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=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|Incrementable Skills]]


=Combat=
Skills, which contains your [#Non-Incrementable Skills|Non-Incrementable Skills].


====Attack====
Personal Beliefs, which contains your [[#Personal Beliefs|Personal Beliefs]].
Attacks are standard patterns of attacking that, once activated, will be repeated indefinitely in a fight, as long as their specific conditions, if any, are met. They differ from Instance Attacks, which are only performed once.


====Instance Attack====
Worship, which shows which items your require for [[#Worship|Worship]]
Instance attacks are powerful attacks that have a high probability of succeeding, causing massive trauma to any and all opponents. They differ from regular attacks in that they are only performed once upon activation, and in that they more often that not come with an activation cost.


====Combat Move====
Combat Moves are actions that are performed once upon activation in order to gain some specific advantage in a fight by manipulating one or more of the fight variables.
====Maneuver====
Maneuvers are patterns for responding to an attack. For every attack, the maneuver that the target of the attack has chosen is consulted to see if the attack hits or misses. Different effects may be triggered depending on whether the attack hit or missed.
=Character Sheet=


==Base Attributes==
==Base Attributes==
''See [[Attributes]] for more detail.''


Currently, the attributes in Haven and Hearth are not fully fleshed out and are mostly placeholders. It is very likely that will change soon.
Attributes affect many actions that you can perform and are raised by eating [[food|Foods]] that provide [[FEP|Food Event Points (FEPs)]].


Also, note that although only 3 attributes are currently at all worthwhile to increase, the ease of increasing '''any''' stat depends on your highest attribute. In more detail, the amount of total [[FEP]] required for an attribute gain is equal to your highest attribute. So, if you have a character with 100 STR and 10 in other stats who decides to up his charisma, you will have a 10 times harder time doing it than an ordinary newbie with 10 in everything.
===Strength===
 
Although that is still no reason to increase the "useless" attributes, should the devs ever decide to give them function the unbalanced characters will be at a significant disadvantage.
 
with the new system if you eat multiple food types say you eat chicken and rabbit and have 14 on your highest stat you will get 1 point less needed towards getting a lvl making you only needing a total of 13 points.


===Strength===
Affects combat damage and destroying objects.


Affects combat damage, destroying objects, and smithing.
In conjunction with Smithing, affects the quality of objects crafted with [[Metal Working]] and [[Steelmaking]].


Acquired by eating most boar/bear meat/sausages.
Strength does not appear to affect the quality of [[Bar_of_Wrought_Iron|Wrought Iron]], [[Bar_of_Steel|Steel]] and alloys ([[Bar_of_Bronze|Bronze]]).


===Agility===
===Agility===


Affects certain combat skills such as sidestep.  Also affects travel weariness accumulated from quick-traveling.
Affects certain combat skills such as ''Sidestep''.


Acquired by eating Ring of Brodgar, Honey bun, Cooked Rabbit Meat, Delicious Deer Dogs.
Affects travel weariness accumulated from quick-traveling.


===Intelligence===
===Intelligence===


Affects the combat skill Opportunity Knocks. Acquired by eating Cooked Fox Meat, Fox-based sausages, and certain fish.
In conjunction with Stealth, determines the visibility and quantity of the [[scent]]s you leave behind when you commit [[criminal acts]].


Affects detection of scents by others.
Affects the combat skill ''Opportunity Knocks''.


===Constitution===
===Constitution===


Affects Max HP and the stamina drain caused by swimming. 4 Max HP per Con.
Affects Maximum Hitpoints and the stamina drain caused by [[Swimming]].
 
Acquired by eating most Cow-related meat products and Pirohskis.


===Perception===
===Perception===


In conjunction with Exploration, determines the visibility of certain objects in the wild ([[Wild Windsown Weed]], [[Inkweed]], [[Rustroot]], [[Chantrelles]]) and the detection of scents. Raising Perception raises your minimal ranged damage (Sling, Bow or Ranger Bow).
In conjunction with Exploration, determines the visibility of foragible objects and the detection of criminal [[scents|Scents]] by [[Ranging]].
 
Acquired by eating Cooked Deer Meat, Lamb Sausage, and small amounts in various other foods.


Affects minimum ranged damage.
===Charisma===
===Charisma===


Charisma of 25 or greater is required to become the chieftain of a village (can be boosted temporally by items like Bear Talisman for this purpose)
Charisma of 25 or greater is required to become the chieftain of a village (can be boosted temporally by items like Bear Talisman for this purpose)
Determines effectiveness of special moves of party leader like ''To Arms''
 
 
Affects special moves of party leader like ''To Arms''


===Dexterity===
===Dexterity===


Affects [[Sewing]], [[Leatherworking]] and [[Ceramics]].
Affects the quality of objects crafted with [[Pottery]].


Acquired by eating Pirohski's, [[chantrelles]] and [[chicken]] meat.
In conjunction with Sewing, affects the quality of objects crafted with [[Cloth Making]] and [[Leather Working]].


===Psyche===
===Psyche===
Affects higher level crafts for example jewelry recipes.
In conjunction with Smithing, affects the quality of [[Rings and Accessories|Jewelry]].
Affects the quality of certain other items, such as the [[Bear Cape]].


===Food Event Points===
See [http://havenandhearth.wikia.com/wiki/FEP_Table this page.]


== Skill Values ==
==Skills==
Important: Some incrementable skills (skills that can be increased) share the same name as non-incrementable skills (skills that cannot be increased), e.g. Carpentry. This is a really horrible design flaw, but it probably won't change, so you'll have to learn to deal with it. A general rule you can follow is that if something would affect the quality, accuracy, or damage of something you can do, then it is refering to the incrementable skill, whereas if it would allow you to perform certain actions, and build or craft things, then it is refering to the non-incrementable skill.


===Learning Points===


=== Unarmed Combat ===
''See [[Learning Points]] for more detail.''
Affects accuracy when fighting without weapons and dodging (without [[shield]]).


Learning Points (LP) are used to increase incrementable skill values and buy non-incrementable skills. You obtain learning points by making things, killing things, and generally doing anything useful.
====Learning Ability====


=== Melee Combat ===
Learning ability refers to a multiplier that affects the LP gained from performing certain actions. It is affected by [[Personal Beliefs]], in particular Tradition/Change and Martial/Peaceful.
Same as above, with weapons ([[Stone axe]], [[Battleaxe of the Twelfth Bay]], [[Militia Sword]] and [[Soldier's Sword]]). Also affect the chance of blocking with [[shield]].




=== Marksmanship ===
===Incrementable Skills===
Increased speed of aiming with [[sling]] and [[bow]]s. Affects the quality of shooting weapons recipes (except arrows).
''See [[Skills]] for more detail.''


These skills all affect active or passive qualities of your character and can be increased via [[LP]]
====Unarmed Combat====
''Unarmed Combat also refers to a [[Unarmed Combat| non-incrementable skill]].''
Affects accuracy when fighting without a weapon equiped.


Affects the dodge maneuver.
====Melee Combat====
Affects accuracy when fighting with a [[Weapons|Weapon]] equipped.


=== Exploration ===
Affects the shield maneuver.
When anyone commits [[criminal acts]] in Haven and Hearth, they will probably leave behind a [[scent]]. Exploration determines how easy it is to find those scents, and how frequently they may be used to track the perpetrator ([[Glossary#Perception|Perception]]*Exploration). See [[tracking]]. Exploration is also used in finding roots such as [[Rustroot]] and other wild herbs.
====Marksmanship====
Increased speed of aiming with ranged weapons.


Affects quality when crafting [[Wooden Bow]] and [[Ranger's Bow]].
====Exploration====
In conjunction with Perception, determines the visibility of foragible objects and the detection of criminal [[scents|Scents]] by [[Ranging]].
====Stealth====
In conjunction with Intelligence, determines the visibility and quantity of the [[scent|Scents]] you leave behind when you commit [[criminal acts|Criminal Acts]].
====Sewing====


=== Stealth ===
In conjunction with Dexterity, affects the quality of objects crafted with [[Cloth Making]] and [[Leather Working]].
Influences visibility and quantity of [[criminal acts|crimes]] [[scent]]s, which you leave ([[Glossary#Intelligence|Intelligence]]*Stealth). See [[tracking]].
====Smithing====
In conjunction with Strength, affects the quality of objects crafted with [[Metal Working]] and [[Steelmaking]].


In conjunction with Psyche, affects the quality of [[Rings and Accessories|Jewelry]].


 
Smithing does not appear to affect the quality of [[Bar_of_Wrought_Iron|Wrought Iron]], [[Bar_of_Steel|Steel]] and alloys ([[Bar_of_Bronze|Bronze]]).
=== Sewing ===
====Carpentry====
Sewing affects the quality of leather and silk items.
 
You cannot craft items of a higher quality rating using sewing recipes higher than your skill value ([[Glossary#Dexterity|Dexterity]]+Sewing).
 
 
=== Smithing ===
Affects the quality of smithing and smelting production. You cannot craft items of a higher quality rating using smithing recipes higher than your skill value ([[Glossary#Strength|Strength]]+Smithing). Also, [[Glossary#Psyche|Psyche]]+Smithing affect quality of jewelry recipes.
 
Smithing does not appear to affect quality of [[Bar_of_Wrought_Iron|wrought iron]], [[Bar_of_Steel|steel]] and alloys ([[Bar_of_Bronze|bronze]]).
 
=== Carpentry ===
''Carpentry also refers to a [[Carpentry | non-incrementable skill]].''
''Carpentry also refers to a [[Carpentry | non-incrementable skill]].''


Carpentry affects the quality of many wooden items.
Affects the quality of many wooden objects and structures.
 
====Cooking====
You cannot craft items of a higher quality rating using carpentry recipes higher than your skill value.
Affects the quality of food crafted by hand, e.g. dough before it is put in the oven.
 
====Farming====
 
 
=== Cooking ===
You cannot craft items of a higher quality rating using cooking recipes higher than your skill value.
 
 
=== Farming ===
''Farming also refers to a [[Farming | non-incrementable skill]].''
''Farming also refers to a [[Farming | non-incrementable skill]].''


Farming affects the quality of the seeds/plants you harvest (randomized +5\-5).
Affects the quality of the crops you plant and caps crop quality at skill value + 3.
====Survival====


You cannot grow up plants of a quality rating higher than your skill value + 3.
Affects the quality of herbs picked.


=== Survival ===
Affects the quality of meat, bones, and hides taken from animals.
Survival affects the quality of herbs picked. Also affects the quality of meat, bones, and hides taken from animals.


You cannot craft items of a higher quality rating using survival recipes higher than your skill value.
Affects the quality of fishing gear objects, sling, roasted meat, and boiled egg (''requires confirmation)''.


Survival recipes: fishing gear, ranged weapon, roasted meat, boiled egg.
(The cap for Survival is 200. There is no benefit in going above 200.)




===Non-incrementable Skills===
These skills all grant your character the ability to perform new actions, such as crafting new objects, performing new combat moves, or building new structures.


(The softcap for Survival is 200.  There is no benefit in going above 200.)
''See [[:Category:Skills|Skills]] for a list.''


===Learning Points===
==Personal Beliefs==
''See [[Personal Beliefs |Personal Beliefs]].''


Learning points are used to increase skill values and buy skills.


===Learning Ability===
==Worship==
''See [[Worship]].''


Learning ability is affected by [[Personal Beliefs]], in particular Tradition/Change and Martial/Peaceful. A character with full '''Change''' will gain 200% extra LP and a character with full '''Peaceful''' will gain and extra 20%--this combines to allow a character to earn 360 points for every 100 base points (3.00*1.20*100).
==Skills==
====Available Skills====
====Current Skills====
==Personal Beliefs==
See [[Personal Beliefs | this page]].


=HUD=
=HUD=
 
The Heads Up Display (HUD) provides important information about your character's current status.
===Health===
===Health===
Health is divided into three categories, indicated in the mouse-over as SHP/HHP/MHP.
Health is divided into three categories, indicated in the mouse-over as SHP/HHP/MHP.
====SHP====
====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.
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====
====HHP====
Hard Hit Points. When this reaches 0, your character dies. HHP can only be recovered either by using [[gauze]] or [[leech]]es.
Hard Hit Points. When this reaches 0, your character dies. HHP can only be recovered either by using [[gauze|Gauze]] or [[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]]s, 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|Foods]], or by increasing your Barbarism on the Barbarism/Civilization slider in the [[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]] 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 [[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.


===Happiness===
===Happiness===
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From slowest to fastest: Crawl, walk, run, sprint. Faster speeds consume more stamina.
From slowest to fastest: Crawl, walk, run, sprint. Faster speeds consume more stamina.


=Miscellaneous=


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

Revision as of 12:45, 9 August 2010

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|Non-Incrementable Skills].

Personal Beliefs, which contains your Personal Beliefs.

Worship, which shows which items your require for Worship


Base Attributes

See Attributes for more detail.

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

Strength

Affects combat damage and destroying objects.

In conjunction with Smithing, affects the quality of objects crafted with Metal Working and Steelmaking.

Strength does not appear to affect the quality of Wrought Iron, Steel and alloys (Bronze).

Agility

Affects certain combat skills such as Sidestep.

Affects travel weariness accumulated from quick-traveling.

Intelligence

In conjunction with Stealth, determines the visibility and quantity of the scents you leave behind when you commit criminal acts.

Affects the combat skill Opportunity Knocks.

Constitution

Affects Maximum Hitpoints and the stamina drain caused by Swimming.

Perception

In conjunction with Exploration, determines the visibility of foragible objects and the detection of criminal Scents by Ranging.

Affects minimum ranged damage.

Charisma

Charisma of 25 or greater is required to become the chieftain of a village (can be boosted temporally by items like Bear Talisman for this purpose)


Affects special moves of party leader like To Arms

Dexterity

Affects the quality of objects crafted with Pottery.

In conjunction with Sewing, affects the quality of objects crafted with Cloth Making and Leather Working.

Psyche

In conjunction with Smithing, affects the quality of Jewelry. Affects the quality of certain other items, such as the Bear Cape.


Skills

Important: Some incrementable skills (skills that can be increased) share the same name as non-incrementable skills (skills that cannot be increased), e.g. Carpentry. This is a really horrible design flaw, but it probably won't change, so you'll have to learn to deal with it. A general rule you can follow is that if something would affect the quality, accuracy, or damage of something you can do, then it is refering to the incrementable skill, whereas if it would allow you to perform certain actions, and build or craft things, then it is refering to the non-incrementable skill.

Learning Points

See Learning Points for more detail.

Learning Points (LP) are used to increase incrementable skill values and buy non-incrementable skills. You obtain learning points by making things, killing things, and generally doing anything useful.

Learning Ability

Learning ability refers to a multiplier that affects the LP gained from performing certain actions. It is affected by Personal Beliefs, in particular Tradition/Change and Martial/Peaceful.


Incrementable Skills

See Skills for more detail.

These skills all affect active or passive qualities of your character and can be increased via LP

Unarmed Combat

Unarmed Combat also refers to a non-incrementable skill. Affects accuracy when fighting without a weapon equiped.

Affects the dodge maneuver.

Melee Combat

Affects accuracy when fighting with a Weapon equipped.

Affects the shield maneuver.

Marksmanship

Increased speed of aiming with ranged weapons.

Affects quality when crafting Wooden Bow and Ranger's Bow.

Exploration

In conjunction with Perception, determines the visibility of foragible objects and the detection of criminal Scents by Ranging.

Stealth

In conjunction with Intelligence, determines the visibility and quantity of the Scents you leave behind when you commit Criminal Acts.

Sewing

In conjunction with Dexterity, affects the quality of objects crafted with Cloth Making and Leather Working.

Smithing

In conjunction with Strength, affects the quality of objects crafted with Metal Working and Steelmaking.

In conjunction with Psyche, affects the quality of Jewelry.

Smithing does not appear to affect the quality of Wrought Iron, Steel and alloys (Bronze).

Carpentry

Carpentry also refers to a non-incrementable skill.

Affects the quality of many wooden objects and structures.

Cooking

Affects the quality of food crafted by hand, e.g. dough before it is put in the oven.

Farming

Farming also refers to a non-incrementable skill.

Affects the quality of the crops you plant and caps crop quality at skill value + 3.

Survival

Affects the quality of herbs picked.

Affects the quality of meat, bones, and hides taken from animals.

Affects the quality of fishing gear objects, sling, roasted meat, and boiled egg (requires confirmation).

(The cap for Survival is 200. There is no benefit in going above 200.)


Non-incrementable Skills

These skills all grant your character the ability to perform new actions, such as crafting new objects, performing new combat moves, or building new structures.

See Skills for a list.

Personal Beliefs

See Personal Beliefs.


Worship

See Worship.


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 Foods, 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, walk, run, sprint. 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.

Softcap

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