Return to NavigationFirst stepsWelcome! I assume you've made it through the starting zone and were dumped naked into the world. Rest assured, that creepy old wizard has stolen everyone elses genitals as well so you're not alone in that department.
Your first aim in life is to discover the world around you. Each item like branches off a tree or a stone chipped from a rock will award a small amount of Learning Points (LP for short). These are effectively what you'll use to purchase ability points and skills to make/do new things. In haven you need to discover all the ingredients and own the skill to make an item so keep that in mind. Also, randomly for doing certain activities you'll be awarded with Experience Points (XP for short), which are spent in order to gain more LP through studying curiosities.
Once you've gathered every type of item you can see (Ctrl+Left click to drop an item from an inventory, most of what you picked is junk for now), it's time to buy your initial skills in this order if you run short on LP:
Foraging
Hunting
Lumberjacking
Carpentry
The road ahead(Not particularly in order, depending what you find. After you've bought the above listed skills, raise Exploration with every bit of LP you can until it hits 5)
The starting area has been almost completely stripped bare of stone boulders. Start walking, if you find a quarry (gray, fairly small) or a mountain (red or grey, large) you can use the adventure>dig command to get a stone from them.
Badgers, Bats, Boars, Bears and Mammoths are aggressive and can/will attack if you move too close to them (I like to keep them at least half way towards the edge of my screen when fully zoomed out). If you're attacked, Ctrl+R will up your movespeed to the next notch, and aim for the closest cliff you can. Their aggressiveness is tied to movement. Walking slower might help you get away from a mob that got too close, but ultimately not moving and hearthing is the safest option. If one knocks you down hearthing immediately without moving when you wake up is your best chance of survival.
Swimming has traditionally been incredibly deadly in Haven for new players with low con values. This has been reduced somewhat in severity, but water should still be respected. Characters with the base 10 CON stat will be able to cross rivers 6-7 tiles wide with full stamina. Running out of stamina will quickly pile on Asphixiation damage which will heal slowly over time. Be cautious if you decide to test this out.
Remember to move at the second movespeed, not the third unless running to catch/escape from something. You don't want to grind your stamina / energy levels down, why will be explained later.
If you happen to get lucky and see a nettle grab it. Or a birch tree (white trunks) with bark, take the bark as you'll need at least six pieces.

Don't spam eat everything you see! Blackberries, Blueberries, Aphids out of raided ant hills are the only ones worth bothering with at this stage. If you're conservative with your stamina (as you should be) you shouldn't need to eat very much at this stage of the game. Aim to keep your energy just above 8000 so any ant wounds you take will start healing. This also means you can't do much heavy work like tree chopping, so try to plan your heavier activities for after you've found a decent bunch of food. But you shouldn't be settling down yet, so your heavy stamina needs are limited. The key here is to avoid taking wounds as much as possible, so you can get up to 8000% eating good foods. Catching rats to make rat on a stick, or eating grubs are both high energy density early foods so pick them up as you go.
Starvation is no joke! Under 2000 energy you take HHP damage for it. This penalty is scaling, it starts off serious but rapidly becomes very lethal. Be very careful here, the game doesn't make a big deal of informing you, so check for missing health and your energy levels as a habit.
Learn to raid an ant nest, preferably without dying (This requires the hunting skill, if you see one of the ants moving really fast avoid that hill). Walk up to the nest, and wait for the ants to not be directly beside you. Right click>Raid, and immediately start walking away. Preferably walk in a straight line down a relatively unobstructed path until the anthill dissapears from the minimap view, then stop. Wait for the ants to almost get to you, toggle on jog with Ctrl+R) and run around them/back to the nest. You should have enough time to raid the hill and start walking away. The ants will deaggro after you've been outside their targetting range for long enough, this can take some time.
Beware the super ant! Some ants move *much* faster, some impossible to outrun completely. If you're raiding ant hills, make sure you always have more HHP that 15 times the number of ants on the hill (4 would be safe for 60hhp and above). And make sure to lose the ants from the previous hill before the next raid.
It's possible I'm speaking from experience on that one.
Catch a rabbit or chicken to butcher for the bone discovery. Chickens are very easy to catch, rabbits not so much. In order to catch a rabbit you'll need to move at least running (one above walking) speed. All critters in the game seem to have a normal movespeed, and the occasional outlier. Most rabbits move at a run, but some move at a walk and others move at a sprint. If you're in a biome that doesn't allow sprinting, give a run at each rabbit you pass in case you find a slow one. And if you can sprint, run at 3rd speed until you get close then toggle sprint as it massively drains your stamina (and stops at 50% stam bar even). Alternatively you might get lucky and find a rabbit killed by a fox, which as of current you can pickup without penalty.
Make a stone axe (requires chipped stone off a rock and a stick) and a bonesaw (needs bone and bough off a tree).
Make a birch bark cup with 2 birch bark. (You'll need water to regenerate stamina for cutting down a tree). A very viable alternative to this is finding a downed log (spawned or player cut), cutting a block and crafting the “wooden cup” in the symbel page which now holds 0.6L water and is relatively easy to find compared to bark for a beginner.
Chop a tree down, get blocks and planks. Wait until you get a saw and some type of cup, would be best to do beside water so refilling your cup is easy.
Make a birch bark backpack: 6 birch bark, 2 string, very useful since it increases inventory space. Ctrl+E to open equipment screen, Shift+Leftclick to move it into that inventory (and in this case equip it).
A journey begunNow that you've got the basics going, it's time to explain curiosities. These items go into the study window and after a set amount of time are consumed at a cost of XP to generate LP for you to spend. Early game discovery LP forms the bulk, but within a day or two curiosities will become the main source. More intelligence points gives you more Attention, which is basically the other limiter on what you can study other than the physical size of the Study inventory. Each curio comes with an attention cost required to study it, and a time required to complete study. Here's a list of ones you should have running as much as possible as a beginner:
Dandelion
Cone cow (pick coniferous cone to discover)
Ant curios (soldier, queen, empress)
Dragon fly (if you're lucky enough to find a swamp where you can catch them, right clicking them on the minimap is the easiest way to catch them)
Now it's time to pick up your next skill and start spending some points on abilities
Fishing
If you happen to find a fishing node (jumping fish in the water) on a lake, maybe it's a good time to hunt some ants and gather the larva/pupae to go fishing. This will also require a rod, a hook, and a piece of taproot for stringing the rod. Once you have Right clicked all of these items into the rod along with a piece of bait (ants, entrails, silkmoth, ladybug, worm), you're ready to fish. This is a pretty slow process, so don't get impatient. The more fish you see jumping, the faster you'll be catching things. But if you're having really bad luck, try switching from fishing in shallow water to deep or vice versa. Since this is permadeath, it's unfortunately advisable that you watch the screen in case a boar/bear/player wanders by.
Each fish caught/butchered/cooked will net 150LP. To light a fire, make it with 5 branches through the adventure menu first, then make a firebrand through the same menu. As soon as the firebrand is done crafting (you'll want 60+% stam to craft it) right click it onto the fire to light it. Right click the fire first to start using it, then choose the “cook meat” recipe butchering should have unlocked by now.
If you can't find fish just yet, keep moving forward with the guide and come back to this step when you can. Do remember, since it autodraws bait from your inventory don't keep any insect studyables in there while doing this!
Note: Advanced fishing with lures (this comes *much* later in the game) uses a minigame to catch fish. The basic story is that you will hook a fish species depending on lures, fishing location, and moon phase. You get four options on how to respond to this fish, most are neutral, some increase your catch meter and some decrease it. How far back your character is leaning indicates how close you are to catching the fish. There have been rumours that the pattern of answers you get depends on your previous ones, but I haven't done enough testing to be certain. If you decide to play with philosofishing as Jorb calls it, it's better to do so for entertainment than fish output.
Exploration to 5
The game world might seem empty of things to interact with at first, but it's not that there's nothing there. There just isn't anything your character can find yet. The exploration ability, along with your perception attribute, determines your foraging find rate. All forageables in the game have a minimum PER*EXP score required to see any, and the amount you can see of what's spawned rises until a cap. Some of the highest score forageables in legacy required 1600 PER*EXP just to see at all. Either way, due to early game relying so heavily on forageables, you'll be raising this stat a fair bit at first.
Survival to 3Now your next task is to hunt nettles. You can make and wear two sets of nettle clothing simultaneously for +survival, which increases the quality of all your forageables (LP and FEP). The neat thing is, when you get your nettles to an average quality of 6, they start giving +2 survival. With only 2 points in survival, you can get all the way to 10 survival with no further LP invested by using your +1 nettle clothes to help you make +2 nettle clothes. Continue to work on this while grinding the LP for the next step:
Time for a quick mention of in game terms. Survival is a hard cap on things you harvest. No matter what the quality of something you forage, you will get not a point higher than the amount of survival you have. Later on, mostly with crafting and buildings used to make things, you'll run into soft caps. Soft caps give you a product that is the average of your relevant crafting score and the item's quality. So if I'm making nettle pants with Q20 nettles, but my sewing score sqrt(sew*dex) = 10, the nettle pants will come out at (20+10)/2 = 15. What stats/abilities are used per item are noted in the items crafting tooltip.
Exploration to 10Food! By now you're probably wondering how exactly we get attributes in haven. Heck, you might even have seen a bit of the Food Event Point system. Time for an explanation:
In haven, your highest attribute sets the bar on how many FEPs you need to consume in order to get an attribute point increase. Everything you eat adds to this bar in some way, although how varies widely base on the food. When you complete the bar (including any overfill) the attribute point types within it give a % chance to get a level up. So if I get 9 int FEP and 1 str, I'll have a 10% chance of gaining strength and 90% chance it's int instead. If I massively overfilled my initial bar and ate 5 points of int then a whopping 15 points of str, it'd be 25% for int and 75% for strength. Overkilling is by and large considered a waste of resources because of that relatively weak benefit.
Now, it's time to talk briefly about quality. There are three types, Essence, Substance and Vitality. Each quality type influences an item in a different way. For food Vitality increases the FEP's gained, Substance decreases the Hunger penalty and Essence decreases the satiation penalty. How these attributes influence an item will depend what type an item is, but for now understanding how food works is sufficient.
And right about now you're probably wondering “Hunger? Satiation?”. Yes, it gets a bit more complicated but it shouldn't be too hard.
The FEP you gain from a food is as follows:
Base FEP for food item * quality bonus from vitality * hunger modifier * satiation penalty
When an item is eaten, it adds points to the hunger modifier, higher is bad. These points drain away very slowly with the passing of time in real life (you can be offline as well). The modifier goes from 300% to 25%, so not spam eating everything in sight is probably a good idea.
Furthermore, when an item of a particular type is eaten (blueberries count as a forageable), the particular satiation penalty is applied. Eating tonnes and tonnes of forageables loses effectiveness over time. You can see in the food mouseover text that satiation penalty is chance based while hunger is not. Overall you can essentially ignore satiation for any attribute values under 30, but keep this concept in mind for later.
Remember what I said about your highest attribute determining the FEP amount you need to fill? In the early days you'll want to raise your PER and INT in lockstep as much as possible to reduce the FEP burden. Aiming to get both to 20 is a good goal to work on while you wait for LP to invest in abilities/skills. One other neat little thing is that each type of food item eaten reduces the total FEPs you need to earn in a quickly diminishing formula. It's not important until you hit 20+ stats, but eat a couple different items and pay attention to the FEPs the bar says it requires. This is the Variety bonus you may see mentioned elsewhere on the forums.