Legacy:Glossary: Difference between revisions

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{{LegacyPage}}
{{OutdatedPage}}
 
[[Category:Legacy]]


=Character Sheet=
=Character Sheet=
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It contains 4 tabs:
It contains 4 tabs:


Attributes, which is open by default and contains your [[Attributes]] and [[Skills#Incrementable Skills|Incrementable Skills]].
Attributes, which is open by default and contains your [[Legacy:Attributes|Attributes]] and [[Legacy:Skills#Incrementable Skills|Incrementable Skills]].


Skills, which contains your [[Legacy:Skills#Non-Incrementable Skills|Non-Incrementable Skills]].
Skills, which contains your [[Legacy:Skills#Non-Incrementable Skills|Non-Incrementable Skills]].


Study, which contains your [[Study Interface]] to gain [[Learning Points]] through [[Curiosity|Curiosities]].
Study, which contains your [[Legacy:Study Interface|Study Interface]] to gain [[Legacy:Learning Points|Learning Points]] through [[Legacy:Curiosity|Curiosities]].


Personal Beliefs, which contains your [[Personal Beliefs]].
Personal Beliefs, which contains your [[Legacy:Personal Beliefs|Personal Beliefs]].


Worship, which shows which items your require to [[Ancestral Worship|Worship]].
Worship, which shows which items your require to [[Legacy:Ancestral Worship|Worship]].




==Base Attributes==
==Base Attributes==
''See [[Attributes]].''
''See [[Legacy:Attributes|Attributes]].''


Attributes affect many actions that you can perform and are raised by eating [[food|Foods]] that provide [[FEP|Food Event Points (FEPs)]].
Attributes affect many actions that you can perform and are raised by eating food that provide [[Legacy:FEP|Food Event Points (FEPs)]].




==Skills==
==Skills==
''See [[Skills|Incrementable skills]] or [[Category:Skills|Non-Incrementable skills]]''
''See [[Legacy:Skills|Incrementable skills]]''


Some skills affect active or passive qualities of your character, while others grant your character the ability to perform new actions, such as crafting new objects, performing new combat moves, or building new structures.
Some skills affect active or passive qualities of your character, while others grant your character the ability to perform new actions, such as crafting new objects, performing new combat moves, or building new structures.
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==Personal Beliefs==
==Personal Beliefs==
''See [[Personal Beliefs |Personal Beliefs]].''
''See [[Legacy:Personal Beliefs |Personal Beliefs]].''


Your Personal Beliefs determine the values of your character and have various passive effects.
Your Personal Beliefs determine the values of your character and have various passive effects.
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==Worship==
==Worship==
''Requires the [[Worship|Ancestoral Worship]] skill.''
''Requires the [[Legacy:Ancestral Worship|Ancestoral Worship]] skill.''


=Equipment=
=Equipment Screen=
''See [[Equipment Screen]] and [[List of Equipment]].''


''See [[Legacy:Equipment|Equipment]] for all equipable items.''
[[File:Legacy-Equipment_Screen.png|frame|Equipment Screen]]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 [[Legacy:Bear Cape|Bear Cape]] that takes up both the headwear and cape slots, and the [[Legacy:Pickaxe|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.
[[Category:Legacy Content]]
==Slots on the Equipment Screen==
{| border="0" cellpadding="1" cellspacing="1" style="width: 500px;"
|1L
|Headwear
|
|
|
|1R
|Necklace/Accessory
|-
|2L
|Shirt
|
|
|
|2R
|Chest Armor
|-
|3L
|Gloves
|
|
|
|3R
|Belt
|-
|4L
|Left Hand
|
|
|
|4R
|Right Hand
|-
|5L
|Ring
|
|
|
|5R
|Ring
|-
|6L
|Robe/Cloak
|
|
|
|6R
|Back
|-
|7L
|Pants
|
|
|
|7R
|Leg Armor
|-
|8L
|Cape
|
|
|
|8R
|Footwear
|}
==Notes==
While the [[Legacy:Quiver|quiver]] appears to take up two slots, this is simply a graphical bug and it only takes up the Back (6R) slot.


=HUD=
=HUD=
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'''HHP'''
'''HHP'''


Hard Hit Points. When this reaches 0, your character dies. HHP can only be recovered either by using [[gauze|Gauze]] or [[leech|Leeches]].
Hard Hit Points. When this reaches 0, your character dies. HHP can only be recovered either by using [[Legacy:gauze|Gauze]] or [[Legacy:leech|Leeches]].


'''MHP'''
'''MHP'''


Max Hit Points. Your HHP can never be greater than this number. It can only be increased by eating certain [[food|Foods]] that increase your [[Constitution]] attribute, or by increasing your Barbarism on the Barbarism/Civilization slider in the [[Personal Beliefs]] menu.
Max Hit Points. Your HHP can never be greater than this number. It can only be increased by eating certain food that increase your [[Legacy:Constitution|Constitution]] attribute, or by increasing your Barbarism on the Barbarism/Civilization slider in the [[Legacy:Personal Beliefs|Personal Beliefs]] menu.


===Stamina===
===Stamina===
Indicates how tired your character is. This goes down as you do various activities, eventually making your character move slower as it goes below certain levels. Over time, your stamina will recover by taking points from the hunger bar. It can also be recovered by drinking [[tea|Tea]] and water with a water skin.
Indicates how tired your character is. This goes down as you do various activities, eventually making your character move slower as it goes below certain levels. Over time, your stamina will recover by taking points from the hunger bar. It can also be recovered by drinking [[Legacy:tea|Tea]] and water with a water skin.






===Hunger===
===Hunger===
This has five levels: Starving (0-49%), Very Hungry (50-79%), Hungry (80-89%), Full (90-100%), Overstuffed (>100%), where the number represents the right most number in the mouse over. 10 units of hunger represent 1%, thus a food that recovers 40 units of hunger will increase the right most number by 4%. If you are at the Starving level, your character will slowly lose HHP. If you are at the Overstuffed level, you will only be able to move at a crawl. 1% of hunger can replace 5% of stamina.
This has five levels: Starving (0-49%), Very Hungry (50-79%), Hungry (80-89%), Full (90-100%), Overstuffed (>100%), where the number represents the right most number in the mouse over. 10 units of hunger represent 1%, thus a food that recovers 40 units of hunger will increase the right most number by 4%. If you are at the Starving level, your character will slowly lose HHP. If you are at the Overstuffed level, you will only be able to move at a crawl. 1% of hunger can replace 5% of stamina.




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=Combat=
=Combat=
''See [[Combat Actions]] and [[Combat 101]] for more details.''
''See [[Legacy:Combat Actions|Combat Actions]] and [[Legacy:Combat 101|Combat 101]] for more details.''
 
 
===Melee Combat===
===Melee Combat===
'''Attack'''
'''Attack'''
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'''Shoot'''
'''Shoot'''


Ranged combat is limited to shooting with your weapons, there are no fancy tricks or anything complicated. Select 'Shoot' and left-click on your target. An aiming icon with a vertical bar will appear. How full the bar is determines your chance to hit. The speed that the bar fills up is based on your [[Marksmanship]] skill. See also, [[Archery]].
Ranged combat is limited to shooting with your weapons, there are no fancy tricks or anything complicated. Select 'Shoot' and left-click on your target. An aiming icon with a vertical bar will appear. How full the bar is determines your chance to hit. The speed that the bar fills up is based on your [[Legacy:Marksmanship|Marksmanship]] skill. See also, [[Legacy:Archery|Archery]].




=Miscellaneous=
=Miscellaneous=
===Size===
===Size===
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.
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.
===Soak===
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 [[Legacy:Boar|boars]] and [[Legacy:Bear|bears]] deal more than 25 damage per attack. Therefore, they can damage and potentially destroy any building in their way with a soak value of less than 25.
An easy way to calculate minimal required strength to destroy an object with soak:
<math>(soak + 1 - tool)^2 </math>= required strength
Where tool is: 1 ([[Legacy:Stone Axe|Axe]]), 2 ([[Legacy:Pickaxe|Pickaxe]]), 4 ([[Legacy:Sledgehammer|Sledgehammer]]), or 20 ([[Legacy:Battering Ram|Battering Ram]]). Note that rams can be operated by multiple characters, further lowering required strength.
===Softcap===
===Softcap===
''See [[Softcap]].''
''See [[Legacy:Softcap|Softcap]].''


A softcap refers to the effect that skills and attributes have on crafting items and building structures.
A softcap refers to the effect that skills and attributes have on crafting items and building structures.
[[Category:Content]]

Latest revision as of 10:47, 18 January 2021

Wiki-content.png

Legacy Haven & Hearth page.
"The RoB Wiki currently hosts information for both the current Haven & Hearth world as well as the legacy server. Please be aware that information relating to legacy should be found on pages with "legacy" in the name. While our editors have done their best to get things sorted, please be aware there may be some pages that haven't been moved properly and may still be flagged that the information is legacy and may not apply to the current world."

Just in case. There is a Legacy specific discussion page.

Character Sheet

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


It contains 4 tabs:

Attributes, which is open by default and contains your Attributes and Incrementable Skills.

Skills, which contains your Non-Incrementable Skills.

Study, which contains your Study Interface to gain Learning Points through Curiosities.

Personal Beliefs, which contains your Personal Beliefs.

Worship, which shows which items your require to Worship.


Base Attributes

See Attributes.

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


Skills

See Incrementable skills

Some skills affect active or passive qualities of your character, while others grant your character the ability to perform new actions, such as crafting new objects, performing new combat moves, or building new structures.

Note: If the total cost of Incrementable skills goes over a certain amount (One skill over about 5700 should be enough) the total cost will go into the minus.

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

Personal Beliefs

See Personal Beliefs.

Your Personal Beliefs determine the values of your character and have various passive effects.


Worship

Requires the Ancestoral Worship skill.

Equipment Screen

See Equipment for all equipable items.

Equipment Screen

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.

Slots on the Equipment Screen

1L Headwear 1R Necklace/Accessory
2L Shirt 2R Chest Armor
3L Gloves 3R Belt
4L Left Hand 4R Right Hand
5L Ring 5R Ring
6L Robe/Cloak 6R Back
7L Pants 7R Leg Armor
8L Cape 8R Footwear

Notes

While the quiver appears to take up two slots, this is simply a graphical bug and it only takes up the Back (6R) slot.

HUD

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

Health

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

SHP

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

HHP

Hard Hit Points. When this reaches 0, your character dies. HHP can only be recovered either by using Gauze or Leeches.

MHP

Max Hit Points. Your HHP can never be greater than this number. It can only be increased by eating certain food that increase your Constitution attribute, or by increasing your Barbarism on the Barbarism/Civilization slider in the Personal Beliefs menu.

Stamina

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


Hunger

This has five levels: Starving (0-49%), Very Hungry (50-79%), Hungry (80-89%), Full (90-100%), Overstuffed (>100%), where the number represents the right most number in the mouse over. 10 units of hunger represent 1%, thus a food that recovers 40 units of hunger will increase the right most number by 4%. If you are at the Starving level, your character will slowly lose HHP. If you are at the Overstuffed level, you will only be able to move at a crawl. 1% of hunger can replace 5% of stamina.


Happiness

Does nothing except make you worry if you didn't read this. Now that you have, you know that it does nothing. Don't worry about it.


Speed

From slowest to fastest: Crawl - 1.5 tile per second. Walk - 3 tile per second. Run - 4.5 tile per second. Sprint - 6 tile per second. Faster speeds consume more stamina.

Combat

See Combat Actions and Combat 101 for more details.


Melee Combat

Attack

Attacks are actions that inflict damage on your opponent. Using an attack will fully deplete the attack bar. The success rate of an attack depends heavily on how full the attack bar is when you attack, as well as the defense bar of your opponent. After attacking, you will return to using the Move you were using before attacking.

Maneuver

Maneuvers are patterns for responding to an attack. Your selected manuver determines how effective the attacks are on you, and have an effect every time the enemy uses a move.

Move

Moves are actions in combat that have some effect on the battle, generally raising or lowering your attack or defense. Once a move has been performed on an opponent, you will continue using that move as long as the conditions are met.

Special Move

Special Moves are actions that are performed once upon activation in order to gain some specific advantage in a fight by manipulating one or more of the fight variables.

Ranged Combat

Shoot

Ranged combat is limited to shooting with your weapons, there are no fancy tricks or anything complicated. Select 'Shoot' and left-click on your target. An aiming icon with a vertical bar will appear. How full the bar is determines your chance to hit. The speed that the bar fills up is based on your Marksmanship skill. See also, Archery.


Miscellaneous

Size

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.

Soak

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 boars and bears deal more than 25 damage per attack. Therefore, they can damage and potentially destroy any building in their way with a soak value of less than 25.

An easy way to calculate minimal required strength to destroy an object with soak:

= required strength

Where tool is: 1 (Axe), 2 (Pickaxe), 4 (Sledgehammer), or 20 (Battering Ram). Note that rams can be operated by multiple characters, further lowering required strength.

Softcap

See Softcap.

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