Haven and Hearth II

Users who are viewing this thread

Jackard said:
28ioyab.png


"Haven & Hearth is a MMORPG set in a fictional world loosely inspired by Slavic and Germanic myth and
legend. The game sets itself apart from other games in the genre in its aim to provide players with an
interactive, affectable and mutable game world, which can be permanently and fundamentally changed and
affected through actions undertaken by the players. Our fundamental goal with Haven & Hearth is to create
a game in which player choices have permanent and/or lasting effects and, thus, providing said players
with a meaningful and fun gaming experience."


Haven and Hearth is a small indie MMO in which you build towns with other players, trade with them, rob
them or even murder them. It has a surprising amount of content for an MMO built by two guys in their
free time and gets regular updates nearly every weekend. You can build everything you want in this game,
whole towns built from nothing but forests, castle towns built between natural barriers and even fortresses
of brick walls as far as the eye can see. Everything you come across in this game was built by players.

Features

  • Permadeath - Death has lasting consequences and makes for a completely different atmosphere than
    most games. People care what happens to them and others.
  • Extensive Crafting - Possible to make large amounts of varied objects.
  • Alpha - You get new features to play around with about once a week.
  • Combat System - Not just click and attack; there are several combat options.
  • No restraints on player vs player combat.
  • Limited Terraforming - Boulders and trees disappear once used. Planted grass and paved stone.

Are there monsters?
No, but there is the local wildlife. The difficulty of them shifts with the level of civilization - which is
determined by how many hearthfires, cabins, and villages are in a area. There are cows, foxes, chickens,
rabbits, sheep, boars and bears.

Bears become aggressive at level five. Likewise you won't see a bear unless you travel out. The bears are
not to be underestimated, as most people can't fight them. Also flames shoot out of a bear's eyes when its
near death, and it hits 100% more often.

What is this thing!? Its brown and green and looks like a walking tree?
Dryad. They are harmless.

Is it free?
Yes.





Click here for the full  image.

  • Leftclick to move, rightclick to interact.
  • Leftclick items in your inventory to pick them up - one click to stick an item to your cursor, another
    leftclick on your inventory to release it, leftclick in the game world to drop the item at your feet.
  • Rightclick an item in your inventory to open a radial menu of available commands.
  • SHIFT+leftclick moves items from one container to the most recent one you opened.
  • CTRL+leftclick drops items on the ground.
  • Click+drag only works when setting skills/items to your hotbar
  • To use an item on an object, the rule is leftclick item + rightclick target. (For example, leftclick
    a bucket, rightclick a cow to milk it. Pour tea into a mug by leftclicking the teapot and rightclicking the mug.)
  • To use any sort of constructed tool, like a Spinning Wheel, you need to rightclick it to get your character
    to walk over to it. Once you do that, you can craft the items that require the tool from the crafting menu.
  • Radial menus will accept numbers instead of mouseclicks for anything besides items. The top choice is 1,
    then clockwise from there.
  • To fix the camera: whenever you login press the : key, type in "cam fixed", and then press ENTER.
  • Which direction is north?

2n8q9oj.png

You begin formless and nameless. Rightclick on the man to fashion yourself a body and the woman to choose a
name. If you have died previously on this account, there will be runestones on the left where you can inherit
the legacy of one of your past characters.

Rightclick on the chest and SHIFT-leftclick all of the items within it to transfer them to your inventory.
Press CTRL+E to bring up your equipment window; SHIFT-leftclick your new clothing to wear it. It can be
dangerous to go without shoes, so at least wear those.

There are multiple exits from the starting area. Rightclicking the ladder will drop you off somewhere in the wilds.
Rightclicking the cellar will give you a choice of charterstones to spawn at. Sharing a friend's Hearth Secret with the
man in the corner will open a third exit, allowing you to spawn next to your friends hearthfire.

25apx75.png


15fhb0n.png

Click the "Show Claims" button. Speak with someone in IRC if you'd like help.

As a total newbie, you can do the following: make fires and make baskets. Making campfires can be a good way to
start. Rightclick a tree, Take Branch until you're full, and build a fire. Do this a bunch until you get 200 LP. Once you
have that, open your character sheet with CTRL+T and click the middle icon to go to your skills page, where you learn
new abilities. It is suggested that you pick up Foraging, Lumberjacking, Hunting, and Fishing first. This allows you
to gather a variety of foods - herbs, roots, berries, rabbits, chickens and fish. From there you may wish to put a few
points in Survival, to raise the quality of roasted meats.


Click here to view the skill tree.

DO NOT BUY SWIMMING.

2w71hld.png

Your default movement speed is set to Walk when you log in. You can cycle through the different speeds by
pressing CTRL+R or leftclicking a specific one. As your stamina drains, the higher speeds will become unavailable
to you. Sprinting always drains stamina, and Running drains stamina when on forest terrain. Certain terrains will
deny you the higher speeds; for example, you cannot sprint on forest and you cannot run in water.
124egd0.png

Stamina can be refilled by standing still, drinking water, or drinking tea. The first two make you hungrier.
e899aw.png

The middle three levels of Hunger have no effect; at Stuffed, you slow to a crawl and at Starving you begin to
lose HHP. You can die from this!
255t1lc.png

"Soft" hit points will slowly regenerate while your Hunger is 80+. "Hard" hit points are more difficult to
recover, requiring bandaging or leeches. (The former being the safer of the two methods.)
65zrkm.png

Happiness is a placeholder and does nothing

2r2aq77.png

Strength influences damage for melee combat, how efficient you are at destroying objects/constructions,
and affects a bit of the crafting.
Agility determines the maximum distance you can teleport.
Intelligence is a placeholder attribute that does nothing.
Constitution affects your maximum hit points and determines how well you swim. Swimming is very dangerous
and should only be attempted by veteran players - don't even buy the skill!
Perception affects how well you track criminals and forage for rare herbs.
Charisma is a placeholder attribute currently only used by village leaders.
Dexterity influences many of the crafting skills.
Psyche affects some of the crafting skills.

You gain stats from food. Each food item gives a set amount of points towards a stat attribute in the FEP bar,
its a total to determine the chance you have when the bar is full to gain said stat. The highest stat determines
how many points is needed to finish the FEP bar.

35mli10.png


When you start, attitude sliders can be shifted one step once every ingame day of played time - every eight
hours IRL. Please note that time spent AFK does not count. Each attitude change will also push your character
one step towards Change on the Tradition/Change slider. As you become closer to change, sliders can be shifted
more often.

156v7uh.png

Let's take a look at these, starting with the Adventure category:

8ye61u.png

The cursor changes, allowing your character to carry large objects within the game world by leftclicking them.
Rightclick to cancel this action. Once you lift something, your movement speed is reduced to a crawl. Rightclick
the ground to set it down, or SHIFT+rightclick to set it down aligned to the grid. Carrying large objects drains
your stamina. I recommend setting this to hotbar #1.

2135bsy.png

The cursor changes into a bundle of sticks - leftclick within the game world to ready a buildsite. Which brings
us to this window:
jl4ig9.png


Open your inventory with TAB and SHIFT+leftclick branches to transfer them to the buildsite. Once you have all
of the needed materials 'readied', click the build button to complete your campfire. A timer will appear and you
will gain LP as the readied materials slowly become 'used'.

You cannot place new buildsites on unallied claimed land. You can use them as storage for readied materials, as
buildsites never decay.

Rightclick your campfire to open its menu. Choose 'Light' - the timer will appear and you will gain more LP.

20h6o3d.png

For now, this only lets you enter claimed land. It does much more later on. You do leave traces of your crime
when you use this, which can be tracked to you (when online) or your hearthfire.

2nva339.png

If you have the required skill and the needed materials, you can repair damaged objects by leftclicking them
with this. Wooden objects usually require Carpentry, for example.

33elx5u.png

Leftclick on an object to destroy it. This is heavily dependent on your Strength attribute. Equipping an axe
gives a bonus; equipping a pickaxe gives an even larger one, but uses both hands. This is a heavy drain on your
stamina. Some objects have "soak" and ignore damage unless you have high enough STR to bypass the soak.

2jfaclu.png

Teleportation! The maximum distance you can travel is dependent on your Agility attribute. Choose from one of
several destinations - the Ring of Brodgar, your hearthfire, your village idol, a nearby crossroads. If you are
lifting an object, it is taken with you. Using this ability gives the Travel Weariness debuff; you cannot Travel
while under this effect.

vzy0r4.png

Moving on to the Build category, this basket is the first container you can create. It costs ten branches, holds
two rows of three slots, and is relatively easy to destroy. Gives LP.

zo7yf.png

Used to recover from Travel Weariness while logged out, with the Quality of the materials used to determine
exactly how quickly. It costs ten straw and one hide. To use it, rightclick it and select Sleep from the menu.
(It will automatically send you to the login screen.)

You are unable to enter combat as a new character, so let's move on to the Craft category:

2nsylgx.png

Eating raw meat may eventually cause you to lose health. Rightclick on a lit campfire and select this skill
to cook raw meat in your inventory. The Craft button will perform this action once; the Craft All button will
repeat this action until you have used all of the required materials. Gives LP.

2cg09ox.png

A one-handed tool used to create boards from a log.

10891qh.png

A small cup made from birch bark, for drinking water. Gives LP.

Use: Leftclick the kuksa and then rightclick it on shallow water, a well, or a water barrel to fill it. It
can also be filled from another item such as a bucket or flask - leftclick the other item and then rightclick
the kuksa to pour the water into it. Rightclick the kuksa and select Drink from the radial menu to use it.

207nfcn.png

The axe is a one-handed tool made from chipped stone and a branch. It is used for treecutting, removing stumps,
chopping a log into wooden blocks, destroying objects/constructions, and as a weapon. Gives LP.



Credits: This tutorial was made by Jackard, Garin, and JTG.
Red bar with heart: health bar

Health in H&H is unique from any game in that you actually have 3 health figures (scroll over the bar with the mouse to see). The first number is "soft" hp (SHP), second is "hard" hp (HHP), and the third is "max"hp (MHP).

The way the health system works is that SHP represents "flesh wounds" in game. When you are attacked or otherwise damaged this is the figure that goes down the fastest. When SHP runs out you become unconscious. While unconscious you can perform no actions and you can not chat. Damage to this is represented by red floating numbers.

HHP represents "mortal wounds". When you are attacked this value also can go down but at a much slower rate than SHP. When HHP reaches 0 you officially die. Damage to this is represented by yellow numbers. SHP can not be higher than HHP at any time.

MHP simply represents the highest your HHP and SHP can be.

SHP is restored over time and the rate this happens is determined by your stamina which is affected by your hunger status. This is usually something that does not take long. Your max SHP is determined by your current HHP.

HHP is much harder to restore. It does not happen naturally and can only be done in two ways. The first way is to learn the first aid skill and to apply gauze to yourself or have another player with the skill apply the gauze. Gauze restores up to a max of 10 HHP over time.

The second way is leeches. To find leeches you must first find a marsh. Then simply walk in the marsh and leeches will attach themselves to any open equipment slots you have. Leeches heal HHP much faster than gauze and are often the preferred method. Be warned though as leeches cure you by damaging your SHP. Leeches take 3 SHP and for each point they take they have a 10% of curing 1 HHP. If you run out of SHP they start taking HHP and can kill your character. Over time the leeches will become full and bloated and they will no longer hurt or heal you but will remain attached. They can be removed at any time by simply opening your equipment screen and taking them off like any other piece of equipment.

Bigfish said:
Some of knowledge below may be new to you.
(© means contributed by)

Content
  • I. Quality
    II. Weapons and armor
    III. Skill values limiting quality
    IV. Attributes affecting quality
    V. List of crafted items and their modifiers
    VI. Animals (quality, HP, LP)
    VII. How to increase quality
    VIII. Cliffnotes

I. Quality
y = Sqrt(x/10)  where x = quality and y = improvment factor
is the common formula to calculate the improvement obtained by higher quality ( where Q10 is base quality):



This affects damage of swords, armor class, FEP as well as bonus points through items e.g. jewelry rings.
The improvment stages are (taken from graph above):

Q40 ---- 2.00x base value
Q90 ---- 3.00x base value
Q160 --- 4.00x base value
...

In between anything with more than 1 base FEP/AC/... gives the base*Sqrt(q/10), rounded down to the nearest whole number FEP/AC/... point.  {©Sabinati}

II. Weapons and armor
taken from my post on wiki http://havenandhearth.wikia.com/wiki/Weapons http://havenandhearth.wikia.com/wiki/Armor

Weapons:

Stone Axe: 5 base dmg
Militia Sword: 10 base dmg
Bronze Sword: 15 base dmg
Soldier Sword: 20 base dmg
Battleaxe of the Twelfth Bay: somewhere between 50-60 base dmg
Bow: 18 base dmg
Ranger bow: 23 base dmg

Armor
Armor HP = Base qArmor*(qArmor / 10) {©Lightning4}

Leather Armor: 100 HP, AC 1/2 (2R)
Bear Cape: 300 HP, AC 0/1, +10 STR (1L and 6R)
Chainmail Shirt: 300 HP, AC 3/5 (2R)
Bronze Armor: 500 HP, AC 3-4/3-4 (2R)
Plate Armor: 1000 HP, AC 6/3 (2R)

Other things with armor:

Leather Boots: 70 HP, AC 0/2 (8R)
Leather Pants: 100 HP, AC 1/2 (7R)
Ranger's Boots: 70HP AC 1/1, +5 AGI
Druid's Helm: 150 HP, AC 3/1 (1L)
Hirdsman's Helmet: Only usable by Hirdsmen within a village. 400 HP, AC 4/2 (1L)Bear Cape
Boar Tusk Helmet: 100 HP, AC 0/3 (1L)
Soldier's Helmet : 400 HP, AC 4/2 (1L)


III. Skill values limiting quality
Following skilles values affect items listed below:

Sewing limits: quality affected by dexterity
- quality of leather items
- quality  of cloth products

Smithing limits: quality affected by strength and some times psyche
- quality of metal working recipes

Carpentry limits:
- quality of crafted wooden items e.g. boards (blocks are only affected by tree quality),cheese trays, ...

Cooking limits:
- quality of cooking recpies
- quality of unbaked goods  = [PER+ 2*(ingredient 1 + ... + 2*(ingredient n)]/( 1+2*n)

Farming limits:
- seeds when harvested (maxQuality = farming +3)
- quality of trees

Survival limits:
- arrows, bone saw
- quality of herbs
- skinningand  butchering; quality = (Survival +Tool quality)/2.
- bone quality only affected by survival
The effect of survival is capped at 200.  {©Blaze}

Marksmanship limits:
- quality of bows


IV. Attributes affecting quality

Ceramics
- ceramic quality =  (clay quality + dexterity)/2  {©Blaze}
- quality of baked/burned goods = (2*qitem + qkiln/oven + qfuel)/4 {©gaiadin}


Jewelry for accessoirs look here: http://havenandhearth.wikia.com/wiki/Accessoirs
- affected by both smithing and psyche
- quality for all accessoirs expect monocles and glasses is calculated with quality = sqrt(smithing*psyche) {©Xybb}
- monocle and glass quality is the average of the materials {©Blaze}


List for every crafted item
Equipment
- bear tooth talisman quality = (tooth quality + psyche)/2 {©Blaze}

Raw materials
- metal bar quality = (Coal quality + smelter quality)/2 {©Gaiadin}
- board quality = sqrt(qLog + qTool) {©Bigfish}

Food
- cheese quality will get near the quality of the trays used, racks dont seem to affect quality
- butter quality = (3*qMilk + qChurn)/4 {©Bigfish} ( you can produce butter of following quality: http://img11.imageshack.us/i/buttert.png/ )
- butter-steamed cavebulb is affected by butter,water and cave bulb quality (not by branch though)
- beer quality = (wort quality + barrel quality)/2 {©Gaiadin}

VI. Animals {©Blaze}

Fox:
  • item quality = 4*Animal level
    LP = 40*Animal level
    HP = 20*Animal level

Boar:
  • item quality = 8*Animal level
    LP = 60*Animal level
    HP = 30*Animal level

Deer:
  • item quality = 10*Animal level
    LP = 60*Animal level
    HP = 20* Animal level

Bear:
  • item quality = 20*Animal level
    LP = 600*Animal level
    HP = 80*Animal level

VII. How to increase quality:

Delamore (many thanks to him) made a nice chart where you can see how to improve your quality fast:

If you cant read/see it go for the bigger original version: http://i38.tinypic.com/2e55rhg.jpg

Any kind of walls aren't affected by quality they have static hitpoints. {©gaiadin}
For futher information you may visit http://havenandhearth.wikia.com/wiki/Quality

VIII. Cliffnotes:
1. Get dexterity, better clay and trees ffs
2.
  • Q40 ---- 2x base value
        Q90 ---- 3x base value
        Q160 --- 4x base value
3. ???
4. Profit


Wiki<- your main guide!
http://havenandhearth.wikia.com/wiki/Haven_and_Hearth_Wiki

The Hearth Secret
Any character can, in his kinlist screen, enter a Hearth Secret. Tell this secret to someone with whom you wish to play, and it can be used to open a secret pathway in the character creation room (Speak to Mr. Holmes in the corner). If a new character exits through this secret pathway, he will find himself hearthed in the general vicinity of the person whose secret they told to Mr. Holmes.

Reincarnation
If your character dies you will find a runestone in the Character Creation Room (Click "New Character"). From this runestone you'll be able to inherit the skill values of a deceased ancestor. Your new character will thus gain a percentage of the old character's skill values and learning points, determined by the old character's Tradition/Change setting in the personal beliefs submenu of his Character Sheet. Also all personal beliefs of the old character will be directly inherited without modification, except for the Tradition/Change slider itself, which always resets to zero.

ALL RESOURCES (except water, soil, stones and fish) ARE LIMITED. They will regenerate with time, but if you are planning on using a lot of items that other my need, please, take them from away. DON'T CHOP NEARBY TREES
Don't build your house and stuff near other houses. Try to keep some order.

Skills you can learn: http://i193.photobucket.com/albums/z127/ColmilloRunico/skills.png

How to
-Get leather: hunt an animal (rabbits to start with). Butcher it (rabbit) or skin it, get the fur. Put it in a drying frame. Wait about 8 real life hours. Build a tanning tub (needs leatherworking skill). Put water in it until its graphic shows it full, put a bark in it and the fur. Wait again many hours or exploit: put the tub inside a boat or cart, take it out again and fur will be 92% ready to be leather.
-Make a fishing pole-fishing: http://havenandhearth.wikia.com/wiki/Fishing
Get a string: String is not an actual object, but refers to Plant Fibres, Silk Thread, Spindly Taproot, Stinging Nettle and Yarn.

I'm starving!: we live on grasslands, learn hunt and look for chickens, or take a look in the forest for rabbits (get close to them, then pick. Remember to leave enough space in inventory)

Alternative and improved client: http://github.com/Pacho/IRC-Extended/downloads



 
1st village
village.jpg

Skills related to job: http://havenandhearth.wikia.com/wiki/Glossary#Skill_Values
So a hunter has combat and survival, and some exploration.

NameCharacterJobs
DanathExplorerRanger
WellenbrecherHagenJack of all trades?
CalodineCalodine the IITailor
Tuckles TammelloSoon-to-be Brewer/Farmer?
Rory_GallagherRoryBlacksmith, warrior
QuailLover
Eino MagFarmer/Cook
Corndawg  Corndawg  Blacksmith
Varric Varric Cooking, Survival, and any random jobs.
SwadiusToren Warrior/Hunter/Farmer
Brom  Brom  Hunter/Warrior
TemuzuTemuzu II?
chadzchadziusIIForager
SkyrageSkyrageTreeplanter/Farmer?
SparkyNinjaNeil Wilkinson?
AdviserAdviserWarrior/Hunter

 
 
 
 
 
   

 
   
   
   
   
 
 
   

   

   

   

   



   

 

 
Leather worker per se isn't a plan :razz: Being a tailor, that's it, and still you'll need another work as clothes can't be ripped and armors won't be necessary once we find an iron mine
 
I really don't mind, whatever is needed I do not mind doing.

Will post name once I set up.
 
Immigrants stealing our jobs again!

Just like last world!

And the real world!

He can't do that, he's not Polish!

Bloody foreigners.
 
Back
Top Bottom