;br /&gt;
==Quality==&lt;br /&gt;
&lt;br /&gt;
* [[{{PAGENAME}}]] Quality = &amp;lt;math&amp;gt;\frac{\frac{_{q}Tin+ _{q}Hard Metal+ _{q}Oak Block}{3} *  9 + {_{q}Anvil* 4 + _{q}Smithy&#039;s Hammer}* 3}{16}&amp;lt;/math&amp;gt; and is [[softcap|softcapped]] by &amp;lt;math&amp;gt;\sqrt[2]{Strength *Smithing}&amp;lt;/math&amp;gt;.&lt;br /&gt;
* Damage scales with strength and weapon quality using the following formula: &amp;lt;math&amp;gt;Damage = 55*\sqrt{\sqrt{Strength*{q}Axe}/10}&amp;lt;/math&amp;gt;.&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Combat_moves&amp;diff=75805</id>
		<title>Combat moves</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Combat_moves&amp;diff=75805"/>
		<updated>2019-03-30T13:58:10Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Combat&#039;&#039;&#039; ==&lt;br /&gt;
For combat moves to be effective, a player must raise either Unarmed Combat or Melee Combat, preferably both. &lt;br /&gt;
&lt;br /&gt;
Heavy changes to the combat system were made in the update {{patch|title|Bumfights}}.&lt;br /&gt;
&lt;br /&gt;
In order to learn a combat move, an animal must be defeated in melee combat. The move learned is based on the animal defeated, but otherwise appears to be random. (Minor note: During the first iteration of combat discoveries, prerequisites to use the move had to be met. As of world 10, this is not the case and you can pick up moves at random. Some players have had issues with getting a move like chop without getting a way to gain initiative points.)&lt;br /&gt;
&lt;br /&gt;
A note on &amp;quot;μ&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
Quote from jorb:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Spending more points on a combat effect increases the efficiency of said combat effect in that school. The meaning of increasing the weight of some particular combat effect is indicated in the descriptive text for that combat effect by a μ-symbol (Mu). The actual value of μ ranges from 1 to 1.5, depending on your weighting. Usually, a higher weight for some particular combat effect will serve to reduce its cooldown, increase its damage, or the like.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moves in italics are available for free to hearthling when acquiring &#039;The Will to Power&#039; skill.&lt;br /&gt;
&lt;br /&gt;
General formula for determining amount of opening seems to be:&lt;br /&gt;
&amp;lt;math&amp;gt;\sqrt{\sqrt{W_a/W_d}} \cdot O_b \cdot (1.0-O_c)&amp;lt;/math&amp;gt;&lt;br /&gt;
Where &amp;lt;math&amp;gt;W_a&amp;lt;/math&amp;gt; is attack weight, &amp;lt;math&amp;gt;W_d&amp;lt;/math&amp;gt; is defense weight, &amp;lt;math&amp;gt;O_b&amp;lt;/math&amp;gt; is base opening % from the move, and &amp;lt;math&amp;gt;O_c&amp;lt;/math&amp;gt; is the current opening of that type in the target.&lt;br /&gt;
Example:&lt;br /&gt;
A player who has 50 uac, 25% green opening and is in lvl 4 Chin Up defense mode is attacked by a player with 100 uac by level 5 punch.&lt;br /&gt;
Defense weight will be &amp;lt;math&amp;gt;50\cdot1.4&amp;lt;/math&amp;gt; and attack weight will be &amp;lt;math&amp;gt;100*0.8*1.5&amp;lt;/math&amp;gt;.&lt;br /&gt;
The opening that will be added to the defending player will thus be &amp;lt;math&amp;gt;\sqrt{\sqrt{120/70}} \cdot 15% \cdot (1.0-0.25) \approx 13%&amp;lt;/math&amp;gt; and the total opening will be 38%&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Moves&#039;&#039;&#039; ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Move&lt;br /&gt;
!Initiative cost&lt;br /&gt;
!Cooldown&lt;br /&gt;
!Notes&lt;br /&gt;
!Learned from&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_dash.png]]Dash&lt;br /&gt;
|Opponents&#039; initiative points: +2&lt;br /&gt;
|80/μ&lt;br /&gt;
|Completely removes your slightest opening&lt;br /&gt;
|&lt;br /&gt;
*Boar&lt;br /&gt;
*Wolverine&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_oppknock.png]]Opportunity Knocks&lt;br /&gt;
|4&lt;br /&gt;
|45&lt;br /&gt;
|Opportunity Knocks increases your opponent&#039;s greatest opening by 40%·μ.&lt;br /&gt;
|&lt;br /&gt;
*Boar&lt;br /&gt;
*Wolverine&lt;br /&gt;
*Bear&lt;br /&gt;
*Aurochs&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_takeaim.png]]Take Aim&lt;br /&gt;
|0&lt;br /&gt;
|(30 + IP·2)/μ&lt;br /&gt;
|Gives +1 initiative and can be carried out at a distance. The cooldown of Take Aim increases by 20% for each initiative point you have.&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Badger&lt;br /&gt;
*Boar&lt;br /&gt;
*Fox&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_think.png]]Think&lt;br /&gt;
|0+4&lt;br /&gt;
|40/μ&lt;br /&gt;
|Gives +2 initiative and can be carried out at a distance. The cooldown of Think increases by 20% for each initiative point you have.&lt;br /&gt;
|&lt;br /&gt;
*Bat&lt;br /&gt;
*Boar&lt;br /&gt;
*Fox&lt;br /&gt;
*Horse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Restorations&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Move&lt;br /&gt;
!Learned from&lt;br /&gt;
!Initiative cost&lt;br /&gt;
!Attack Weight&lt;br /&gt;
!Openings&lt;br /&gt;
!Reduces&lt;br /&gt;
!Cooldown&lt;br /&gt;
!Special&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_artevade.png]]Artful Evasion&lt;br /&gt;
|&lt;br /&gt;
*Bats&lt;br /&gt;
*Boar&lt;br /&gt;
*Deer&lt;br /&gt;
|Opponents&#039; initiative points: +1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|20%·μ Striking}}&lt;br /&gt;
*{{RoB color|backhanded|20%·μ Backhanded}}&lt;br /&gt;
*{{RoB color|sweeping|20%·μ Sweeping}}&lt;br /&gt;
*{{RoB color|oppressive|20%·μ Oppressive}}&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_feigneddodge.png]]Feigned Dodge&lt;br /&gt;
|&lt;br /&gt;
*Bats&lt;br /&gt;
*Foxes&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|15%·μ Striking}}&lt;br /&gt;
|35&lt;br /&gt;
|For every unit of opening reduced by Feigned Dodge, twice that amount is given to the opponent.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_flex.png]]Flex&lt;br /&gt;
|&lt;br /&gt;
*Bats&lt;br /&gt;
*Boar&lt;br /&gt;
*Deer&lt;br /&gt;
|0&lt;br /&gt;
|Unarmed&lt;br /&gt;
|On opponent:&lt;br /&gt;
*{{RoB color|backhanded|+15% Dizzy}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|10%·μ Backhanded}}&lt;br /&gt;
*{{RoB color|oppressive|10%·μ Oppressive}}&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_jump.png]]&#039;&#039;Jump&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Aurochs&lt;br /&gt;
*Bear&lt;br /&gt;
*Boar&lt;br /&gt;
*Foxes&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|20%·μ Sweeping}}&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_quickdodge.png]]&#039;&#039;Quick Dodge&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Bats&lt;br /&gt;
*Boar&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|20%·μ Striking}}&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_regaincomosure.png]]Regain Composure&lt;br /&gt;
|&lt;br /&gt;
*Badgers&lt;br /&gt;
*Boar&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|20%·μ Striking}}&lt;br /&gt;
*{{RoB color|sweeping|20%·μ Sweeping}}&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_sidestep.png]]&#039;&#039;Sidestep&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Bats&lt;br /&gt;
*Foxes&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|20%·μ Backhanded}}&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_watchitsmoves.png]]Watch Its Moves&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Badgers&lt;br /&gt;
*Bats&lt;br /&gt;
*Foxes&lt;br /&gt;
|Initiative points: +1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|30%·μ Backhanded}}&lt;br /&gt;
|45&lt;br /&gt;
|Gains you 1 point of initiative against your opponent.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_yieldground.png]]Yield Ground&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Bats&lt;br /&gt;
*Badger&lt;br /&gt;
*Foxes&lt;br /&gt;
*Boar&lt;br /&gt;
*Moose&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|On you:&lt;br /&gt;
*{{RoB color|backhanded|+10% Dizzy}}&lt;br /&gt;
*{{RoB color|sweeping|+10% Reeling}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|30%·μ Striking}}&lt;br /&gt;
*{{RoB color|oppressive|30%·μ Oppressive}}&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_zigzag.png]]Zig-Zag Ruse&lt;br /&gt;
|&lt;br /&gt;
*Aurochs&lt;br /&gt;
*Boar&lt;br /&gt;
*Mouflon&lt;br /&gt;
|Opponents&#039; initiative points: +2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|50%·μ Sweeping}}&lt;br /&gt;
*{{RoB color|oppressive|50%·μ Oppressive}}&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Maneuvers&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Move&lt;br /&gt;
!Block weight&lt;br /&gt;
!Cooldown&lt;br /&gt;
!Notes&lt;br /&gt;
!Learned from&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_bloodlust.png]]Bloodlust&lt;br /&gt;
|Unarmed·75%·μ&lt;br /&gt;
|10&lt;br /&gt;
|When attacked: &lt;br /&gt;
*Bloodlust is charged by 25%·Δ. When you attack an opponent, your attack weight will be increased by four times the amount that Bloodlust is charged.&lt;br /&gt;
|&lt;br /&gt;
*[[Rage]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_chinup.png]]&#039;&#039;Chin Up&#039;&#039;&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*[[The Will to Power]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_combatmeditation.png]]Combat Meditation&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|10&lt;br /&gt;
|When attacked:&lt;br /&gt;
*Combat Meditation is charged by 25%·Δ. When you attack an opponent, your cooldown will be decreased by the amount that Combat Meditation is charged.&lt;br /&gt;
*While Combat Meditation is active, all your attacks will have 25% of their normal attack weight.&lt;br /&gt;
|&lt;br /&gt;
*[[Woodsmanship]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_deathorglory.png]]Death or Glory&lt;br /&gt;
|Unarmed·75%·μ&lt;br /&gt;
|10&lt;br /&gt;
|When attacked:&lt;br /&gt;
*You gain 0.75·Δ points of Initiative against the opponent.&lt;br /&gt;
|&lt;br /&gt;
*[[Siegecraft]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_oakstance.png]]Oak Stance&lt;br /&gt;
|Unarmed·150%·μ&lt;br /&gt;
|10&lt;br /&gt;
|When attacked:&lt;br /&gt;
*Your greatest opening is reduced by 5%·Δ.&lt;br /&gt;
*While Oak Stance is active, all your attacks will have 50% of their normal attack weight.&lt;br /&gt;
|&lt;br /&gt;
*[[Forestry]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_parry.png]]Parry&lt;br /&gt;
|Melee·80%·μ&lt;br /&gt;
|10&lt;br /&gt;
|When Attacked:&lt;br /&gt;
*Openings: {{RoB color|backhanded|+10% Dizzy}}&lt;br /&gt;
You need a sword equipped for Parry to inflict its effect upon your opponents.&lt;br /&gt;
|&lt;br /&gt;
*[[Steelmaking]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_shieldup.png]]Shield Up&lt;br /&gt;
|Melee·250%·μ&lt;br /&gt;
|10&lt;br /&gt;
|If Shield Up is used without a shield equipped, its block weight will be 50% instead of 250%.&lt;br /&gt;
|&lt;br /&gt;
*[[Yeomanry]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_toarms.png]]&#039;&#039;To Arms&#039;&#039;&lt;br /&gt;
|Melee·μ&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*[[Hunting]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Attacks&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Move&lt;br /&gt;
!Learned from&lt;br /&gt;
!Initiative cost&lt;br /&gt;
!Attack weight&lt;br /&gt;
!Attack type&lt;br /&gt;
!Openings&lt;br /&gt;
!Damage&lt;br /&gt;
!Grievous damage&lt;br /&gt;
!Cooldown&lt;br /&gt;
!Special&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_chop.png]]Chop&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Bats&lt;br /&gt;
*Boar&lt;br /&gt;
*Deer&lt;br /&gt;
*Foxes&lt;br /&gt;
*Badgers&lt;br /&gt;
*Moose&lt;br /&gt;
|1&lt;br /&gt;
|Melee·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|Striking}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|+15% Off Balance}}&lt;br /&gt;
|According to weapon&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Weapon:&lt;br /&gt;
*Any edged weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_cleave.png]]Cleave&lt;br /&gt;
|&lt;br /&gt;
*Aurochs&lt;br /&gt;
*Badger&lt;br /&gt;
*Bear&lt;br /&gt;
*Lynx&lt;br /&gt;
*Moose&lt;br /&gt;
|4+2&lt;br /&gt;
|Melee·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|Backhanded}}&lt;br /&gt;
*{{RoB color|oppressive|Oppressive}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|oppressive|+25% Cornered}}&lt;br /&gt;
|According to Weapon·150%&lt;br /&gt;
|&lt;br /&gt;
|80&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_fullcircle.png]]Full Circle&lt;br /&gt;
|&lt;br /&gt;
*Bats&lt;br /&gt;
*Mouflon&lt;br /&gt;
*Green Oozes&lt;br /&gt;
|0&lt;br /&gt;
|Melee·90%·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
*{{RoB color|oppressive|Oppressive}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|+15% Off Balance}}&lt;br /&gt;
*{{RoB color|oppressive|+5% Cornered}}&lt;br /&gt;
|According to weapon&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Weapon:&lt;br /&gt;
*Any melee weapon&lt;br /&gt;
Full Circle attacks your main target and all other opponents in range.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_goforthejugular.png]]Go for the Jugular&lt;br /&gt;
|&lt;br /&gt;
*Moose&lt;br /&gt;
*Wolverine&lt;br /&gt;
*Badger&lt;br /&gt;
|2+2&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|Striking}}&lt;br /&gt;
*{{RoB color|oppressive|Oppressive}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|+15% Off Balance}}&lt;br /&gt;
*{{RoB color|oppressive|+10% Cornered}}&lt;br /&gt;
|40&lt;br /&gt;
|30%&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_haymeker.png]]Haymaker&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Bats&lt;br /&gt;
*Moose&lt;br /&gt;
|0&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|+15% Reeling}}&lt;br /&gt;
|20&lt;br /&gt;
|15%&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_kick.png]]Kick&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Aurochs&lt;br /&gt;
*Bats&lt;br /&gt;
*Foxes&lt;br /&gt;
|1&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|+20% Reeling}}&lt;br /&gt;
|25&lt;br /&gt;
|15%&lt;br /&gt;
|45&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_knockitsteethout.png]]Knock Its Teeth Out&lt;br /&gt;
|&lt;br /&gt;
*Badger&lt;br /&gt;
*Boar&lt;br /&gt;
*Horse&lt;br /&gt;
|1&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|oppressive|Oppressive}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|oppressive|+20% Cornered}}&lt;br /&gt;
|30&lt;br /&gt;
|25%&lt;br /&gt;
|35&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_lefthook.png]]&#039;&#039;Left Hook&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Bats&lt;br /&gt;
|0&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|Backhanded}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|+15% Dizzy}}&lt;br /&gt;
|15&lt;br /&gt;
|10%&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_lowblow.png]]Low Blow&lt;br /&gt;
|&lt;br /&gt;
*Foxes&lt;br /&gt;
*Boar&lt;br /&gt;
*Bats&lt;br /&gt;
|0&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|Backhanded}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|+10% Off Balance}}&lt;br /&gt;
|20&lt;br /&gt;
|30%&lt;br /&gt;
|50&lt;br /&gt;
|Gains you 1 Point of Initiative against your opponent.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_punch.png]]&#039;&#039;Punch&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Bats&lt;br /&gt;
*Badgers&lt;br /&gt;
*Moose&lt;br /&gt;
|0&lt;br /&gt;
|Unarmed·80%·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|Striking}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|+15% Off Balance}}&lt;br /&gt;
|10&lt;br /&gt;
|5%&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_punchemboth.png]]Punch &#039;em Both&lt;br /&gt;
|&lt;br /&gt;
*Ants&lt;br /&gt;
*Bats&lt;br /&gt;
*Deer&lt;br /&gt;
*Foxes&lt;br /&gt;
|0&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|Striking}}&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|+15% Reeling}}&lt;br /&gt;
|10&lt;br /&gt;
|7.5%&lt;br /&gt;
|40&lt;br /&gt;
|Attacks both your primary target and also one other opponent in range.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_quickbarrage.png]]Quick Barrage&lt;br /&gt;
|&lt;br /&gt;
*Foxes&lt;br /&gt;
*Badgers&lt;br /&gt;
*Boars&lt;br /&gt;
|0&lt;br /&gt;
|Melee·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|oppressive|Oppressive}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|oppressive|+10% Cornered}}&lt;br /&gt;
|According to Weapon·25%&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|Weapon:&lt;br /&gt;
*Any melee weapon&lt;br /&gt;
If your opponent has more than 25% of {{RoB color|oppressive|Oppressive}} openings, Quick Barrage also gains you 1 Point of Initiative against that opponent.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_ravensbite.png]]Raven&#039;s Bite&lt;br /&gt;
|&lt;br /&gt;
*Bats&lt;br /&gt;
*Boar&lt;br /&gt;
|4&lt;br /&gt;
|Melee·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|Striking}}&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|+15% Off Balance}}&lt;br /&gt;
*{{RoB color|sweeping|+15% Reeling}}&lt;br /&gt;
|According to weapon·110%&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|Weapon:&lt;br /&gt;
*Any axe&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Icon_ripapart.png]]Rip Apart&lt;br /&gt;
|&lt;br /&gt;
*Deer&lt;br /&gt;
|6&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|Striking}}&lt;br /&gt;
*{{RoB color|backhanded|Backhanded}}&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
*{{RoB color|oppressive|Oppressive}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|+7.5% Off Balance}}&lt;br /&gt;
*{{RoB color|backhanded|+7.5% Dizzy}}&lt;br /&gt;
*{{RoB color|sweeping|+7.5% Reeling}}&lt;br /&gt;
*{{RoB color|oppressive|+7.5% Cornered}}&lt;br /&gt;
|50&lt;br /&gt;
| 30%&lt;br /&gt;
|60&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_sideswipe.png]]Sideswipe&lt;br /&gt;
|&lt;br /&gt;
*Aurochs&lt;br /&gt;
*Badgers&lt;br /&gt;
*Bats&lt;br /&gt;
*Foxes&lt;br /&gt;
|0&lt;br /&gt;
|Melee·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|+7.5% Reeling}}&lt;br /&gt;
|According to weapon·75%&lt;br /&gt;
|&lt;br /&gt;
|25&lt;br /&gt;
|Weapon:&lt;br /&gt;
*Any edged weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_stealthunder.png]]Steal Thunder&lt;br /&gt;
|&lt;br /&gt;
*Badgers&lt;br /&gt;
*Boar&lt;br /&gt;
*Moose&lt;br /&gt;
|0&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|Backhanded}}&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|+10% Dizzy}}&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|40&lt;br /&gt;
|To the extent that it is unblocked, Steal Thunder will take 3 points of initiative from its target and you will gain 2 of them.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_sting.png]]Sting&lt;br /&gt;
|&lt;br /&gt;
*Badgers&lt;br /&gt;
*Bear&lt;br /&gt;
*Boar&lt;br /&gt;
*Foxes&lt;br /&gt;
|2&lt;br /&gt;
|Melee·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|Striking}}&lt;br /&gt;
*{{RoB color|backhanded|Backhanded}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|+20% Dizzy}}&lt;br /&gt;
*{{RoB color|sweeping|+10% Reeling}}&lt;br /&gt;
|According to weapon·125%&lt;br /&gt;
|&lt;br /&gt;
|50&lt;br /&gt;
|Weapon:&lt;br /&gt;
*Any pointed weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_stormofswords.png]]Storm of Swords&lt;br /&gt;
|&lt;br /&gt;
*Bats&lt;br /&gt;
*Green Oozes&lt;br /&gt;
|2&lt;br /&gt;
|Melee·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|backhanded|Backhanded}}&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|+30% Reeling}}&lt;br /&gt;
|According to weapon&lt;br /&gt;
|&lt;br /&gt;
|50&lt;br /&gt;
|Weapon:&lt;br /&gt;
*Any sword&lt;br /&gt;
Storm of Swords will attack up to five opponents in range, starting with your main target. The targets will receive 100%, 125%, 150%, 175%, and 200%, respectively, of the weapon&#039;s damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_takedown.png]]Takedown&lt;br /&gt;
|&lt;br /&gt;
*Aurochs&lt;br /&gt;
*Bear&lt;br /&gt;
*Boar&lt;br /&gt;
*Badgers&lt;br /&gt;
|3&lt;br /&gt;
|Unarmed·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|Sweeping}}&lt;br /&gt;
*{{RoB color|oppressive|Oppressive}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|+30% Reeling}}&lt;br /&gt;
|40&lt;br /&gt;
|30%&lt;br /&gt;
|50&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:icon_uppercut.png]]Uppercut&lt;br /&gt;
|&lt;br /&gt;
*Badgers&lt;br /&gt;
|0&lt;br /&gt;
|Unarmed·0.8·μ&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|striking|Striking}}&lt;br /&gt;
*{{RoB color|backhanded|Backhanded}}&lt;br /&gt;
|&lt;br /&gt;
*{{RoB color|sweeping|+15% Reeling}}&lt;br /&gt;
|30&lt;br /&gt;
|5%&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Sericulture&amp;diff=75461</id>
		<title>Sericulture</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Sericulture&amp;diff=75461"/>
		<updated>2019-03-14T19:27:19Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: Redirected page to Silkfarming&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Silkfarming]]&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Woodmans_axe&amp;diff=75114</id>
		<title>Woodmans axe</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Woodmans_axe&amp;diff=75114"/>
		<updated>2019-02-25T20:52:19Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: Redirected page to Woodsman&amp;#039;s Axe&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Woodsman&#039;s_Axe]]&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Rowboat&amp;diff=74237</id>
		<title>Rowboat</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Rowboat&amp;diff=74237"/>
		<updated>2019-02-11T23:28:39Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
|xsize = 3&lt;br /&gt;
|ysize = 3&lt;br /&gt;
|skillreq = [[requires::Boat Building]]&lt;br /&gt;
|objectsreq = [[requires::Block of Wood]] x10, [[requires::Board]] x25; [[requires::Tar]] x2.5L (applied after construction, see Tarring section)&lt;br /&gt;
|repwith = [[Board]]&lt;br /&gt;
|lift = Yes&lt;br /&gt;
}}&lt;br /&gt;
{{GM|$Build|$Vehicles &amp;amp; Movables|$Rowboat}}&lt;br /&gt;
&lt;br /&gt;
A rowboat can hold up to two liftable items (such as containers or constructions) and travel at running speed in water. Rowboats can also carry up to two people, a navigator and a passenger, and are liftable themselves but cannot be placed inside other Rowboats, [[Cart]]s, [[Wagon]]s or other similar objects. &lt;br /&gt;
&lt;br /&gt;
Since Rowboats can carry 2 two liftable items, like [[Coffer]]s or [[Crate]]s, players can use Rowboats to transport a much larger number of items at faster speeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; When lifting a full rowboat with 2 liftable items in it, you will move at a very slow pace (slower than crawling).&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
To board a rowboat, right-click on the boat when it&#039;s on a water tile. When you are ready to leave the rowboat, you must press Ctrl+left-click in the direction you wish to get out. If you have swimming, be careful you do not select to get out into deep water while swimming is enabled (disabled by default) or you may accidentally drown. Those without the [[Swimming]] skill do not need to worry since the game will prevent you from exiting the rowboat into deep water without the skill.&lt;br /&gt;
&lt;br /&gt;
You, as well as your passenger, can fish while sitting in a rowboat.&lt;br /&gt;
&lt;br /&gt;
==Tarring The Rowboat==&lt;br /&gt;
After building your Rowboat, apply 2.5L of [[Tar]] to the boat. Completing this step is required to make the rowboat Sea-worthy.&lt;br /&gt;
&lt;br /&gt;
==Alternative==&lt;br /&gt;
[[File:Hafen-Knarr.png|right|150px|thumbnail|alt=Knarr|[[Knarr]] - Costly alternative to the Rowboat]]&lt;br /&gt;
Alternative to Rowboat is a [[Knarr]], which can be build after discovering [[Bar_of_Common_Metal|Any Common Metal]], [[Tarsticks]], [[Rope]], [[Bone Glue]], [[Board]] and [[Block of Wood]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
* Added variable materials in update {{patch|title|Mammoth}}.&lt;br /&gt;
&lt;br /&gt;
* Rowboats can only be built on land.&lt;br /&gt;
&lt;br /&gt;
* Rowboats cannot carry live animals or vehicles.&lt;br /&gt;
&lt;br /&gt;
* You can pick up liftable objects while sitting in a boat. You can then put them in the boat by right-clicking it, if you have enough space. It doesn&#039;t apply to vehicles such as other rowboats (you can lift them, but not put them in the boat).&lt;br /&gt;
&lt;br /&gt;
* You can place [[Cupboard|cupboards]] inside of a boat, however they can only be placed while empty. &lt;br /&gt;
&lt;br /&gt;
* Rowboat speed - 7.5 tile per second.&lt;br /&gt;
&lt;br /&gt;
* Boats, just like [[wagon]]s, can travel freely through claimed areas without the need for criminal action. (&#039;&#039;Exit the boat with care when doing so.&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* Quality of rowboat does not matter&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
*Since boat stealing could earn you the wrath of the more physically capable players, it might be best to hide your extra boats.&lt;br /&gt;
[[Category:Special Structures]]&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Seeds_of_Grape&amp;diff=74229</id>
		<title>Seeds of Grape</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Seeds_of_Grape&amp;diff=74229"/>
		<updated>2019-02-10T23:00:43Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: Remove outdated information about how to use seeds of grape&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
|xsize = 1&lt;br /&gt;
|ysize = 1&lt;br /&gt;
|skillreq = [[Farming]], [[Winemaking]]&lt;br /&gt;
|objectsreq = [[requires::Wild Windsown Weed]], [[requires::Grapes]]&lt;br /&gt;
|producedby  = [[requires::Grapes Crop]], [[requires::Extraction Press]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Seeds]], [[Category:Powders, Liquids, and Seeds]]&lt;br /&gt;
{{PAGENAME}} are used to plant [[Grapes]]&lt;br /&gt;
You need 5 {{PAGENAME}} to plant one tile of this crop.&lt;br /&gt;
&lt;br /&gt;
You can stack {{PAGENAME}} in stacks of 50 in your inventory, or store 1000 {{PAGENAME}} in a [[Bucket]], or store 10000 {{PAGENAME}} in a [[Barrel]].&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
Place a [[Wild Windsown Weed]] on a [[Drying Frame]] or [[Herbalist Table]]. When it dries, it has a chance of becoming {{PAGENAME}}, or any other type of seed &lt;br /&gt;
&lt;br /&gt;
After planting {{PAGENAME}} and waiting for its crop to grow, harvesting the crop will yield between 1 and 3 [[Grapes]], depending on your [[Skills]]. Grapes can be eaten to recieve {{PAGENAME}}&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively, placing {{PAGENAME}} in an [[Extraction Press]] will result in {{PAGENAME}} and [[Grapejuice]] &lt;br /&gt;
&lt;br /&gt;
==How to Use==&lt;br /&gt;
In order to use {{PAGENAME}}, you must first [[Terraforming#Plowing|plow]] a tile of earth, then build a [[Trellis]] on top of it, and then plant the {{PAGENAME}} in the trellis.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
[[Grapes]] are a [[Trellis]] crop and therefore must be planted on Trellises&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=User:Purus_Cor&amp;diff=60362</id>
		<title>User:Purus Cor</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=User:Purus_Cor&amp;diff=60362"/>
		<updated>2018-03-30T22:59:10Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: Created page with &amp;quot;Contributing the hearthlands to become a better place.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Contributing the hearthlands to become a better place.&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=File:Cart.png&amp;diff=60361</id>
		<title>File:Cart.png</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=File:Cart.png&amp;diff=60361"/>
		<updated>2018-03-30T22:57:01Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Candelabrum&amp;diff=60360</id>
		<title>Candelabrum</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Candelabrum&amp;diff=60360"/>
		<updated>2018-03-30T22:54:41Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
|xsize      = 1&lt;br /&gt;
|ysize      = 1&lt;br /&gt;
|skillreq   = [[requires::Metal Working]]&lt;br /&gt;
|objectsreq = [[requires::Bar of Common Metal]] x3 &amp;lt;br&amp;gt; [[requires::Wax Candle]] or [[requires::Tallow Candle]] must be added&lt;br /&gt;
|lift       = Yes&lt;br /&gt;
}}&lt;br /&gt;
{{GM|$Build|$Furniture|Ca$ndelabrum}}&lt;br /&gt;
[[Category:Light Sources]]&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
Candelabrums are static world objects that can provide [[:Category:Light_Sources|light]], much like a [[fire]]. Unlike a fire, the candelabrum is not destroyed when it burns out, instead the [[candle]] disappears and must be replaced. Needless to say, you also cannot cook with a candelabrum.&lt;br /&gt;
&lt;br /&gt;
A candelabrum provides a light radius twice that of a torchpost, with equal intensity. &lt;br /&gt;
Lit candelabrums can be carried around, working as a sort of heavy [[torch]], which may be useful if your hands and head is full.&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=File:Candelabrum.png&amp;diff=60359</id>
		<title>File:Candelabrum.png</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=File:Candelabrum.png&amp;diff=60359"/>
		<updated>2018-03-30T22:54:07Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=File:Cellar.png&amp;diff=60358</id>
		<title>File:Cellar.png</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=File:Cellar.png&amp;diff=60358"/>
		<updated>2018-03-30T22:51:14Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=File:Finery_Forge.png&amp;diff=60357</id>
		<title>File:Finery Forge.png</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=File:Finery_Forge.png&amp;diff=60357"/>
		<updated>2018-03-30T22:49:54Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=File:Churn.png&amp;diff=60356</id>
		<title>File:Churn.png</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=File:Churn.png&amp;diff=60356"/>
		<updated>2018-03-30T22:48:13Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=File:Wooden_Plow.png&amp;diff=60354</id>
		<title>File:Wooden Plow.png</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=File:Wooden_Plow.png&amp;diff=60354"/>
		<updated>2018-03-30T22:46:02Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=File:Wine_Rack.png&amp;diff=60353</id>
		<title>File:Wine Rack.png</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=File:Wine_Rack.png&amp;diff=60353"/>
		<updated>2018-03-30T22:45:11Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=File:Clay_Cauldron.png&amp;diff=60352</id>
		<title>File:Clay Cauldron.png</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=File:Clay_Cauldron.png&amp;diff=60352"/>
		<updated>2018-03-30T22:44:19Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=File:Stump.png&amp;diff=60351</id>
		<title>File:Stump.png</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=File:Stump.png&amp;diff=60351"/>
		<updated>2018-03-30T22:43:20Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=File:Leanto.png&amp;diff=60350</id>
		<title>File:Leanto.png</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=File:Leanto.png&amp;diff=60350"/>
		<updated>2018-03-30T22:42:10Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=File:Runestone.png&amp;diff=60349</id>
		<title>File:Runestone.png</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=File:Runestone.png&amp;diff=60349"/>
		<updated>2018-03-30T22:39:11Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=File:Ants.png&amp;diff=60348</id>
		<title>File:Ants.png</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=File:Ants.png&amp;diff=60348"/>
		<updated>2018-03-30T22:32:48Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=File:Ant_Hill.png&amp;diff=60347</id>
		<title>File:Ant Hill.png</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=File:Ant_Hill.png&amp;diff=60347"/>
		<updated>2018-03-30T22:30:46Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Lantern&amp;diff=60207</id>
		<title>Lantern</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Lantern&amp;diff=60207"/>
		<updated>2018-03-18T21:49:50Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: Confirmed 25% a day, regardless of the quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
| xsize = 1&lt;br /&gt;
| ysize = 1&lt;br /&gt;
| skillreq   = [[requires::Metal Working]]&lt;br /&gt;
| objectsreq = [[requires::Bar of Any Metal]] , [[requires::Raw Glass]] x2&lt;br /&gt;
| producedby = [[requires::Smithy&#039;s Hammer]] and [[requires::Anvil]]&lt;br /&gt;
| slot = 4L or 4R&lt;br /&gt;
}}&lt;br /&gt;
{{Key_box| $Craft | $Clothes &amp;amp; Equipment | $Tools | $Lantern}}&lt;br /&gt;
[[Category:Light Sources]]&lt;br /&gt;
Lantern is a light source that can be equipped or hang on a [[Lantern Stand]].&lt;br /&gt;
&lt;br /&gt;
==How to use==&lt;br /&gt;
&lt;br /&gt;
Right click with a Lantern on a fire source ([[Fire|fire]] or [[Fireplace|fireplace]]) to light it. Equip the lit Lantern in right or left hand slot. You can use it as a [[:Category:Light Sources|light source]] or to light objects like [[Kiln|kilns]] or [[Smelter|smelters]]. Placing a lit Lantern in the inventory will put it out.&lt;br /&gt;
&lt;br /&gt;
Lantern start with 0% fuel when crafted and should be fueled with a [[Candle]]. Fuel will be used over time when the Lantern is lit. A lit Lantern will last for about 50{{verify}} real hours. They will generally last far longer than a torch.&lt;br /&gt;
&lt;br /&gt;
You can refuel the Lantern by right-clicking with [[Candle]].&lt;br /&gt;
&lt;br /&gt;
Lantern will consume 25% of fuel a day, regardless of quality. Thus staying lit for 4 days with one candle.&lt;br /&gt;
&lt;br /&gt;
==In-Game Example==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Lantern2.jpg|Player wearing lit lantern.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Raisins&amp;diff=59936</id>
		<title>Raisins</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Raisins&amp;diff=59936"/>
		<updated>2018-03-10T12:22:06Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
| xsize      = 1&lt;br /&gt;
| ysize      = 1&lt;br /&gt;
| skillreq   = None&lt;br /&gt;
| objectsreq = [[requires::Grapes]]&lt;br /&gt;
| producedby = [[requires::Herbalist Table]]&lt;br /&gt;
| energy     = 125&lt;br /&gt;
| hunger     = 0.5&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        = 2&lt;br /&gt;
| dex        = 0&lt;br /&gt;
| psy        = 0&lt;br /&gt;
| hurt       = 0&lt;br /&gt;
| sat1       = Cheese&lt;br /&gt;
| sat1eff    = 2&lt;br /&gt;
| sat1chance = 6&lt;br /&gt;
| sat2       = Game&lt;br /&gt;
| sat2eff    = 2&lt;br /&gt;
| sat2chance = 7&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Fruit]]&lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}} are a simple [[Charisma]] food produced by drying [[Grapes]].&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
Place grapes on an [[Herbalist Table]]. They will turn into raisins in 1-2 RL hours (Verify)&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Turning grapes into raisins will &#039;&#039;not&#039;&#039; produce any [[Grape Seeds]], unlike eating or pressing the grapes. Be careful not to forfeit opportunity for planting higher quality vines.&lt;br /&gt;
&lt;br /&gt;
==Quality==&lt;br /&gt;
The quality is the average between the Herbalist Table and Grapes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;RaisinsQ = \frac{TableQ + GrapesQ}{2}&amp;lt;/math&amp;gt;&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Mushroom_%26_Onion_Pirozhki&amp;diff=59899</id>
		<title>Mushroom &amp; Onion Pirozhki</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Mushroom_%26_Onion_Pirozhki&amp;diff=59899"/>
		<updated>2018-03-08T19:21:19Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: Added chart&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
|xsize = 1&lt;br /&gt;
|ysize = 1&lt;br /&gt;
|skillreq = [[requires::Baking]]&lt;br /&gt;
|objectsreq = [[requires::Mushroom &amp;amp; Onion Pirozhki Dough]]&lt;br /&gt;
|producedby = [[requires::Oven]]&lt;br /&gt;
|energy = 350&lt;br /&gt;
|hunger = 5&lt;br /&gt;
|str = 1&lt;br /&gt;
|agi = 0&lt;br /&gt;
|int = 0&lt;br /&gt;
|con = 4&lt;br /&gt;
|per = 0&lt;br /&gt;
|cha = 0&lt;br /&gt;
|dex = 4&lt;br /&gt;
|psy = 0&lt;br /&gt;
|hurt = 0&lt;br /&gt;
|sat1       = Forage&lt;br /&gt;
|sat1eff    = 2&lt;br /&gt;
|sat1chance = 8&lt;br /&gt;
|sat2       = Game&lt;br /&gt;
|sat2eff    = 3&lt;br /&gt;
|sat2chance = 9&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Baked Goods]]&lt;br /&gt;
&lt;br /&gt;
Mushroom &amp;amp; Onion Pirozhki, once baked, can be eaten by right-clicking on them and selecting the &amp;quot;Eat&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
This [[food]] fills 350% of the [[energy]] bar and gives 4 [[Constitution]] and 4 [[Dexterity]] in [[FEP]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pirozhki_chart_001.png]]&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
&lt;br /&gt;
Gather the ingredients and execute the recipe to produce the dough. Place the dough in the oven, then fuel the [[Oven]] with 4 [[branch]]es and light it. When baking other foods at the same time as mushroom &amp;amp; onion pirozhki, be certain they have the same bake time, otherwise they will turn into [[ashes]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 x [[Branch]]s in the [[Oven]] will cook it and never burn it.&lt;br /&gt;
&lt;br /&gt;
The mushroom &amp;amp; onion pirozhki will be finished in approximately 16 minutes and 40 seconds.&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Glossary&amp;diff=59742</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Glossary&amp;diff=59742"/>
		<updated>2018-03-01T15:08:15Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: /* Learning Ability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Life, Death, and You=&lt;br /&gt;
[[File:Hearthling.jpg|thumb|&#039;&#039;A Hearthling forging metal&#039;&#039;]]&lt;br /&gt;
It is important to know when discussing the intricacies of Haven and Hearth, that nothing is permanent. Everything that is will eventually return to nothing, and that&#039;s okay. &lt;br /&gt;
&lt;br /&gt;
Death is an important part of this game, and for some, the most important part of the game. Fear of death, or the excitement of taking life, are driving factors which affect every part of the game. Learning how to work with these factors is key to understanding the game.&lt;br /&gt;
===Hearthling===&lt;br /&gt;
All player-made characters are called Hearthlings. Hearthlings start out as [[Character Creation|Floating Orbs of Purple Energy]], and must choose a form and a name before they are burned into the world. Hearthlings start with base attributes of 10, and abilities of 1. A hearthling, much like a human, must [[Glossary#Energy|Eat]], [[Glossary#Learning Points|Learn]], [[Glossary#Stamina|Rest]], and [[Glossary#Death|Die]]. While progressing through the game, not only will your hearthling become more experienced, but you as a player will learn tricks and secrets throughout your time playing Haven and Hearth. &lt;br /&gt;
&lt;br /&gt;
Due to the turbulent nature of this game, it is best to jump right in and start [[Glossary#Discovery|Discovering]] what this game has to offer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Life===&lt;br /&gt;
[[File:life.jpg|thumb|&#039;&#039;The Spark of Life&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
[[Character Creation|Creating a Hearthling]] and spawning in the world is an important first step to play Haven and Hearth. Character creation is more complex in haven than in other games, however, and there might be a few important steps you might miss.  Be sure to change your hair style and name your character. If one of your ancestors has passed away, you are able to inherit his skills and abilities, granted the [[Glossary#Death|proper steps]] have been followed.&lt;br /&gt;
&lt;br /&gt;
Some quick steps:&lt;br /&gt;
*Travel north, following the path to the river&lt;br /&gt;
*Following the right path will make you male, Following the left path will make you female&lt;br /&gt;
*Visit the reflecting pool to choose your hair style and color (this is permanent)&lt;br /&gt;
*Talk to the wizard to name yourself&lt;br /&gt;
*Interact with the fire to burn yourself into the world&lt;br /&gt;
(Optional Steps)&lt;br /&gt;
*Visit the graveyard to inherit your ancestor&#039;s skills&lt;br /&gt;
*Interact with the skull pole to choose [[Wilderness Beacon|Where]] to [[Charter Stone|Spawn]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Knocked Out!===&lt;br /&gt;
So You&#039;ve made someone, or something, angry. So angry in fact that They beat you senseless. Fret not! For you may yet escape this encounter with your life.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If in the heat of battle you lose all your [[SHP| Soft Hitpoints]], you will be knocked out and receive a nasty [[Hitpoints#Wounds|Concussion]]. Upon being knocked out, you have three options available:&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Teleport to your [[Hearth Fire]]:&#039;&#039;&#039; This allows the player to escape the battle with their life, but if they have left anything important on the battlefield, such as a [[Horse]], it will not come with you&lt;br /&gt;
* &#039;&#039;Log Out:&#039;&#039; This lets the character log out where he lays, hopefully to let whatever knocked you out to wander off. &lt;br /&gt;
* &#039;&#039;&#039;Get back up!:&#039;&#039;&#039; After a minute or so has passed, your character will regain consciousness with 1 [[SHP]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;notes:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* during the minute you&#039;re unconscious, any attackers have the privilege of looting your body while you&#039;re down.&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
[[File:Respects.png|thumb|&#039;&#039;A farmer paying his respects&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
Dying is part of the game. Whether you [[Swimming|Swim out too far]], [[Creatures|Get mauled by a bear]], or get cut down by your fellow hearthling, it is best to be prepared for the sweet embrace of death. Death, however, is not the end. While you have lost that Hearthling forever, you can create another and receive a portion of the skills and experience of your deceased ancestor.&lt;br /&gt;
&lt;br /&gt;
If your Hearthling dies, you have several options at your disposal to lament your long lost relative.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Grave|Bury your Ancestor]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you have your body, you may bury him to make his passing into the next life easier. &lt;br /&gt;
*Not performing any burial rites will net you 15% of your [[Glossary#Learning Points|LP]] and [[Glossary#Food Event Points|FEP]] (Base)&lt;br /&gt;
*Burying your skull without your body will net your 25% of your [[Glossary#Learning Points|LP]] and [[Glossary#Food Event Points|FEP]] (10% extra)&lt;br /&gt;
*Burying your body without your skull will net you 35% of your [[Glossary#Learning Points|LP]] and [[Glossary#Food Event Points|FEP]] (20% extra)&lt;br /&gt;
*Burying your whole intact body will net you 45% of your [[Glossary#Learning Points|LP]] and [[Glossary#Food Event Points|FEP]] (30% Extra)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Realm|Have your People Celebrate your Life]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you were popular amongst your citizens, maybe they will organize a state funeral for you.&lt;br /&gt;
*State funerals grant 45% of your [[Glossary#Learning Points|LP]] and [[Glossary#Food Event Points|FEP]] without having to [[grave|bury a body]] &lt;br /&gt;
*This, however, is an expensive option for the most powerful of warriors and diplomats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ancestral Shrine|Honor your Ancestors]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you are diligent and pray often, perhaps your ancestors will forgive your misdeeds and grant you knowledge and wisdom.&lt;br /&gt;
*Lamenting the Departed is another substitute for proper burials of deceased ancestors. &lt;br /&gt;
*Every time you Lament your departed ancestor, until the maximum inheritance (45%) has been reached, you inherit a percentage (6% per use) of his Attributes &amp;amp; Abilities.&lt;br /&gt;
*The Numen cost of lamenting increases by two every time you use this ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes&#039;&#039;&#039;&lt;br /&gt;
* Characters cannot be inherited until eight hours after his or her birth&lt;br /&gt;
* You may spawn on your ancestor&#039;s [[Hearth Fire]] in case it was not destroyed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Character Sheet=&lt;br /&gt;
The Character Sheet is where you can learn the most about your character. Essentially, everything about your character is displayed in these menus. this includes stats, skills, quests, and combat moves&lt;br /&gt;
==Base Attributes==&lt;br /&gt;
[[File:Character Sheet Attributes.png|thumb|600px|right]]&lt;br /&gt;
===[[Attributes]]=== &lt;br /&gt;
[[Attributes]] are the most basic stats in Haven, and are gained through eating food and receiving Food Event Points (FEP). Attributes can be both buffed and debuffed by various mechanics in the game, such as wounds, equipment, and certain [[Clay Pipe|Activities]]&lt;br /&gt;
===[[Food Event Points]]===&lt;br /&gt;
The [[FEP]] bar displays the current amount of FEP you have for a specific attribute, as well as how many points are needed to gain another attribute point. Generally, the number of FEPs needed to gain a new attribute is equal to your highest attribute value. For instance, if your highest attribute is strength at 30, then you will have to consume 30 FEP to gain a new attribute point.&lt;br /&gt;
===[[Food Satiations]]===&lt;br /&gt;
Food [[Satiations]] are simply the percent of FEP you will receive from the base food you consume. Every food item falls into a specific food category and has a chance to satiate a food category. As such, the more of a specific type of food you eat, the fewer FEP you will receive from that food.  If you have four Food satiations under 50%, the lowest satation will reset to 100%. Food Satiations can be relieved by drinking certain beverages. the maximum Satiation bonus you can receive from drinking beverages is 125%&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Drink!!Buff 1(Q10)!!Buff 2(Q10)!!Buff 3(Q10)!!Preferred Vessel!!Made From!!Satiation Debuff&lt;br /&gt;
|-&lt;br /&gt;
|Tea||Forage 1%||Bread 0.5%||Food 0.1%||[[Mug]]||[[Green Tea Leaves|Green]] and [[Black Tea Leaves|Black]] Tea Leaves||Tea&lt;br /&gt;
|-&lt;br /&gt;
|Milk||Vegetables 2%||Berries 1%||None||[[Bucket]]||[[Aurochs]], [[Cow]], and [[Sheep]]||Dairy&lt;br /&gt;
|-&lt;br /&gt;
|Beer&lt;br /&gt;
|Sausage 1%||Meat 0.5%||None||[[Tankard]]||[[Barley Grist]], [[Wheat Grist]]||Beer&lt;br /&gt;
|-&lt;br /&gt;
|Wine&lt;br /&gt;
|Cheese 1%||Fruit 0.5%||None||[[Wine Glass]]||[[Grapes]]||Wine&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hunger Level===&lt;br /&gt;
Each food has a hunger value that adds to your hunger level when eaten. Each hunger level has a lower &amp;quot;Food efficiency&amp;quot; bonuses, but takes less time to return to a lower hunger level. The hunger level of food is a flat rate unaffected by quality..&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Hunger Level !! Food&amp;lt;br&amp;gt;Efficiency !! Time to lose &amp;lt;br&amp;gt;1% hunger !! Time to lose &amp;lt;br&amp;gt;100% hunger !! Variety Bonus !! Variety Example &amp;lt;br&amp;gt; @15 max stat&lt;br /&gt;
|-&lt;br /&gt;
| Ravenous || 300% || 2 hours || 200 hours || 1.097 || 28.3%&lt;br /&gt;
|-&lt;br /&gt;
| Famished || 200% || 1 hour  || 100 hours || 0.894 || 23.1%&lt;br /&gt;
|-&lt;br /&gt;
| Hungry || 100% || 20 minutes || 33.3 hours || 0.632 || 16.3%&lt;br /&gt;
|-&lt;br /&gt;
| Content || 90% || 10 minutes || 16.67 hours || 0.602 || 15.5%&lt;br /&gt;
|-&lt;br /&gt;
| Full || 50% || 3 minutes  || 5 hours || 0.447 || 11.5% &lt;br /&gt;
|-&lt;br /&gt;
| Stuffed || 25% || 46 seconds || 1.25 hours || 0.315 || 8.1% &lt;br /&gt;
|-&lt;br /&gt;
| Overstuffed || 10% || 7 seconds || 0.19 hours || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
[[File:Character Sheet Abilities.png|thumb|600px|right]]&lt;br /&gt;
The abilities page details your learned abilities, as well as earned [[Glossary#Experience Points|Experience Points]] and [[Glossary#Learning Points|Learning Points]]. on this page you can also manage your study report, which is where you study [[curiosity|Curiosities]]&lt;br /&gt;
===[[Abilities]]===&lt;br /&gt;
[[Abilities]] are your Learned skills, and as such are bought using Learning Points. All abilities start at 1, and cost:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;math&amp;gt;100LP*(current level + 1)&amp;lt;/math&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Learned skills are nonrefundable, so choose wisely. Like Attributes, Abilities can be buffed or debuffed by Wounds and Equipment&lt;br /&gt;
===Study Report===&lt;br /&gt;
The Study Report is a 4x4 mental inventory, sometimes referred to as your &#039;mentory&#039;, used to study [[Curiosity|Curiosities]] at the cost of [[Glossary#Experience Points|Experience Points]] to gain [[Glossary#Learning Points|Learning Points]]. &lt;br /&gt;
things to know:&lt;br /&gt;
*Studying curiosities is a passive activity and will occur automatically as long as curiosities are in your mentory.&lt;br /&gt;
*Your Attention is equal to your intelligence, and determines how many curiosities you can study, determined by the curiosities&#039; mental weight.&lt;br /&gt;
*You cannot have two of the same curiosities in your mentory at the same time.&lt;br /&gt;
*A Personal Claim [[Personal Claim|Bond]] is kept in your mentory in order to upkeep its presence.&lt;br /&gt;
*Once an object is finished being studied, you will receive its learning points and the object will disappear.&lt;br /&gt;
&lt;br /&gt;
For more information, see the [[Curiosity]] page&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Lore &amp;amp; Skills==&lt;br /&gt;
[[File:CharSheet Skills.png|thumb|200px|right|The Character Skills preview]]&lt;br /&gt;
[[File:CharSheet Credos.png|thumb|200px|right|The Character Credos preview]]&lt;br /&gt;
[[File:CharSheet Lores.png|thumb|200px|right|The Character Lores preview]]&lt;br /&gt;
&lt;br /&gt;
Lore &amp;amp; Skills is where you can evaluate which [[Skills]], [[Credos]], and [[Experience Points|Lores]] you have discovered or completed.&lt;br /&gt;
&lt;br /&gt;
====Skills====&lt;br /&gt;
[[Skills]] are abilities you can purchase which enable you to perform specific actions, such as [[Boat Building]] and [[Mining]]. Skills cost [[Glossary #Learning Points|Learning Points]] and are permanently in effect once purchased. Skills are hierarchical and as such must be learned in a specific order. Generally, the more advanced the skill, the more Learning Points it costs.&lt;br /&gt;
&lt;br /&gt;
====Credos====&lt;br /&gt;
[[Credos]] can be described as professions, which completed provide passive buffs and bonuses. Credos cost Learning Points to initiate, and only one Credo can be pursued at a time. Each Credo has 5 abilities that can be activated in order by completing quests for that credo. Once the Credo is completed, their bonuses will be permanently in effect and you can begin pursuing another Credo. Similar to skills, certain credos require prerequisite credos to be completed before you may begin them.&lt;br /&gt;
&lt;br /&gt;
====Lores====&lt;br /&gt;
[[Experience Points|Lores]] are events which occur by playing and exploring. Lores award the player [[Glossary #Experience|Experience Points]], which can then be spent on Curiosities to gain Learning Points. Lores are triggered randomly and it is encouraged to perform a variety of tasks through the day in attempt to trigger as many lores as possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Martial Arts &amp;amp; Combat Schools==&lt;br /&gt;
[[File:Character Sheet Combat.png|thumb|600px|right]]&lt;br /&gt;
Martial Arts &amp;amp; Combat Schools is where you build, save, and examine your combat cards. Combat cards can be discovered by defeating animals in combat, as well as learned from other players.&lt;br /&gt;
&lt;br /&gt;
Things to know:&lt;br /&gt;
*Drag and drop cards into combat slots to equip them. each combat deck can hold up to 10 different cards.&lt;br /&gt;
*each card has a value of one point, and each deck may have up to 30 points worth of cards.&lt;br /&gt;
*You may stack up to 5 of the same card in one deck. Each stacked card adds extra power to the move.&lt;br /&gt;
*You may have up to 5 different combat decks saved, for quick switching between decks.&lt;br /&gt;
*cards 1-5 are activated with keys 1-5. cards 6-10 are activated with SHIFT+1-5&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Health &amp;amp; Wounds==&lt;br /&gt;
[[File:Character Sheet Wounds.png|thumb|600px|right]]&lt;br /&gt;
[[Wounds]] are semi permanent damage taken through various activies in the game, most notably combat.&lt;br /&gt;
&lt;br /&gt;
The Wounds menu displays your current list of wounds, their effects, and how to heal them. Some wounds may heal on their own, while some might need special medicine or treatments to cure them. The number displayed next to each wound indicated the humber of Hard Hitpoint damage you have received from that wound. When your Hard Hitpoints reach 0, you die. Generally speaking, wounds will not heal unless you have 8000+ [[Energy]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Quest Log==&lt;br /&gt;
[[File:Character Sheet Quests.png|thumb|600px|right]]&lt;br /&gt;
Your Quest Log displays your Current, Completed, and Failed Quests.&lt;br /&gt;
Clicking a quest will display quest objectives both in menu and on screen. Having an active quest will display an arrow to the quest givers.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Equipment Screen=&lt;br /&gt;
[[File:Equipment_Screen.png|frame|Equipment Screen]]&lt;br /&gt;
*See [[:Category:Equipment|Equipment]] for all equipable items.&lt;br /&gt;
*Also see [[Equipment Table]] for stat boosts equipment.&lt;br /&gt;
&lt;br /&gt;
The Equipment Screen is where players can equip their character with items that will help them flourish in the harsh world, or just look pretty. These items include weapons, armor, clothing, jewelry, tools, and healing items. There are 16 slots for equipment. Some items take up multiple slots, e.g. the [[Bear Cape]] that takes up both the headwear and cape slots, and the [[Pickaxe]] that takes up both hands. Equipment slots are unfortunately not labelled or indicated by any sort of picture in-game, making it confusing for new players to know what each slot is for. Players thus label the equipment slots using a code that combines which side of the equipment screen the slot is on and how far it is from the top, e.g. 5R is the fifth slot from the top on the right side.&lt;br /&gt;
&lt;br /&gt;
===Slots on the Equipment Screen===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;width: 500px;&amp;quot;&lt;br /&gt;
|1L&lt;br /&gt;
|Headwear&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1R&lt;br /&gt;
|Necklace/Accessory&lt;br /&gt;
|-&lt;br /&gt;
|2L&lt;br /&gt;
|Shirt&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2R&lt;br /&gt;
|Chest Armor&lt;br /&gt;
|-&lt;br /&gt;
|3L&lt;br /&gt;
|Gloves&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|3R&lt;br /&gt;
|Belt&lt;br /&gt;
|-&lt;br /&gt;
|4L&lt;br /&gt;
|Left Hand&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|4R&lt;br /&gt;
|Right Hand&lt;br /&gt;
|-&lt;br /&gt;
|5L&lt;br /&gt;
|Ring&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5R&lt;br /&gt;
|Ring&lt;br /&gt;
|-&lt;br /&gt;
|6L&lt;br /&gt;
|Robe/Cloak&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6R&lt;br /&gt;
|Back&lt;br /&gt;
|-&lt;br /&gt;
|7L&lt;br /&gt;
|Pants&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|7R&lt;br /&gt;
|Leg Armor&lt;br /&gt;
|-&lt;br /&gt;
|8L&lt;br /&gt;
|Cape&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|8R&lt;br /&gt;
|Footwear&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Inventory=&lt;br /&gt;
Your character&#039;s inventory is where all items are stored, this is different from the [[Glossary#Equipment Screen|Equipment Screen]] in that items are not worn on the character.&amp;lt;br&amp;gt;&lt;br /&gt;
Your character starts out with a 4x4 inventory grid which can be expanded upon by equipment, adding horizontal or vertical rows of inventory space.&lt;br /&gt;
&lt;br /&gt;
Inventory expanding equipment include:&lt;br /&gt;
  [[Birchbark Backpack]] --- expands inventory by one vertical column&lt;br /&gt;
  [[Leather Backpack]]   --- expands inventory by two vertical columns&lt;br /&gt;
  [[Traveller&#039;s Sack]]   --- expands inventory by one vertical column and one horizontal row&lt;br /&gt;
  [[Merchant&#039;s Robe]]    --- expands inventory by one horizontal row&lt;br /&gt;
It is important to note that these equipment bonuses stack. For example, wearing a Birchbark Backpack and a Merchant&#039;s Robe would  modify your inventory grid to 5x5. Thus by wearing a leather backpack, merchant&#039;s robe, and two traveler&#039;s sacks inventory space is 7x8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Note:&#039;&#039;&#039; As of world 10, [[Subscription|Verified]] Players receieve one bonus row and [[Subscription|subscribed]] players recieve one bonus row and column, for a total of 5x5 inventory&lt;br /&gt;
&lt;br /&gt;
=HUD=&lt;br /&gt;
[[File:Hudbar.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT: Pressing the spacebar on the default client will hide your HUD!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Heads Up Display (HUD) provides important information about your character&#039;s current status.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Hitpoints&amp;lt;/span&amp;gt;===&lt;br /&gt;
[[Hitpoints]] are divided into three categories, indicated in the mouse-over as SHP/HHP/MHP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;SHP&#039;&#039;&#039;&lt;br /&gt;
**Soft Hitpoints. When this reaches 0, your character is temporarily knocked unconscious. If your energy is over 8000, SHP will recover over time, capped by your current HHP&lt;br /&gt;
*&#039;&#039;&#039;HHP&#039;&#039;&#039;&lt;br /&gt;
**Hard Hitpoints. When this reaches 0, your character dies. You can see what is lowering your current HHP in the [[Glossary#Health &amp;amp; Wounds|Health]] tab of the Character Sheet. Some wounds will heal over time, others may require direct intervention, and yet others may not have any current healing methods.&lt;br /&gt;
*&#039;&#039;&#039;MHP&#039;&#039;&#039;&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 that increase your [[Constitution]] attribute.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stamina&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Indicates how tired your character is. This goes down as you perform various activities, eventually making your character move slower as it goes below certain levels. Over time, your stamina will recover by taking points from the energy bar. It can also be recovered by drinking beverages, such as [[Water]] and [[Tea]]. Increasing your Constitution will reduce the drain to your stamina bar when using tools or swimming.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; max-width: 25em; width: 50%;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Stamina %&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Limitation(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | &amp;lt; 50%&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | Cannot run at 4th speed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | &amp;lt; 29%&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | Cannot [[Terraforming#Digging|Dig]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | &amp;lt; 25%&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | Cannot run at 3rd speed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | &amp;lt; 10%&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | Can only crawl.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | &amp;lt; 5%&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | Cannot walk.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Energy&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Energy is a measure of how much work your character can do. The stamina and health bars are refilled by the energy bar. Energy is mainly consumed when you drink water to replenish the [[Stamina]].You can get more energy by eating [[food]].&lt;br /&gt;
:If your energy is 8000 or above, your energy is in &amp;quot;healing&amp;quot; state. This will regenerate your [[SHP]].&lt;br /&gt;
:If your energy is 5000 or below, you are unable to do hard labor such as digging soil or mining.&lt;br /&gt;
:If your energy is 2000 or below, you will [[hitpoints|Starve]], which will slowly drain your health.&lt;br /&gt;
:If your energy is 0, you will start rapidly losing HHP and die very quickly.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Speed&amp;lt;/span&amp;gt;===&lt;br /&gt;
Speed is how fast your character moves. Generally, the faster you move, the more stamina you consume. Certain [[Terrain]]s determine how fast you can run at any given time.&lt;br /&gt;
&lt;br /&gt;
From left to right: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|Crawl &lt;br /&gt;
| 1.5 tiles per second.&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
| 3.0 tiles per second.&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
| 4.5 tiles per second.&lt;br /&gt;
|-&lt;br /&gt;
|Sprint &lt;br /&gt;
| 6.0 tiles per second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Kith &amp;amp; Kin=&lt;br /&gt;
[[File:Kinship Menu.png|thumb|300px|right]]&lt;br /&gt;
Kin Shortcut: CTRL + B&lt;br /&gt;
&lt;br /&gt;
The Kin is the love-heart button. You can add new friends here, view your current ones and quickly see their online status.&lt;br /&gt;
&lt;br /&gt;
In the Hearth Secret textbox, you can create a hearth secret. When you want to make friends with people at long-distance, give them this secret and they will then be your friend, or &amp;quot;kin&amp;quot;. Likewise, if somebody gives you their secret, type it in the right text area next to the one you make your own secret in. Note that Hearth Secrets are tied to your hearthling, not to your account.&lt;br /&gt;
&lt;br /&gt;
You can also right click a Hearthling, &amp;quot;Memorize&amp;quot; them, then right-click &amp;quot;Add Kin&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The candle next to their name on the list is their online status - a lit candle is online, whilst an unlit candle means offline. However, if somebody dies, their candle will disappear.&lt;br /&gt;
&lt;br /&gt;
Setting kin colors is an important feature which allows you to group kin and assign privileges, such as theft or tresspassing on [[Personal Claim]]s or [[Village Claim]]s&lt;br /&gt;
&lt;br /&gt;
===Kin Menu===&lt;br /&gt;
&lt;br /&gt;
In the Kin Menu, you can:&lt;br /&gt;
&lt;br /&gt;
*See the online status of kin signified by a lit or unlit candle.&lt;br /&gt;
*Invite online kin to a [[party]].&lt;br /&gt;
*Privately message your kin.&lt;br /&gt;
*Set your own Hearth Secret.&lt;br /&gt;
*Add others via Hearth Secret&lt;br /&gt;
*Set a Kin&#039;s color (Default is white)&lt;br /&gt;
*Set a Kin&#039;s Display name (For your hearthling only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you progress through the game, you may also find yourself cheiftain of a [[Village]] or ruler of a [[Realm]]. Both of these are also managed through the Kith &amp;amp; Kin Menu, through their respective tabs&lt;br /&gt;
&lt;br /&gt;
Note: The search function is a custom client feature only and isn&#039;t available in the default client.&lt;br /&gt;
&lt;br /&gt;
===Group Party===&lt;br /&gt;
A party is a group of players that are able to communicate to each other through a private party chat where each party member is assigned a color.&lt;br /&gt;
&lt;br /&gt;
You can invite a player to your party if you are not in a party or if you are the party leader, and this will make you the party leader. When you leave, another player in your party is assigned party leader, and you can also reassign party leader manually by right-clicking a party member. When the party is reduced to one member, the party chat closes.&lt;br /&gt;
&lt;br /&gt;
Things to know:&lt;br /&gt;
:The amount of party members you can have is limited by your [[Charisma]].{{verify}}&lt;br /&gt;
:Party members have full access to each other&#039;s personal claims, so be careful who you add to your party.&lt;br /&gt;
:Colored arrows point towards the positions of party members &lt;br /&gt;
:Colored minimap markers give you their exact position&lt;br /&gt;
:You can see the portraits of party members on the left side of your screen&lt;br /&gt;
::Clicking a portrait will make your charcater move towards them&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
Combat in Haven and Hearth is built around the deck system, with players building a deck of attack, defense and ability cards which are then drawn and selected by the player.&lt;br /&gt;
&lt;br /&gt;
===Unarmed Combat===&lt;br /&gt;
&#039;&#039;See [[Unarmed Combat]] for a more detailed guide.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unarmed combat is the first close-quarters style of fighting. &lt;br /&gt;
===Melee Combat===&lt;br /&gt;
&#039;&#039;See [[Melee Combat]] for a more detailed guide&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Melee combat is fighting with a sword and shield or axe.&lt;br /&gt;
===Ranged Combat===&lt;br /&gt;
&#039;&#039;See [[Ranged Combat]] for a more detailed guide&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ranged combat is the simplest technique. Simply equip a [[Hunter&#039;s Bow]] or [[Sling]],&lt;br /&gt;
&lt;br /&gt;
=Experience Points and Learning Points=&lt;br /&gt;
&lt;br /&gt;
==Experience Points==&lt;br /&gt;
&#039;&#039;&#039;Experience Points&#039;&#039;&#039; are obtained through [[Experience Events]] and [[Quest]]s and are used by hearthlings for a number of tasks, including:&lt;br /&gt;
*Performing [[Hearth Magic]]&lt;br /&gt;
*Studying [[Curiosities]]&lt;br /&gt;
&lt;br /&gt;
[[Experience Events]] are not limited, and can be randomly activated throughout your daily activities. The amount of Experience Points received is a good indicator of how often you can activate that event. For Example, Quenching Thirst can be activated very often, while Fragrance of Flowers may only activate every few days. In this fashion, it is recommended or encouraged to perform a number of varied activities or often go exploring to activate these events as often as possible.&lt;br /&gt;
&lt;br /&gt;
*You can check which event you haven&#039;t done in Character Sheet under [[Glossary#Lore &amp;amp; Skills|Lore &amp;amp; Skills]] by clicking on Lore.&lt;br /&gt;
*It&#039;s worth noting that by using [[Hearth Magic]], you may end up with negative Experience Points when any [[Curiosities]] in your Study finish.&lt;br /&gt;
*Members of a [[Realm]] may be allowed to withdraw Experience points from the [[Realm|Realms]] bank to use as they will.&lt;br /&gt;
&lt;br /&gt;
==Learning Points==&lt;br /&gt;
&#039;&#039;&#039;Learning Points&#039;&#039;&#039; are used to buy [[Abilities]], [[:Category:Skills|skills]], and [[Yeomanry|Property]]. You can currently earn Learning Points (LP) in three ways:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Discovery|Disovering]] new objects&#039;&#039;&#039; &lt;br /&gt;
*For example: picking your first branch off a tree will give you some LP, digging soil, clay for the first time will award you LP.  This is the main source of LP for a new character.&lt;br /&gt;
*Some actions that generate large sums of LP:&lt;br /&gt;
**Picking [[Tree|tree]] products: branches, bark, fruits and seeds, boughs&lt;br /&gt;
**Picking [[Foraging|forageables]] such as Spindly Taproot or Blueberries&lt;br /&gt;
**[[Fishing]] - every type of fish caught will give you some LP&lt;br /&gt;
**Side Note: Items your ancestors have discovered won&#039;t give you Learning Points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Curiosity|Curiosity System]]&#039;&#039;&#039;&lt;br /&gt;
*[[Curiosity|Curiosities]] are items that can be crafted, foraged, caught, or created as a side effect of doing certain activities. They are studied over time in your [[Glossary#Study Report|Study Report]], and will give you LP after completion. They will also consume some [[Experience Points|experience points]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Killing Animals&#039;&#039;&#039;&lt;br /&gt;
*Hunting and killing animals in combat gives a small amount of LP, roughly equal to how much damage your character inflicted on the creature&lt;br /&gt;
*Do note that the amount of LP received will reduce if you continuously kill the same creature.&lt;br /&gt;
&lt;br /&gt;
==Learning Ability==&lt;br /&gt;
&#039;&#039;&#039;Learning Ability&#039;&#039;&#039; modifies the amount of [[Learning Points]] you gain from studying curiosities. Learning ability can be gained from realm buffs and equipment, such as [[Ring_of_Brodgar_(Jewelry)|ROB&#039;s]]. 10 points of learning ability equals to 1% of increased LP gain. {{verify}}&lt;br /&gt;
&lt;br /&gt;
=Quality=&lt;br /&gt;
&#039;&#039;See [[Quality]] for more detailed information&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Almost all items, as well as many game-world objects, have a quality factor &#039;&#039;&#039;Q&#039;&#039;&#039;, which may range from 1 to &amp;amp;infin;, with a standard default quality for most objects of 10 -- for example, all natural-growing trees are Q10.&amp;lt;br&amp;gt; In general, higher Q items are simply better: high Q weapons do more damage, high Q food provide more FEPs, high Q armor provides more protection. &lt;br /&gt;
&lt;br /&gt;
The in-game effects vary from item to item, with some items like buckets and barrels not having any effect at all. Where quality matters, it usually takes the form of the quality multiplier &#039;&#039;&#039;QM&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
: &amp;lt;math&amp;gt;QM = \sqrt{\frac{Q}{10}}&amp;lt;/math&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[file:Graph_QM.png|border|200px|QM graph]]&lt;br /&gt;
&lt;br /&gt;
This multiplier is 1x for Q10, 2x for Q40, 3x for Q90, 4x for Q160, and so on. It is a nonlinear increase, which means that it becomes harder and r multipliers. Since Q10 has a QM of 1x, in many places on this wiki you will just see stats given for Q10 objects. You should assume this unless the wiki page you&#039;re reading says otherwise.&lt;br /&gt;
&lt;br /&gt;
===Softcap===&lt;br /&gt;
Softcap is a term describing the effect of an [[abilities|ability]] or [[attributes|attribute]] on the [[quality]] of a product.&lt;br /&gt;
&lt;br /&gt;
Softcaps are put into effect when the quality of a product would be higher than the skill in question. The quality of said product will then be averaged with the softcapping skill level to get the products final quality.The softcapping skill may be a single attribute or skill value, or a combination of several. If the expected quality of the product will be lower than the softcapping skill, the quality will remain unchanged.&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
*If more than one stat softcaps a product, the stats combine with a geometric mean, not an arithmetic mean. Ergo: used softcap value = sqrt(stat1 * stat2), rt3(stat1 *stat2 * stat3), etc.&lt;br /&gt;
*Quality of &#039;&#039;built&#039;&#039; objects is solely determined by the quality of their parts. Softcaps do not apply.&lt;br /&gt;
&lt;br /&gt;
Example:&amp;lt;br&amp;gt;&lt;br /&gt;
:You are creating a [[Treeplanter&#039;s Pot]] with [[clay]] of average quality 36. However, the quality of a Treeplanter&#039;s pot is softcapped by [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
:Thus:&lt;br /&gt;
:If your Dexterity is greater than 36&lt;br /&gt;
::Resulting pot will be Q 36&lt;br /&gt;
&lt;br /&gt;
:If you Dexterity is less than 36&lt;br /&gt;
::Resulting pot will be Q (36 + Dex) /2&lt;br /&gt;
&lt;br /&gt;
===Hardcap===&lt;br /&gt;
Similar to Softcap, Hardcap is a term describing the effect of an [[abilities|ability]] or [[attributes|attribute]] on the [[quality]] of a product.&lt;br /&gt;
&lt;br /&gt;
Hardcaps take effect when the quality of a product would be higher than the hardcapping skill. The quality of said product will be limited to the hardcapping skill&#039;s level.&lt;br /&gt;
&lt;br /&gt;
Example:&amp;lt;br&amp;gt;&lt;br /&gt;
:You are creating a [[Treeplanter&#039;s Pot]] with [[clay]] of average quality 36. However, the quality of a Treeplanter&#039;s pot is hardcapped by [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
:Thus:&lt;br /&gt;
:If your Dexterity is greater than 36&lt;br /&gt;
::Resulting pot will be Q 36&lt;br /&gt;
&lt;br /&gt;
:If you Dexterity is less than 36&lt;br /&gt;
::Resulting pot will be equal to your Dexterity&lt;br /&gt;
&lt;br /&gt;
=Player Actions=&lt;br /&gt;
Player actions constitute the variety of tasks and abilities the player can do or act upon the world. The player will start with only a few actions and will gradually learn more actions as they progress and learn more skills.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[File:actadv.png]] Adventure is the first menu &#039;tab&#039; which holds many of the actions a player can act on the world, such as Destroy and Lift&lt;br /&gt;
**[[File:acthnh.png]] Haven &amp;amp; Hearth holds the abilities to  Claim Land, Build a Heartfire, and Teleport to your Hearthfire&lt;br /&gt;
***[[File:actcl.png]] Allows you to build a [[Personal Claim]] and Claim Land&lt;br /&gt;
***[[File:acthf.png]] Allows you to build a new [[Hearth Fire]], which acts as a spawn point&lt;br /&gt;
***[[File:acttp.png]] Allows you to teleport to your Hearth Fire without cost&lt;br /&gt;
**[[File:actlandscape.png]] Landsaping Holds all your Terraforming Actions, including Plowing Fields and creating Land Surveys&lt;br /&gt;
***[[File:actplow.png]] Hand Plow Allows you to plow dirt manually for [[Farming]] before you have built a [[Plow]]&lt;br /&gt;
***[[File:actbrick.png]] Lay Brick allows you to pave the ground with [[Brick]]s&lt;br /&gt;
***[[File:actmetal.png]] Lay Metal allows you to pave the ground with [[Bar of Any Metal|Metal]]&lt;br /&gt;
***[[File:actstone.png]] Lay Stone allows you to pave the ground with [[Stone]]s&lt;br /&gt;
***[[File:actgrass.png]] Plant Grass allows you to plant [[Terrain|Grass]] Terrain with leftover [[:Category:Seeds|Seeds]]&lt;br /&gt;
***[[File:actstomp.png]] Stomp to dirt allows you to turn terrain back into [[Terrain|Dirt]]&lt;br /&gt;
***[[File:actsurvey.png]] Survey Land allows you to create [[Survey]]s, which let the player raise, lower, and level terrain easily.&lt;br /&gt;
**[[File:acttog.png]] Toggles are a set of permissions and abilities that you can either turn on or off&lt;br /&gt;
***[[File:actcrim.png]] Criminal Acts allows you to toggle on the ability to freely commit [[Crime]]s&lt;br /&gt;
***[[File:actperm.png]] Party Permissions allows you to toggle whether or not your [[Party|Glossary#Party]] has the same permissions as you on a claim&lt;br /&gt;
***[[File:actswim.png]] [[Swimming]] toggles whether or not you will freely swim through water&lt;br /&gt;
***[[File:acttrack.png]] Tracking toggles whether you actively see [[Scent]]s throughout the world.&lt;br /&gt;
**[[File:fire.png]] Allows you to build a fire&lt;br /&gt;
**[[File:actdestory.png]] Allows you to destroy objects and structures&lt;br /&gt;
**[[File:actdig.png]] Allows you to dig the earth for [[Soil]]&lt;br /&gt;
**[[File:actfish.png]] Allows you to [[Fishing|Fish]]&lt;br /&gt;
**[[File:actinspect.png]] Allows you to inspect objects and structures to extra information&lt;br /&gt;
**[[File:actlift.png]] Allows you to lift objects over your head and carry them.&lt;br /&gt;
**[[File:firebrand.png]] Allows you to craft a [[Firebrand]] to light fires&lt;br /&gt;
**[[File:actmine.png]] Allows you to mine cave walls for [[Ore]] and [[Stone]]&lt;br /&gt;
**[[File:actrepair.png]] Allows you to repair [[Glossary#Decay|Decayed]] objects and structures with materials&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
&lt;br /&gt;
==Maps and Tiles==&lt;br /&gt;
[[File:HH Map info.png|thumb|400px]]&lt;br /&gt;
Haven&#039;s basic unit of length measurement is a tile. Roads are paved in 1x1 tile sections, houses take up a certain area of tile, and maps are divided into tile sections. &amp;lt;br&amp;gt;&lt;br /&gt;
The mapping tool on your default client works similar those found on custom clients, with the exception being you cannot export the default client&#039;s map. &amp;lt;br&amp;gt;&lt;br /&gt;
Generally Speaking, your hearthling can load a total of two minimaps around them. They however can only physically see items/objects/creatures in an area slightly smaller than a minimap.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Map structure:&lt;br /&gt;
* Minimaps = 100x100&lt;br /&gt;
* Local maps = 500x500&lt;br /&gt;
* Regional maps = 2500x2500&lt;br /&gt;
* Supergrid = 5000x5000&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Day and Night Cycle==&lt;br /&gt;
The Day and Night cycle functions similar to the real world, except roughly 3 times faster (exactly 3.29 times faster). This means every 24 Haven hours are equivalent to roughly 8 Real hours. Day, Night, and time in general serve important functions in Haven. The most notable effect is the absence or presence of Light. Day is four real-life hours, while night is the same. Sometimes at night there will be less light than usual, this is because the moon follows a Lunar Cycle. On a new moon there will be barely any light. When night falls a hearthling will be forced to light [[fire]]s or any other [[:category:Light Sources|Light Sources]] to be able to see.&lt;br /&gt;
&lt;br /&gt;
Along with dynamic lighting, other features are dependant on time. These include:&lt;br /&gt;
:Certain items spawn at certain times, such as the [[Dewy Lady&#039;s Mantle]]&lt;br /&gt;
:Certain [[Experience]] events can only be activated at certain times.&lt;br /&gt;
:Certain [[Fish]] spawn at certain times. &lt;br /&gt;
:Many activites are behind time gates to ensure balance playing, such as:&lt;br /&gt;
::Curiosities, Silkfarming, Tree farming, Smelting ore, and more.&lt;br /&gt;
&lt;br /&gt;
==Decay==&lt;br /&gt;
Decay is a system of deterioration of structures, commonly measured in Decay Hits (although the measure itself isn&#039;t very specific).&lt;br /&gt;
&lt;br /&gt;
There are four main Decay patterns that can be observed:&lt;br /&gt;
*Resilient Structures: These items do not decay at all if placed on paved ground within [[Personal Claim]] or [[Village Claim]] with authority. This category includes all immobile structures and most containers ([[Cupboard]] being notable exception).&lt;br /&gt;
*Indoor Structures: These items are safe from decay only if placed inside buildings or caves/mines, wherein they will not take any decay hits. This category includes most moveable structures and some containers.&lt;br /&gt;
*Fields and Terrain: Sometimes referred to as decaying, these actually transform into different terrains. Specifically [[Tree]] radius (and so tree-cutting and planting) and field plowing enables such changes. It happens regardless of claim coverage.&lt;br /&gt;
*Carcasses: These always decay, there&#039;s no way to prevent it. All unprocessed or skinned carcasses are subject to it.&lt;br /&gt;
&lt;br /&gt;
Decay hits are completely random. Currently there is no good way to measure when decay hits will happen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quote from Jorb:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jorb November 7th, 2010:&#039;&#039;&#039; &amp;quot;Decay Is gone. For everything that stands on a claim, with the exception of things that need to stand on pavement (Immobile structures), which will still decay if they are placed on a non-paved tile. (A claimed kiln will decay if built on dirt for example). Portable stuff that should typically be placed indoors still decays while outdoors. For example: Anvil, Wardrobe, Cupboard, Spinning Wheel, Loom, Meat Grinder, Coinpress. That may or may not be all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Soak==&lt;br /&gt;
Soak is a value assigned to buildings that determines how resilient they are to attack. This value is subtracted from all incoming damage to the building in question. In order for an attack to have any effect at all, it must deal more damage than the soak value of the building being attacked. For example, aggressive [[Boar|boars]] and [[bear|bears]] deal more than 25 damage per attack. Therefore, can damage and potentially destroy any building in their way with a soak value of less than 25.&lt;br /&gt;
&lt;br /&gt;
Easy way to calculate minimal required strength to destroy an object with soak:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;(soak + 1 - tool)^2 &amp;lt;/math&amp;gt;= required strength&lt;br /&gt;
&lt;br /&gt;
Where tool is: 1 ([[Stone Axe|Axe]]), 2 ([[Pickaxe]]), 4 ([[Sledgehammer]]), or 20 ([[Battering Ram]]). Note that rams can be operated by multiple characters, further lowering required strength.&lt;br /&gt;
&lt;br /&gt;
See the [[Property:Soak]] page for all items with some soak data.&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. When talking about objects, size refers to how much inventory space it takes up, whereas when talking about structures it refers to the number of tiles it occupies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fuel==&lt;br /&gt;
Fuel comes in a variety of forms. Some items can only use certain types of fuel, others can use any form. Each type of fuel burns for different lengths of time, called a &amp;quot;tick&amp;quot; One tick has a length of approximately 4 minutes 50 seconds. The exception being the [[Steel Crucible]], where one tick is 40 minutes long.&lt;br /&gt;
&lt;br /&gt;
Fuel is used to power a variety of items.[[Cauldron]]s, [[Crucible]]s, [[Kiln]]s, [[Oven]]s, [[Ore Smelter]]s, [[Finery Forge]]s, and [[Steel Crucible]]s all require different amounts of fuel.&lt;br /&gt;
&lt;br /&gt;
The forms of fuel with the number of ticks are:&lt;br /&gt;
  [[Branch]]           -- 1 tick&lt;br /&gt;
  [[Coal]], [[Black coal]] -- 1 tick for [[Ore Smelter]]s, [[Steel Crucible]]s and [[Finery Forge]]&lt;br /&gt;
  [[Coal]], [[Black coal]] -- 2 ticks for all other workstations&lt;br /&gt;
  [[Block of Wood]]    -- 5 ticks&lt;br /&gt;
  [[Tarsticks]]        -- 20 ticks&lt;br /&gt;
&lt;br /&gt;
[[Category:Guide]]&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Learning_Ability&amp;diff=59741</id>
		<title>Learning Ability</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Learning_Ability&amp;diff=59741"/>
		<updated>2018-03-01T15:05:35Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: Add redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Glossary#Learning Ability]]&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Glossary&amp;diff=59740</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Glossary&amp;diff=59740"/>
		<updated>2018-03-01T15:05:34Z</updated>

		<summary type="html">&lt;p&gt;Purus Cor: Added learning ability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Life, Death, and You=&lt;br /&gt;
[[File:Hearthling.jpg|thumb|&#039;&#039;A Hearthling forging metal&#039;&#039;]]&lt;br /&gt;
It is important to know when discussing the intricacies of Haven and Hearth, that nothing is permanent. Everything that is will eventually return to nothing, and that&#039;s okay. &lt;br /&gt;
&lt;br /&gt;
Death is an important part of this game, and for some, the most important part of the game. Fear of death, or the excitement of taking life, are driving factors which affect every part of the game. Learning how to work with these factors is key to understanding the game.&lt;br /&gt;
===Hearthling===&lt;br /&gt;
All player-made characters are called Hearthlings. Hearthlings start out as [[Character Creation|Floating Orbs of Purple Energy]], and must choose a form and a name before they are burned into the world. Hearthlings start with base attributes of 10, and abilities of 1. A hearthling, much like a human, must [[Glossary#Energy|Eat]], [[Glossary#Learning Points|Learn]], [[Glossary#Stamina|Rest]], and [[Glossary#Death|Die]]. While progressing through the game, not only will your hearthling become more experienced, but you as a player will learn tricks and secrets throughout your time playing Haven and Hearth. &lt;br /&gt;
&lt;br /&gt;
Due to the turbulent nature of this game, it is best to jump right in and start [[Glossary#Discovery|Discovering]] what this game has to offer.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Life===&lt;br /&gt;
[[File:life.jpg|thumb|&#039;&#039;The Spark of Life&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
[[Character Creation|Creating a Hearthling]] and spawning in the world is an important first step to play Haven and Hearth. Character creation is more complex in haven than in other games, however, and there might be a few important steps you might miss.  Be sure to change your hair style and name your character. If one of your ancestors has passed away, you are able to inherit his skills and abilities, granted the [[Glossary#Death|proper steps]] have been followed.&lt;br /&gt;
&lt;br /&gt;
Some quick steps:&lt;br /&gt;
*Travel north, following the path to the river&lt;br /&gt;
*Following the right path will make you male, Following the left path will make you female&lt;br /&gt;
*Visit the reflecting pool to choose your hair style and color (this is permanent)&lt;br /&gt;
*Talk to the wizard to name yourself&lt;br /&gt;
*Interact with the fire to burn yourself into the world&lt;br /&gt;
(Optional Steps)&lt;br /&gt;
*Visit the graveyard to inherit your ancestor&#039;s skills&lt;br /&gt;
*Interact with the skull pole to choose [[Wilderness Beacon|Where]] to [[Charter Stone|Spawn]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Knocked Out!===&lt;br /&gt;
So You&#039;ve made someone, or something, angry. So angry in fact that They beat you senseless. Fret not! For you may yet escape this encounter with your life.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If in the heat of battle you lose all your [[SHP| Soft Hitpoints]], you will be knocked out and receive a nasty [[Hitpoints#Wounds|Concussion]]. Upon being knocked out, you have three options available:&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Teleport to your [[Hearth Fire]]:&#039;&#039;&#039; This allows the player to escape the battle with their life, but if they have left anything important on the battlefield, such as a [[Horse]], it will not come with you&lt;br /&gt;
* &#039;&#039;Log Out:&#039;&#039; This lets the character log out where he lays, hopefully to let whatever knocked you out to wander off. &lt;br /&gt;
* &#039;&#039;&#039;Get back up!:&#039;&#039;&#039; After a minute or so has passed, your character will regain consciousness with 1 [[SHP]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;notes:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* during the minute you&#039;re unconscious, any attackers have the privilege of looting your body while you&#039;re down.&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
[[File:Respects.png|thumb|&#039;&#039;A farmer paying his respects&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
Dying is part of the game. Whether you [[Swimming|Swim out too far]], [[Creatures|Get mauled by a bear]], or get cut down by your fellow hearthling, it is best to be prepared for the sweet embrace of death. Death, however, is not the end. While you have lost that Hearthling forever, you can create another and receive a portion of the skills and experience of your deceased ancestor.&lt;br /&gt;
&lt;br /&gt;
If your Hearthling dies, you have several options at your disposal to lament your long lost relative.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Grave|Bury your Ancestor]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you have your body, you may bury him to make his passing into the next life easier. &lt;br /&gt;
*Not performing any burial rites will net you 15% of your [[Glossary#Learning Points|LP]] and [[Glossary#Food Event Points|FEP]] (Base)&lt;br /&gt;
*Burying your skull without your body will net your 25% of your [[Glossary#Learning Points|LP]] and [[Glossary#Food Event Points|FEP]] (10% extra)&lt;br /&gt;
*Burying your body without your skull will net you 35% of your [[Glossary#Learning Points|LP]] and [[Glossary#Food Event Points|FEP]] (20% extra)&lt;br /&gt;
*Burying your whole intact body will net you 45% of your [[Glossary#Learning Points|LP]] and [[Glossary#Food Event Points|FEP]] (30% Extra)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Realm|Have your People Celebrate your Life]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you were popular amongst your citizens, maybe they will organize a state funeral for you.&lt;br /&gt;
*State funerals grant 45% of your [[Glossary#Learning Points|LP]] and [[Glossary#Food Event Points|FEP]] without having to [[grave|bury a body]] &lt;br /&gt;
*This, however, is an expensive option for the most powerful of warriors and diplomats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ancestral Shrine|Honor your Ancestors]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you are diligent and pray often, perhaps your ancestors will forgive your misdeeds and grant you knowledge and wisdom.&lt;br /&gt;
*Lamenting the Departed is another substitute for proper burials of deceased ancestors. &lt;br /&gt;
*Every time you Lament your departed ancestor, until the maximum inheritance (45%) has been reached, you inherit a percentage (6% per use) of his Attributes &amp;amp; Abilities.&lt;br /&gt;
*The Numen cost of lamenting increases by two every time you use this ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes&#039;&#039;&#039;&lt;br /&gt;
* Characters cannot be inherited until eight hours after his or her birth&lt;br /&gt;
* You may spawn on your ancestor&#039;s [[Hearth Fire]] in case it was not destroyed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Character Sheet=&lt;br /&gt;
The Character Sheet is where you can learn the most about your character. Essentially, everything about your character is displayed in these menus. this includes stats, skills, quests, and combat moves&lt;br /&gt;
==Base Attributes==&lt;br /&gt;
[[File:Character Sheet Attributes.png|thumb|600px|right]]&lt;br /&gt;
===[[Attributes]]=== &lt;br /&gt;
[[Attributes]] are the most basic stats in Haven, and are gained through eating food and receiving Food Event Points (FEP). Attributes can be both buffed and debuffed by various mechanics in the game, such as wounds, equipment, and certain [[Clay Pipe|Activities]]&lt;br /&gt;
===[[Food Event Points]]===&lt;br /&gt;
The [[FEP]] bar displays the current amount of FEP you have for a specific attribute, as well as how many points are needed to gain another attribute point. Generally, the number of FEPs needed to gain a new attribute is equal to your highest attribute value. For instance, if your highest attribute is strength at 30, then you will have to consume 30 FEP to gain a new attribute point.&lt;br /&gt;
===[[Food Satiations]]===&lt;br /&gt;
Food [[Satiations]] are simply the percent of FEP you will receive from the base food you consume. Every food item falls into a specific food category and has a chance to satiate a food category. As such, the more of a specific type of food you eat, the fewer FEP you will receive from that food.  If you have four Food satiations under 50%, the lowest satation will reset to 100%. Food Satiations can be relieved by drinking certain beverages. the maximum Satiation bonus you can receive from drinking beverages is 125%&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Drink!!Buff 1(Q10)!!Buff 2(Q10)!!Buff 3(Q10)!!Preferred Vessel!!Made From!!Satiation Debuff&lt;br /&gt;
|-&lt;br /&gt;
|Tea||Forage 1%||Bread 0.5%||Food 0.1%||[[Mug]]||[[Green Tea Leaves|Green]] and [[Black Tea Leaves|Black]] Tea Leaves||Tea&lt;br /&gt;
|-&lt;br /&gt;
|Milk||Vegetables 2%||Berries 1%||None||[[Bucket]]||[[Aurochs]], [[Cow]], and [[Sheep]]||Dairy&lt;br /&gt;
|-&lt;br /&gt;
|Beer&lt;br /&gt;
|Sausage 1%||Meat 0.5%||None||[[Tankard]]||[[Barley Grist]], [[Wheat Grist]]||Beer&lt;br /&gt;
|-&lt;br /&gt;
|Wine&lt;br /&gt;
|Cheese 1%||Fruit 0.5%||None||[[Wine Glass]]||[[Grapes]]||Wine&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hunger Level===&lt;br /&gt;
Each food has a hunger value that adds to your hunger level when eaten. Each hunger level has a lower &amp;quot;Food efficiency&amp;quot; bonuses, but takes less time to return to a lower hunger level. The hunger level of food is a flat rate unaffected by quality..&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Hunger Level !! Food&amp;lt;br&amp;gt;Efficiency !! Time to lose &amp;lt;br&amp;gt;1% hunger !! Time to lose &amp;lt;br&amp;gt;100% hunger !! Variety Bonus !! Variety Example &amp;lt;br&amp;gt; @15 max stat&lt;br /&gt;
|-&lt;br /&gt;
| Ravenous || 300% || 2 hours || 200 hours || 1.097 || 28.3%&lt;br /&gt;
|-&lt;br /&gt;
| Famished || 200% || 1 hour  || 100 hours || 0.894 || 23.1%&lt;br /&gt;
|-&lt;br /&gt;
| Hungry || 100% || 20 minutes || 33.3 hours || 0.632 || 16.3%&lt;br /&gt;
|-&lt;br /&gt;
| Content || 90% || 10 minutes || 16.67 hours || 0.602 || 15.5%&lt;br /&gt;
|-&lt;br /&gt;
| Full || 50% || 3 minutes  || 5 hours || 0.447 || 11.5% &lt;br /&gt;
|-&lt;br /&gt;
| Stuffed || 25% || 46 seconds || 1.25 hours || 0.315 || 8.1% &lt;br /&gt;
|-&lt;br /&gt;
| Overstuffed || 10% || 7 seconds || 0.19 hours || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
[[File:Character Sheet Abilities.png|thumb|600px|right]]&lt;br /&gt;
The abilities page details your learned abilities, as well as earned [[Glossary#Experience Points|Experience Points]] and [[Glossary#Learning Points|Learning Points]]. on this page you can also manage your study report, which is where you study [[curiosity|Curiosities]]&lt;br /&gt;
===[[Abilities]]===&lt;br /&gt;
[[Abilities]] are your Learned skills, and as such are bought using Learning Points. All abilities start at 1, and cost:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;math&amp;gt;100LP*(current level + 1)&amp;lt;/math&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Learned skills are nonrefundable, so choose wisely. Like Attributes, Abilities can be buffed or debuffed by Wounds and Equipment&lt;br /&gt;
===Study Report===&lt;br /&gt;
The Study Report is a 4x4 mental inventory, sometimes referred to as your &#039;mentory&#039;, used to study [[Curiosity|Curiosities]] at the cost of [[Glossary#Experience Points|Experience Points]] to gain [[Glossary#Learning Points|Learning Points]]. &lt;br /&gt;
things to know:&lt;br /&gt;
*Studying curiosities is a passive activity and will occur automatically as long as curiosities are in your mentory.&lt;br /&gt;
*Your Attention is equal to your intelligence, and determines how many curiosities you can study, determined by the curiosities&#039; mental weight.&lt;br /&gt;
*You cannot have two of the same curiosities in your mentory at the same time.&lt;br /&gt;
*A Personal Claim [[Personal Claim|Bond]] is kept in your mentory in order to upkeep its presence.&lt;br /&gt;
*Once an object is finished being studied, you will receive its learning points and the object will disappear.&lt;br /&gt;
&lt;br /&gt;
For more information, see the [[Curiosity]] page&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Lore &amp;amp; Skills==&lt;br /&gt;
[[File:CharSheet Skills.png|thumb|200px|right|The Character Skills preview]]&lt;br /&gt;
[[File:CharSheet Credos.png|thumb|200px|right|The Character Credos preview]]&lt;br /&gt;
[[File:CharSheet Lores.png|thumb|200px|right|The Character Lores preview]]&lt;br /&gt;
&lt;br /&gt;
Lore &amp;amp; Skills is where you can evaluate which [[Skills]], [[Credos]], and [[Experience Points|Lores]] you have discovered or completed.&lt;br /&gt;
&lt;br /&gt;
====Skills====&lt;br /&gt;
[[Skills]] are abilities you can purchase which enable you to perform specific actions, such as [[Boat Building]] and [[Mining]]. Skills cost [[Glossary #Learning Points|Learning Points]] and are permanently in effect once purchased. Skills are hierarchical and as such must be learned in a specific order. Generally, the more advanced the skill, the more Learning Points it costs.&lt;br /&gt;
&lt;br /&gt;
====Credos====&lt;br /&gt;
[[Credos]] can be described as professions, which completed provide passive buffs and bonuses. Credos cost Learning Points to initiate, and only one Credo can be pursued at a time. Each Credo has 5 abilities that can be activated in order by completing quests for that credo. Once the Credo is completed, their bonuses will be permanently in effect and you can begin pursuing another Credo. Similar to skills, certain credos require prerequisite credos to be completed before you may begin them.&lt;br /&gt;
&lt;br /&gt;
====Lores====&lt;br /&gt;
[[Experience Points|Lores]] are events which occur by playing and exploring. Lores award the player [[Glossary #Experience|Experience Points]], which can then be spent on Curiosities to gain Learning Points. Lores are triggered randomly and it is encouraged to perform a variety of tasks through the day in attempt to trigger as many lores as possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Martial Arts &amp;amp; Combat Schools==&lt;br /&gt;
[[File:Character Sheet Combat.png|thumb|600px|right]]&lt;br /&gt;
Martial Arts &amp;amp; Combat Schools is where you build, save, and examine your combat cards. Combat cards can be discovered by defeating animals in combat, as well as learned from other players.&lt;br /&gt;
&lt;br /&gt;
Things to know:&lt;br /&gt;
*Drag and drop cards into combat slots to equip them. each combat deck can hold up to 10 different cards.&lt;br /&gt;
*each card has a value of one point, and each deck may have up to 30 points worth of cards.&lt;br /&gt;
*You may stack up to 5 of the same card in one deck. Each stacked card adds extra power to the move.&lt;br /&gt;
*You may have up to 5 different combat decks saved, for quick switching between decks.&lt;br /&gt;
*cards 1-5 are activated with keys 1-5. cards 6-10 are activated with SHIFT+1-5&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Health &amp;amp; Wounds==&lt;br /&gt;
[[File:Character Sheet Wounds.png|thumb|600px|right]]&lt;br /&gt;
[[Wounds]] are semi permanent damage taken through various activies in the game, most notably combat.&lt;br /&gt;
&lt;br /&gt;
The Wounds menu displays your current list of wounds, their effects, and how to heal them. Some wounds may heal on their own, while some might need special medicine or treatments to cure them. The number displayed next to each wound indicated the humber of Hard Hitpoint damage you have received from that wound. When your Hard Hitpoints reach 0, you die. Generally speaking, wounds will not heal unless you have 8000+ [[Energy]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Quest Log==&lt;br /&gt;
[[File:Character Sheet Quests.png|thumb|600px|right]]&lt;br /&gt;
Your Quest Log displays your Current, Completed, and Failed Quests.&lt;br /&gt;
Clicking a quest will display quest objectives both in menu and on screen. Having an active quest will display an arrow to the quest givers.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Equipment Screen=&lt;br /&gt;
[[File:Equipment_Screen.png|frame|Equipment Screen]]&lt;br /&gt;
*See [[:Category:Equipment|Equipment]] for all equipable items.&lt;br /&gt;
*Also see [[Equipment Table]] for stat boosts equipment.&lt;br /&gt;
&lt;br /&gt;
The Equipment Screen is where players can equip their character with items that will help them flourish in the harsh world, or just look pretty. These items include weapons, armor, clothing, jewelry, tools, and healing items. There are 16 slots for equipment. Some items take up multiple slots, e.g. the [[Bear Cape]] that takes up both the headwear and cape slots, and the [[Pickaxe]] that takes up both hands. Equipment slots are unfortunately not labelled or indicated by any sort of picture in-game, making it confusing for new players to know what each slot is for. Players thus label the equipment slots using a code that combines which side of the equipment screen the slot is on and how far it is from the top, e.g. 5R is the fifth slot from the top on the right side.&lt;br /&gt;
&lt;br /&gt;
===Slots on the Equipment Screen===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;width: 500px;&amp;quot;&lt;br /&gt;
|1L&lt;br /&gt;
|Headwear&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|1R&lt;br /&gt;
|Necklace/Accessory&lt;br /&gt;
|-&lt;br /&gt;
|2L&lt;br /&gt;
|Shirt&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|2R&lt;br /&gt;
|Chest Armor&lt;br /&gt;
|-&lt;br /&gt;
|3L&lt;br /&gt;
|Gloves&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|3R&lt;br /&gt;
|Belt&lt;br /&gt;
|-&lt;br /&gt;
|4L&lt;br /&gt;
|Left Hand&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|4R&lt;br /&gt;
|Right Hand&lt;br /&gt;
|-&lt;br /&gt;
|5L&lt;br /&gt;
|Ring&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|5R&lt;br /&gt;
|Ring&lt;br /&gt;
|-&lt;br /&gt;
|6L&lt;br /&gt;
|Robe/Cloak&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|6R&lt;br /&gt;
|Back&lt;br /&gt;
|-&lt;br /&gt;
|7L&lt;br /&gt;
|Pants&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|7R&lt;br /&gt;
|Leg Armor&lt;br /&gt;
|-&lt;br /&gt;
|8L&lt;br /&gt;
|Cape&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|8R&lt;br /&gt;
|Footwear&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Inventory=&lt;br /&gt;
Your character&#039;s inventory is where all items are stored, this is different from the [[Glossary#Equipment Screen|Equipment Screen]] in that items are not worn on the character.&amp;lt;br&amp;gt;&lt;br /&gt;
Your character starts out with a 4x4 inventory grid which can be expanded upon by equipment, adding horizontal or vertical rows of inventory space.&lt;br /&gt;
&lt;br /&gt;
Inventory expanding equipment include:&lt;br /&gt;
  [[Birchbark Backpack]] --- expands inventory by one vertical column&lt;br /&gt;
  [[Leather Backpack]]   --- expands inventory by two vertical columns&lt;br /&gt;
  [[Traveller&#039;s Sack]]   --- expands inventory by one vertical column and one horizontal row&lt;br /&gt;
  [[Merchant&#039;s Robe]]    --- expands inventory by one horizontal row&lt;br /&gt;
It is important to note that these equipment bonuses stack. For example, wearing a Birchbark Backpack and a Merchant&#039;s Robe would  modify your inventory grid to 5x5. Thus by wearing a leather backpack, merchant&#039;s robe, and two traveler&#039;s sacks inventory space is 7x8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Note:&#039;&#039;&#039; As of world 10, [[Subscription|Verified]] Players receieve one bonus row and [[Subscription|subscribed]] players recieve one bonus row and column, for a total of 5x5 inventory&lt;br /&gt;
&lt;br /&gt;
=HUD=&lt;br /&gt;
[[File:Hudbar.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT: Pressing the spacebar on the default client will hide your HUD!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Heads Up Display (HUD) provides important information about your character&#039;s current status.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Hitpoints&amp;lt;/span&amp;gt;===&lt;br /&gt;
[[Hitpoints]] are divided into three categories, indicated in the mouse-over as SHP/HHP/MHP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;SHP&#039;&#039;&#039;&lt;br /&gt;
**Soft Hitpoints. When this reaches 0, your character is temporarily knocked unconscious. If your energy is over 8000, SHP will recover over time, capped by your current HHP&lt;br /&gt;
*&#039;&#039;&#039;HHP&#039;&#039;&#039;&lt;br /&gt;
**Hard Hitpoints. When this reaches 0, your character dies. You can see what is lowering your current HHP in the [[Glossary#Health &amp;amp; Wounds|Health]] tab of the Character Sheet. Some wounds will heal over time, others may require direct intervention, and yet others may not have any current healing methods.&lt;br /&gt;
*&#039;&#039;&#039;MHP&#039;&#039;&#039;&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 that increase your [[Constitution]] attribute.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stamina&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Indicates how tired your character is. This goes down as you perform various activities, eventually making your character move slower as it goes below certain levels. Over time, your stamina will recover by taking points from the energy bar. It can also be recovered by drinking beverages, such as [[Water]] and [[Tea]]. Increasing your Constitution will reduce the drain to your stamina bar when using tools or swimming.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; max-width: 25em; width: 50%;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Stamina %&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Limitation(s)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | &amp;lt; 50%&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | Cannot run at 4th speed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | &amp;lt; 29%&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | Cannot [[Terraforming#Digging|Dig]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | &amp;lt; 25%&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | Cannot run at 3rd speed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | &amp;lt; 10%&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | Can only crawl.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | &amp;lt; 5%&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | Cannot walk.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Energy&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Energy is a measure of how much work your character can do. The stamina and health bars are refilled by the energy bar. Energy is mainly consumed when you drink water to replenish the [[Stamina]].You can get more energy by eating [[food]].&lt;br /&gt;
:If your energy is 8000 or above, your energy is in &amp;quot;healing&amp;quot; state. This will regenerate your [[SHP]].&lt;br /&gt;
:If your energy is 5000 or below, you are unable to do hard labor such as digging soil or mining.&lt;br /&gt;
:If your energy is 2000 or below, you will [[hitpoints|Starve]], which will slowly drain your health.&lt;br /&gt;
:If your energy is 0, you will start rapidly losing HHP and die very quickly.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Speed&amp;lt;/span&amp;gt;===&lt;br /&gt;
Speed is how fast your character moves. Generally, the faster you move, the more stamina you consume. Certain [[Terrain]]s determine how fast you can run at any given time.&lt;br /&gt;
&lt;br /&gt;
From left to right: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|Crawl &lt;br /&gt;
| 1.5 tiles per second.&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
| 3.0 tiles per second.&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
| 4.5 tiles per second.&lt;br /&gt;
|-&lt;br /&gt;
|Sprint &lt;br /&gt;
| 6.0 tiles per second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Kith &amp;amp; Kin=&lt;br /&gt;
[[File:Kinship Menu.png|thumb|300px|right]]&lt;br /&gt;
Kin Shortcut: CTRL + B&lt;br /&gt;
&lt;br /&gt;
The Kin is the love-heart button. You can add new friends here, view your current ones and quickly see their online status.&lt;br /&gt;
&lt;br /&gt;
In the Hearth Secret textbox, you can create a hearth secret. When you want to make friends with people at long-distance, give them this secret and they will then be your friend, or &amp;quot;kin&amp;quot;. Likewise, if somebody gives you their secret, type it in the right text area next to the one you make your own secret in. Note that Hearth Secrets are tied to your hearthling, not to your account.&lt;br /&gt;
&lt;br /&gt;
You can also right click a Hearthling, &amp;quot;Memorize&amp;quot; them, then right-click &amp;quot;Add Kin&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The candle next to their name on the list is their online status - a lit candle is online, whilst an unlit candle means offline. However, if somebody dies, their candle will disappear.&lt;br /&gt;
&lt;br /&gt;
Setting kin colors is an important feature which allows you to group kin and assign privileges, such as theft or tresspassing on [[Personal Claim]]s or [[Village Claim]]s&lt;br /&gt;
&lt;br /&gt;
===Kin Menu===&lt;br /&gt;
&lt;br /&gt;
In the Kin Menu, you can:&lt;br /&gt;
&lt;br /&gt;
*See the online status of kin signified by a lit or unlit candle.&lt;br /&gt;
*Invite online kin to a [[party]].&lt;br /&gt;
*Privately message your kin.&lt;br /&gt;
*Set your own Hearth Secret.&lt;br /&gt;
*Add others via Hearth Secret&lt;br /&gt;
*Set a Kin&#039;s color (Default is white)&lt;br /&gt;
*Set a Kin&#039;s Display name (For your hearthling only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you progress through the game, you may also find yourself cheiftain of a [[Village]] or ruler of a [[Realm]]. Both of these are also managed through the Kith &amp;amp; Kin Menu, through their respective tabs&lt;br /&gt;
&lt;br /&gt;
Note: The search function is a custom client feature only and isn&#039;t available in the default client.&lt;br /&gt;
&lt;br /&gt;
===Group Party===&lt;br /&gt;
A party is a group of players that are able to communicate to each other through a private party chat where each party member is assigned a color.&lt;br /&gt;
&lt;br /&gt;
You can invite a player to your party if you are not in a party or if you are the party leader, and this will make you the party leader. When you leave, another player in your party is assigned party leader, and you can also reassign party leader manually by right-clicking a party member. When the party is reduced to one member, the party chat closes.&lt;br /&gt;
&lt;br /&gt;
Things to know:&lt;br /&gt;
:The amount of party members you can have is limited by your [[Charisma]].{{verify}}&lt;br /&gt;
:Party members have full access to each other&#039;s personal claims, so be careful who you add to your party.&lt;br /&gt;
:Colored arrows point towards the positions of party members &lt;br /&gt;
:Colored minimap markers give you their exact position&lt;br /&gt;
:You can see the portraits of party members on the left side of your screen&lt;br /&gt;
::Clicking a portrait will make your charcater move towards them&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
Combat in Haven and Hearth is built around the deck system, with players building a deck of attack, defense and ability cards which are then drawn and selected by the player.&lt;br /&gt;
&lt;br /&gt;
===Unarmed Combat===&lt;br /&gt;
&#039;&#039;See [[Unarmed Combat]] for a more detailed guide.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unarmed combat is the first close-quarters style of fighting. &lt;br /&gt;
===Melee Combat===&lt;br /&gt;
&#039;&#039;See [[Melee Combat]] for a more detailed guide&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Melee combat is fighting with a sword and shield or axe.&lt;br /&gt;
===Ranged Combat===&lt;br /&gt;
&#039;&#039;See [[Ranged Combat]] for a more detailed guide&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ranged combat is the simplest technique. Simply equip a [[Hunter&#039;s Bow]] or [[Sling]],&lt;br /&gt;
&lt;br /&gt;
=Experience Points and Learning Points=&lt;br /&gt;
&lt;br /&gt;
==Experience Points==&lt;br /&gt;
&#039;&#039;&#039;Experience Points&#039;&#039;&#039; are obtained through [[Experience Events]] and [[Quest]]s and are used by hearthlings for a number of tasks, including:&lt;br /&gt;
*Performing [[Hearth Magic]]&lt;br /&gt;
*Studying [[Curiosities]]&lt;br /&gt;
&lt;br /&gt;
[[Experience Events]] are not limited, and can be randomly activated throughout your daily activities. The amount of Experience Points received is a good indicator of how often you can activate that event. For Example, Quenching Thirst can be activated very often, while Fragrance of Flowers may only activate every few days. In this fashion, it is recommended or encouraged to perform a number of varied activities or often go exploring to activate these events as often as possible.&lt;br /&gt;
&lt;br /&gt;
*You can check which event you haven&#039;t done in Character Sheet under [[Glossary#Lore &amp;amp; Skills|Lore &amp;amp; Skills]] by clicking on Lore.&lt;br /&gt;
*It&#039;s worth noting that by using [[Hearth Magic]], you may end up with negative Experience Points when any [[Curiosities]] in your Study finish.&lt;br /&gt;
*Members of a [[Realm]] may be allowed to withdraw Experience points from the [[Realm|Realms]] bank to use as they will.&lt;br /&gt;
&lt;br /&gt;
==Learning Points==&lt;br /&gt;
&#039;&#039;&#039;Learning Points&#039;&#039;&#039; are used to buy [[Abilities]], [[:Category:Skills|skills]], and [[Yeomanry|Property]]. You can currently earn Learning Points (LP) in three ways:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Discovery|Disovering]] new objects&#039;&#039;&#039; &lt;br /&gt;
*For example: picking your first branch off a tree will give you some LP, digging soil, clay for the first time will award you LP.  This is the main source of LP for a new character.&lt;br /&gt;
*Some actions that generate large sums of LP:&lt;br /&gt;
**Picking [[Tree|tree]] products: branches, bark, fruits and seeds, boughs&lt;br /&gt;
**Picking [[Foraging|forageables]] such as Spindly Taproot or Blueberries&lt;br /&gt;
**[[Fishing]] - every type of fish caught will give you some LP&lt;br /&gt;
**Side Note: Items your ancestors have discovered won&#039;t give you Learning Points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Curiosity|Curiosity System]]&#039;&#039;&#039;&lt;br /&gt;
*[[Curiosity|Curiosities]] are items that can be crafted, foraged, caught, or created as a side effect of doing certain activities. They are studied over time in your [[Glossary#Study Report|Study Report]], and will give you LP after completion. They will also consume some [[Experience Points|experience points]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Killing Animals&#039;&#039;&#039;&lt;br /&gt;
*Hunting and killing animals in combat gives a small amount of LP, roughly equal to how much damage your character inflicted on the creature&lt;br /&gt;
*Do note that the amount of LP received will reduce if you continuously kill the same creature.&lt;br /&gt;
&lt;br /&gt;
==Learning Ability==&lt;br /&gt;
&#039;&#039;&#039;Learning Ability&#039;&#039;&#039; modifies the amount of [[Learning Points]] you gain from studying curiosities. Learning ability can be gained from realm buffs and equipment, such as [[Ring_of_Brodgar_(Jewelry)|ROB&#039;s]]. 10 points of learning ability equals to 1% of increased LP gain.&lt;br /&gt;
&lt;br /&gt;
=Quality=&lt;br /&gt;
&#039;&#039;See [[Quality]] for more detailed information&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Almost all items, as well as many game-world objects, have a quality factor &#039;&#039;&#039;Q&#039;&#039;&#039;, which may range from 1 to &amp;amp;infin;, with a standard default quality for most objects of 10 -- for example, all natural-growing trees are Q10.&amp;lt;br&amp;gt; In general, higher Q items are simply better: high Q weapons do more damage, high Q food provide more FEPs, high Q armor provides more protection. &lt;br /&gt;
&lt;br /&gt;
The in-game effects vary from item to item, with some items like buckets and barrels not having any effect at all. Where quality matters, it usually takes the form of the quality multiplier &#039;&#039;&#039;QM&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
: &amp;lt;math&amp;gt;QM = \sqrt{\frac{Q}{10}}&amp;lt;/math&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[file:Graph_QM.png|border|200px|QM graph]]&lt;br /&gt;
&lt;br /&gt;
This multiplier is 1x for Q10, 2x for Q40, 3x for Q90, 4x for Q160, and so on. It is a nonlinear increase, which means that it becomes harder and r multipliers. Since Q10 has a QM of 1x, in many places on this wiki you will just see stats given for Q10 objects. You should assume this unless the wiki page you&#039;re reading says otherwise.&lt;br /&gt;
&lt;br /&gt;
===Softcap===&lt;br /&gt;
Softcap is a term describing the effect of an [[abilities|ability]] or [[attributes|attribute]] on the [[quality]] of a product.&lt;br /&gt;
&lt;br /&gt;
Softcaps are put into effect when the quality of a product would be higher than the skill in question. The quality of said product will then be averaged with the softcapping skill level to get the products final quality.The softcapping skill may be a single attribute or skill value, or a combination of several. If the expected quality of the product will be lower than the softcapping skill, the quality will remain unchanged.&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
*If more than one stat softcaps a product, the stats combine with a geometric mean, not an arithmetic mean. Ergo: used softcap value = sqrt(stat1 * stat2), rt3(stat1 *stat2 * stat3), etc.&lt;br /&gt;
*Quality of &#039;&#039;built&#039;&#039; objects is solely determined by the quality of their parts. Softcaps do not apply.&lt;br /&gt;
&lt;br /&gt;
Example:&amp;lt;br&amp;gt;&lt;br /&gt;
:You are creating a [[Treeplanter&#039;s Pot]] with [[clay]] of average quality 36. However, the quality of a Treeplanter&#039;s pot is softcapped by [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
:Thus:&lt;br /&gt;
:If your Dexterity is greater than 36&lt;br /&gt;
::Resulting pot will be Q 36&lt;br /&gt;
&lt;br /&gt;
:If you Dexterity is less than 36&lt;br /&gt;
::Resulting pot will be Q (36 + Dex) /2&lt;br /&gt;
&lt;br /&gt;
===Hardcap===&lt;br /&gt;
Similar to Softcap, Hardcap is a term describing the effect of an [[abilities|ability]] or [[attributes|attribute]] on the [[quality]] of a product.&lt;br /&gt;
&lt;br /&gt;
Hardcaps take effect when the quality of a product would be higher than the hardcapping skill. The quality of said product will be limited to the hardcapping skill&#039;s level.&lt;br /&gt;
&lt;br /&gt;
Example:&amp;lt;br&amp;gt;&lt;br /&gt;
:You are creating a [[Treeplanter&#039;s Pot]] with [[clay]] of average quality 36. However, the quality of a Treeplanter&#039;s pot is hardcapped by [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
:Thus:&lt;br /&gt;
:If your Dexterity is greater than 36&lt;br /&gt;
::Resulting pot will be Q 36&lt;br /&gt;
&lt;br /&gt;
:If you Dexterity is less than 36&lt;br /&gt;
::Resulting pot will be equal to your Dexterity&lt;br /&gt;
&lt;br /&gt;
=Player Actions=&lt;br /&gt;
Player actions constitute the variety of tasks and abilities the player can do or act upon the world. The player will start with only a few actions and will gradually learn more actions as they progress and learn more skills.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[File:actadv.png]] Adventure is the first menu &#039;tab&#039; which holds many of the actions a player can act on the world, such as Destroy and Lift&lt;br /&gt;
**[[File:acthnh.png]] Haven &amp;amp; Hearth holds the abilities to  Claim Land, Build a Heartfire, and Teleport to your Hearthfire&lt;br /&gt;
***[[File:actcl.png]] Allows you to build a [[Personal Claim]] and Claim Land&lt;br /&gt;
***[[File:acthf.png]] Allows you to build a new [[Hearth Fire]], which acts as a spawn point&lt;br /&gt;
***[[File:acttp.png]] Allows you to teleport to your Hearth Fire without cost&lt;br /&gt;
**[[File:actlandscape.png]] Landsaping Holds all your Terraforming Actions, including Plowing Fields and creating Land Surveys&lt;br /&gt;
***[[File:actplow.png]] Hand Plow Allows you to plow dirt manually for [[Farming]] before you have built a [[Plow]]&lt;br /&gt;
***[[File:actbrick.png]] Lay Brick allows you to pave the ground with [[Brick]]s&lt;br /&gt;
***[[File:actmetal.png]] Lay Metal allows you to pave the ground with [[Bar of Any Metal|Metal]]&lt;br /&gt;
***[[File:actstone.png]] Lay Stone allows you to pave the ground with [[Stone]]s&lt;br /&gt;
***[[File:actgrass.png]] Plant Grass allows you to plant [[Terrain|Grass]] Terrain with leftover [[:Category:Seeds|Seeds]]&lt;br /&gt;
***[[File:actstomp.png]] Stomp to dirt allows you to turn terrain back into [[Terrain|Dirt]]&lt;br /&gt;
***[[File:actsurvey.png]] Survey Land allows you to create [[Survey]]s, which let the player raise, lower, and level terrain easily.&lt;br /&gt;
**[[File:acttog.png]] Toggles are a set of permissions and abilities that you can either turn on or off&lt;br /&gt;
***[[File:actcrim.png]] Criminal Acts allows you to toggle on the ability to freely commit [[Crime]]s&lt;br /&gt;
***[[File:actperm.png]] Party Permissions allows you to toggle whether or not your [[Party|Glossary#Party]] has the same permissions as you on a claim&lt;br /&gt;
***[[File:actswim.png]] [[Swimming]] toggles whether or not you will freely swim through water&lt;br /&gt;
***[[File:acttrack.png]] Tracking toggles whether you actively see [[Scent]]s throughout the world.&lt;br /&gt;
**[[File:fire.png]] Allows you to build a fire&lt;br /&gt;
**[[File:actdestory.png]] Allows you to destroy objects and structures&lt;br /&gt;
**[[File:actdig.png]] Allows you to dig the earth for [[Soil]]&lt;br /&gt;
**[[File:actfish.png]] Allows you to [[Fishing|Fish]]&lt;br /&gt;
**[[File:actinspect.png]] Allows you to inspect objects and structures to extra information&lt;br /&gt;
**[[File:actlift.png]] Allows you to lift objects over your head and carry them.&lt;br /&gt;
**[[File:firebrand.png]] Allows you to craft a [[Firebrand]] to light fires&lt;br /&gt;
**[[File:actmine.png]] Allows you to mine cave walls for [[Ore]] and [[Stone]]&lt;br /&gt;
**[[File:actrepair.png]] Allows you to repair [[Glossary#Decay|Decayed]] objects and structures with materials&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
&lt;br /&gt;
==Maps and Tiles==&lt;br /&gt;
[[File:HH Map info.png|thumb|400px]]&lt;br /&gt;
Haven&#039;s basic unit of length measurement is a tile. Roads are paved in 1x1 tile sections, houses take up a certain area of tile, and maps are divided into tile sections. &amp;lt;br&amp;gt;&lt;br /&gt;
The mapping tool on your default client works similar those found on custom clients, with the exception being you cannot export the default client&#039;s map. &amp;lt;br&amp;gt;&lt;br /&gt;
Generally Speaking, your hearthling can load a total of two minimaps around them. They however can only physically see items/objects/creatures in an area slightly smaller than a minimap.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Map structure:&lt;br /&gt;
* Minimaps = 100x100&lt;br /&gt;
* Local maps = 500x500&lt;br /&gt;
* Regional maps = 2500x2500&lt;br /&gt;
* Supergrid = 5000x5000&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Day and Night Cycle==&lt;br /&gt;
The Day and Night cycle functions similar to the real world, except roughly 3 times faster (exactly 3.29 times faster). This means every 24 Haven hours are equivalent to roughly 8 Real hours. Day, Night, and time in general serve important functions in Haven. The most notable effect is the absence or presence of Light. Day is four real-life hours, while night is the same. Sometimes at night there will be less light than usual, this is because the moon follows a Lunar Cycle. On a new moon there will be barely any light. When night falls a hearthling will be forced to light [[fire]]s or any other [[:category:Light Sources|Light Sources]] to be able to see.&lt;br /&gt;
&lt;br /&gt;
Along with dynamic lighting, other features are dependant on time. These include:&lt;br /&gt;
:Certain items spawn at certain times, such as the [[Dewy Lady&#039;s Mantle]]&lt;br /&gt;
:Certain [[Experience]] events can only be activated at certain times.&lt;br /&gt;
:Certain [[Fish]] spawn at certain times. &lt;br /&gt;
:Many activites are behind time gates to ensure balance playing, such as:&lt;br /&gt;
::Curiosities, Silkfarming, Tree farming, Smelting ore, and more.&lt;br /&gt;
&lt;br /&gt;
==Decay==&lt;br /&gt;
Decay is a system of deterioration of structures, commonly measured in Decay Hits (although the measure itself isn&#039;t very specific).&lt;br /&gt;
&lt;br /&gt;
There are four main Decay patterns that can be observed:&lt;br /&gt;
*Resilient Structures: These items do not decay at all if placed on paved ground within [[Personal Claim]] or [[Village Claim]] with authority. This category includes all immobile structures and most containers ([[Cupboard]] being notable exception).&lt;br /&gt;
*Indoor Structures: These items are safe from decay only if placed inside buildings or caves/mines, wherein they will not take any decay hits. This category includes most moveable structures and some containers.&lt;br /&gt;
*Fields and Terrain: Sometimes referred to as decaying, these actually transform into different terrains. Specifically [[Tree]] radius (and so tree-cutting and planting) and field plowing enables such changes. It happens regardless of claim coverage.&lt;br /&gt;
*Carcasses: These always decay, there&#039;s no way to prevent it. All unprocessed or skinned carcasses are subject to it.&lt;br /&gt;
&lt;br /&gt;
Decay hits are completely random. Currently there is no good way to measure when decay hits will happen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quote from Jorb:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jorb November 7th, 2010:&#039;&#039;&#039; &amp;quot;Decay Is gone. For everything that stands on a claim, with the exception of things that need to stand on pavement (Immobile structures), which will still decay if they are placed on a non-paved tile. (A claimed kiln will decay if built on dirt for example). Portable stuff that should typically be placed indoors still decays while outdoors. For example: Anvil, Wardrobe, Cupboard, Spinning Wheel, Loom, Meat Grinder, Coinpress. That may or may not be all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Soak==&lt;br /&gt;
Soak is a value assigned to buildings that determines how resilient they are to attack. This value is subtracted from all incoming damage to the building in question. In order for an attack to have any effect at all, it must deal more damage than the soak value of the building being attacked. For example, aggressive [[Boar|boars]] and [[bear|bears]] deal more than 25 damage per attack. Therefore, can damage and potentially destroy any building in their way with a soak value of less than 25.&lt;br /&gt;
&lt;br /&gt;
Easy way to calculate minimal required strength to destroy an object with soak:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;(soak + 1 - tool)^2 &amp;lt;/math&amp;gt;= required strength&lt;br /&gt;
&lt;br /&gt;
Where tool is: 1 ([[Stone Axe|Axe]]), 2 ([[Pickaxe]]), 4 ([[Sledgehammer]]), or 20 ([[Battering Ram]]). Note that rams can be operated by multiple characters, further lowering required strength.&lt;br /&gt;
&lt;br /&gt;
See the [[Property:Soak]] page for all items with some soak data.&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. When talking about objects, size refers to how much inventory space it takes up, whereas when talking about structures it refers to the number of tiles it occupies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fuel==&lt;br /&gt;
Fuel comes in a variety of forms. Some items can only use certain types of fuel, others can use any form. Each type of fuel burns for different lengths of time, called a &amp;quot;tick&amp;quot; One tick has a length of approximately 4 minutes 50 seconds. The exception being the [[Steel Crucible]], where one tick is 40 minutes long.&lt;br /&gt;
&lt;br /&gt;
Fuel is used to power a variety of items.[[Cauldron]]s, [[Crucible]]s, [[Kiln]]s, [[Oven]]s, [[Ore Smelter]]s, [[Finery Forge]]s, and [[Steel Crucible]]s all require different amounts of fuel.&lt;br /&gt;
&lt;br /&gt;
The forms of fuel with the number of ticks are:&lt;br /&gt;
  [[Branch]]           -- 1 tick&lt;br /&gt;
  [[Coal]], [[Black coal]] -- 1 tick for [[Ore Smelter]]s, [[Steel Crucible]]s and [[Finery Forge]]&lt;br /&gt;
  [[Coal]], [[Black coal]] -- 2 ticks for all other workstations&lt;br /&gt;
  [[Block of Wood]]    -- 5 ticks&lt;br /&gt;
  [[Tarsticks]]        -- 20 ticks&lt;br /&gt;
&lt;br /&gt;
[[Category:Guide]]&lt;/div&gt;</summary>
		<author><name>Purus Cor</name></author>
	</entry>
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