Legacy:Glossary
- STUB: Stub article(s) in need of expansion.
Remove the related TAG from the 'Pagenotice' call, or remove the whole 'Pagenotice' call.
Combat
Attack
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
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
Attributes
Base Attributes
Currently, the attributes in Haven and Hearth are not fully fleshed out and are mostly placeholders. It is very likely that will change soon.
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.
Althought 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 chiken and rabit and have 14 on your highest stat you will get 1 point less needed twards getting a lvl making you only needing a total of 13 points.
Strength
Affects combat damage, destroying objects, and smithing.
Acquired by eating most boar/bear meat/sausages.
Agility
Affects certain combat skills such as sidestep. Also affects travel weariness accumulated from quick-traveling.
Acquired by eating Ring of Brodgar, Honey bun, Cooked Rabbit Meat, Delicious Deer Dogs.
Intelligence
Affects the combat skill Opportunity Knocks. by eating Cooked Fox Meat, Fox-based sausages, and fish.
Affects detection of scents by others.
Constitution
Affects Max HP and the stamina drain caused by swimming. 4 Max HP per Con.
Acquired by eating most Cow-related meat products , bread and Pirohskis.
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.
Acquired by eating Cooked Deer Meat, Lamb Sausage, and small amounts in various other foods.
Charisma
No effect. However, a charisma of 25 or greater is required to become the chieftain of a village.
Dexterity
Affects Sewing, Leatherworking and the quality of seeds. Accquired by eating Pirohski's, and chantrelles and chicken meat.
Psyche
Affects higher level crafts for example jewelry recipes.
Food Event Points
See this page.
Skill Values
Unarmed Combat
Affects accuracy when fighting without weapons and dodging (without shield).
Melee Combat
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
Increased speed of aiming with sling and bows. Affects the quality of shooting weapons recipes (except arrows).
Exploration
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 (Perception*Exploration). See tracking. Exploration is also used in finding roots such as Rustroot and other wild herbs.
Stealth
Influences visibility and quantity of crimes scents, which you leave (Intelligence*Stealth). See tracking.
Sewing
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 (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 (Strength+Smithing). Also, Psycho+Smithing affect quality of jewelry recipes.
Smithing does not appear to affect quality of wrought iron, steel and alloys (bronze).
Carpentry
Carpentry also refers to a non-incrementable skill.
Carpentry affects the quality of many wooden items.
You cannot craft items of a higher quality rating using carpentry recipes higher than your skill value.
Cooking
You cannot craft items of a higher quality rating using cooking recipes higher than your skill value.
Farming
Farming also refers to a non-incrementable skill.
Farming affects the quality of the seeds/plants you harvest (randomized +5\-5).
You cannot to grow up plants of a higher quality rating higher than your skill value(Dexterity*Farming).
Survival
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.
Survival recipes: fishing gear, ranged weapon, roasted meat, boiled egg.
(The softcap for Survival is 200. There is no benefit in going above 200.)
Learning Points
Learning points are used to increase skill values and buy skills.
Learning Ability
Learning ability is affected by personal beliefs, in particular tradition/change. A character with full change will gain 300 LP where normal characters gain 100.
Skills
Available Skills
Current Skills
Personal Beliefs
See this page.
HUD
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 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.
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 1% of stamina.
Happiness
Does nothing.
Speed
From slowest to fastest: Crawl, walk, run, sprint. Faster speeds consume more stamina.
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.