Legacy:Glossary

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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

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.

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, 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. Acquired by eating Cooked Fox Meat, Fox-based sausages, and certain 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 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. Raising Perception raises your minimal ranged damage (Sling, Bow or Ranger Bow).

Acquired by eating Cooked Deer Meat, Lamb Sausage, and small amounts in various other foods.

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) Determines effectiveness of special moves of party leader like To Arms

Dexterity

Affects Sewing, Leatherworking and Ceramics.

Acquired by eating Pirohski's, 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, Psyche+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 grow up plants of a quality rating higher than your skill value + 3.

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 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 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 (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.

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.