A list of gear and their bonuses

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A list of gear and their bonuses

Postby RamboMesser » Tue Mar 01, 2016 6:46 pm

Since there seems to be a lack of a list like that im making one and invite everyone to fill out the huge gaps.

Hats
Boar Tusk Helmet: Armor (armor class 1/11, 70 wear at q 23.1 . armor class 2/13, 111 wear at q 37 ) Requirements: 2x Boar Tusk, 2x Leeather, 1x String. Equipped at L1
Bronze Helmet: -Agility, Armor Class (-4 Agility, 18/10 at q 50) 2x Bar of Bronze, 1x Leather. Equipped at L1
Chefs Hat: Gilding chance 10-30% (Cooking). Requirements: 1x Cloth, 1kg of Barley Flour, 1x String. Equipped at L1
Chieftain's Hat: Gilding chance 5-35% (Charisma). Requirements: 1x Bear Hide, 2x Rabbit Fur, 2x Boar Tusk. Equipped at L1 (looks dumb)
Cylinder Hat: 5-45% (Charisma) Requirements: 1x Silk Cloth, 3x Hardened Leather, 2x String. Equipped at L1 (thanks to ravenguard)
Fox Hat: Gilding chance 5-25% (Agility). Requirements: 2x Fox Hide, 2x String. Equipped at L1
Hirdsman Helmet: - Agility, Armor Class (-3 Agility, 10/7, 125 wear at q 28). Equipped at L1
Jack-o' Mask: Nothing. Requirements: 1x Pumpkin. Equipped at L1
Laddies Cap: Gilding chance 10-30% (Sewing). Requirements: 3x Leather, 2x String. Equipped at L1
Lawspeakers Hat: Gilding chance 10-30% (Charisma). Requirements: 5x Yarn, 10x Cloth. Equipped at L1
Leather Merchants Hat: Gilding chance 10-30% (Charisma). Requirements: 3x Leather, 2x String. Equipped at L1
Miners Helm: (Protection for cave ins?) (?) Requirements: 2x Bar of Bronze, Iron or Steel, 1x Leather. Equipped at L1
Spruce cap: Gilding chance 10-30% (Survival). Requirements: 2x Spruce Bough, 1x String. Equipped at L1
Straw Hat: Gilding chance: 10-25% (Farming). Requirements: 4x Straw. Equipped at L1
Wreath of Laurels: (still) Nothing, Requirements: 6x Laurel Leaves, 1x String. Equipped at L1

Capes
Bear Cape: Gilding chance 0-32% (Strength, Survival), +14 Strength at q 45. Requirements: Bear Hide, 2x Bear Tooth
Bat Wing: Gilding chance 10-30% (Stealth) armor class: 3/3. Requirements: 4x Bat Hide, 2x Bat Wing, 2x String. Equipped at L8
Druids Cloak: 30-65% (Farming, Psyche) (thanks to foomanchu)
Hirdsman Cape: Gilding chance 10-30% (Melee Combat) Requirements: 0.50 Ashes, 2x Yarn. Equipped at L8
Lynx Cape: Gilding chance 0-32% (Agility, Survival), +9 Agility at q 45. Requirements: 1x Lynx Hide, 4x String.
Rangers Cape: Gilding chance 20-50% (Exploration,Stealth). Requirements: 1x Silk Cloth, 2x Silk Thread, 8x Cloth

Upper body
Ashen Robes: Gilding chance 10-40% (Psyche, Stealth) .Requirements: 2kg of Ashes, 2x Cloth. Equipped at L2 or L6
Badger Hide Vest: Gilding chance 0-35% (Survival) armor class 3/1 Requirements: 2x Badger Hide, 2x String equipped at L2 or R2
Bronze Plate: -Agility, Armor Class (-11 Agility, 31/24, wear 236 at q 25 | -15 Agility, 45/31, 412 wear at q 47) Requirements: 6x Bar of Bronze, 2x Leather. Equipped at R2
Chainmail Shirt: -Agility, Armor Class (-8 Agility, 25/25, 282 wear at q 27) Requirements: 6x Wrough Iron. Equipped at L2
Cutthroat Cuirass: + Agility, +Unarmed Combat, +Armed Combat, +Stealth, Armor Class (+3 +5 +8, +8 24/25, wear 219 at q 27) 8x Hardened Leather, 4x String. Equipped at R2
Fur Cloak: Gilding chance 15-35% (Survival, Explorstion). Requirements: 10x Hide, 4x String. Equipped at L6
Hemp Shirt: Gilding chance 15-35% (Sewing). Requirements: 2x Hemp cloth, 2x String.
Hide Cloak: Gilding chance 10-30% (Survival). Requirements: 6x Hide. Equipped at L6
Lawspeakers Robe: Gilding chance 15-45% (Charisma, Sewing) Requirements: 15x Cloth, 10x Yarn
Leather Armor: -Agility Armor class (6/7, wear 68, -1 Agility at q 21.5,) Requirements: 8x Leather, 4x String. Equipped at R2
Leather Coat: Gilding chance 15-40% (Agility, Sewing). Requirements: 6x Leather, 3x String. Equipprd at L6
Linen Shirt: Gilding chance 15-35% (Sewing) Requirements: 2x Linen Cloth, 2x String. Equipped at L2 or R2
Merchants Robe: 20-35% (Charisma). Requirements: 4x Silk Cloth, 2x String (thanks to foomanchu)
Nettle Shirt: Gilding chance 15-25% (Survival). Equipped at L2 or R2
Rangers Shirt: Gilding chance 0-55% (Exploration, Stealth) Requirements: 1x Silk Cloth, 2x Silk Thread, 6x Cloth (Thanks to Raurie)
Toga: Gilding chance 15-35% (Charisma, Sewing) Requirements: 4x Yarn. Equipped at L6
Vapntreyiu: Armor Class (5/6 and 56 wear at q 22.6) Requirements: 5x Cloth, 5x Wool, 2x String. Equipped at L2 or L6
Wool Shirt: Gilding chance 15-35% /Farming). Requirements: 2x Wool cloth, 2x String

Lower Body
Hemp Pants: Gilding chance 15-35% (Sewing). Requirements: 2x Hemp cloth, 2x String
Leather Pants: Armor class (5/6, wear 55, -3 Agility at q 23) Requirements: 4x Leather, 2x String. Equipped at R7
Linen Pants: Gilding chance 15-35% (Sewing). Requirements: 2x Linen Cloth, 2x String. Equipped at L7
Nettle Pants: Gilding chance 15-25% (Survival). Equipped at L7
Rangers Pants: GIlding chance 0-55% (Exploration, Stealth). Requirements: 1x Silk Cloth, 2x Silk Thread, 6x Cloth (thanks to foomanchu)
Wool Pants: Gilding chance 15-35% (Farming). Requirements: 2x Wool cloth, 2x String

Feet
Bunny Slippers: Gilding chance 5-20% (Agility). Requirements: 2x Rabbit fur. Equipped at R8
Clogs: Gilding chance 5-15% (Carpentry). Requirements: 2x Block of Wood. Equipped at R8
Fur Boots: Gilding chance 15-35% (Agility). Requirements: 3x Hide, 2x String. Equipped at R8
Leather Boots: Armor class (2/5, 38 wear, +2 Agility at q 26) Requirements: 3x Leather, 1x String. Equipped at R8
Rangers Boots: 10-45% (Agility, Stealth), Armor Class (+7 Agility, 4/4, 56 wear at q 18) Requirements: 2x Hardened leather, 4x Leather, 4x Silk Thread. Equipped at R8 (thanks to foomanchu)

Other Stuff
Bear Tooth Necklace: +Strength, +Charisma ( +7, +11 at q 48)
Birchbark Backpack: Adds one column to inventory space. Equipped at R6
Hunters Belt: Nothing. Equipped at R3
Leather Backpack: Adds two coloumns to inventory space Requirements: 6x Leather, 4x String. Equipped at R6
Monoqle: (?)
Poor Man's Gloves: Nothing
Spectacles: +Perception (+6 at q 12.8). Equipped at R1
Travellers Sack: Adds one Coloumn and one row to inventory space Requirements: 5x Hardened leather, 8x String

[Update by Granger]
Since viewtopic.php?f=39&t=49009 clothing dosn't has inherent stat buffs anymore.
Last edited by RamboMesser on Thu May 19, 2016 6:28 pm, edited 41 times in total.
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Re: A list of gear and their bonuses

Postby ErdTod » Tue Mar 01, 2016 7:21 pm

Bunny slippers give agi bonus... also there is a theory that they help in chasing rabbits
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Re: A list of gear and their bonuses

Postby abt79 » Tue Mar 01, 2016 7:32 pm

If only this game had a wiki
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Re: A list of gear and their bonuses

Postby Turtlesir » Tue Mar 01, 2016 7:48 pm

ErdTod wrote:Bunny slippers give agi bonus... also there is a theory that they help in chasing rabbits

+2 base
q26.4 = agi +3

Badger Hide Vest: Badger Hide x2, string x2
3/1, base wear = 30
q20.2 = agi +1
q24.7 = agi +2

Leather pants:
q17.6 = agi -3
4/5

Ashen Robes:
q14.7 = int +6
q17 = int +7

Bear Cape: bear hide, bear tooth x2
q39.4 = str +20
q60.2 = str +25

Chef's Hat: cloth, barley flour x100, string
q17.8 = cook +7

Straw Hat: straw x4
q47.8 = farm +11

etc

big list of equipment if you feel like sifting through it, should have every recipe the wiki doesn't:
$Craft

> $Clothes & Equipment

..> $Armor & Helmets

....> Badger Hide Ves$t (1x2)
....Badger Hide x2, string x2
....dex*sew
....Q20.2 = AGI+1
....ess 20,sub 16,vit 22 = 66wear; armor class = 3/1
....Q24.7 = AGI+2
....30,16,26 = 89 wear; 3/1
....Q27.7 = AGI+2
....19,16,41 = 123; 3/1

....> $Boar Tusk Helmet
....Boar tusk x2, leather x2, string
....dex*sew
....stats = ?

....> Bron$ze Helm
....bar of bronze x2, leather; anvil?
....str*smith
....stats = ?

....> B$ronze Plate (2x2)
....bar of bronze x6, leather x2; anvil?
....str*smith
....stats = ?

....> Chainmail $Shirt (2x1)
....bar of wrought iron x6
....str*smith; anvil?
....stats = ?

....> $Cutthroat Cuirass (2x2)
....hardened leather x8, string x4
....dex*sew
....stats = ?

....> Drag$on Helm
....bar of steel x2, gold nugget x3, silver nugget x3, bronze nugget x4
....str*psy*smith

....> $Druid's Helm
....bar of wrought iron x3, red deer antlers; anvil?
....str*smith
....stats = ?

....> $Hirdsman's Helmet
....bar of wrought iron, block
....str*carp*smith; anvil?
....stats = ?

....> $Leather Armor (2x2)
....leather x8, string x4
....dex*sew
....stats = ?

....> L$eather Pants (1x2)
....leather x4, string x2
....dex*sew
....Q17.6 = AGI-3
....22,15,15 = 38; 4/5
....L or R pants

....> $Miner's Helm
....bar of hard metal x2, leather; anvil?
....str*smith
....stats = ?

....> Plate Ga$untlets
....bar of steel x2, leather x2; anvil?
....str*smith
....stats = ?

....> Pl$ate Helmet
....bar of steel x2; anvil?
....str*smith
....stats = ?

....> $Plate Mail
....bar of steel x6, leather x2; anvil?
....str*smith
....stats = ?

....> $Vapntreyiu
....cloth x5, wool x5, string x2
....dex*sew
....stats = ?

..> $Boots & Shoes

....> $Bunny Slippers
....rabbit fur x2
....dex*sew
....Q10 = AGI+2
....Q26.4 = AGI+3

....> $Clogs
....block x2
....dex*carp

....> $Fur Boots
....better pic + touch up infobox + recipe

....> $Leather Boots
....laether x3, string
....dex*sew

....> $Ranger's Boots
....hardened leather x2, leather x4, silk thread x4
....dex*sew

....> rusalka's boots
....?

..> $Capes, Cloaks & Robes

....> ashen robes
....pic
....L2 or L6
....Q14.7 = INT+6
....Q17 = INT+7

....> $Bear Cape (1x2)
....bear hide, bear tooth x2
....dex*sew
....L1 + L8
....Q39.4 = STR+20
....Q60.2 = STR+25

....> $Druid's Cloak
....gold nugget, silk cloth x2, laurel leaves x6
....dex*psy*sew
....no deep artifice

....> $Fur Cloak (1x2)
....Prepared Animal Hide x10, string x4
....dex*sew
....L6
....
....> $Hide Cloak (1x2)
....prep animal hide x6
....dex*sew
....L6
....
....> H$irdsman's Cape
....Ashes x50, yarn x2
....dex*sew
....L8

....> La$wspeaker's Robes
....cloth x15, yarn x10
....dex*sew
....L2 or L6 ?

....> $Leather Coat
....laether x6, string x3
....dex*sew
....L6

....> $Merchant's Robe
....silk cloth x4, string x2
....dex*sew
....L6

....> $Ranger's Cape
....silk cloth, silk thread x2, cloth x8
....dex*sew

....> $Toga
....yarn x4

..> $Hats & Headwear

....> $Chef's Hat
....cloth, barley flour x100, string
....dex*cook
....17.8 = COOK+7

....> C$hieftain's Hat
....bear hide, rabbit fur x2, boar tusk x2
....dex*sew

....> C$ylinder Hat
....silk cloth, hardened leather x3, string x2
....dex*sew

....> $Fox Hat
....dried fox hide x2, string x2
....dex*sew
....Q 44.5 = INT+4

....> $Jack-o'-Mask (2x2)
....pumpkin
....dex*farm

....> $Laddie's Cap
....leather x3, string x2
....dex*sew

....> L$awspeaker's Hat
....cloth x10, yarn x5
....dex*sew

....> L$eather Merchant's Hat
....leather x3, string x2
....dex*sew
....
....> S$trawhat
....straw x4
....dex*farm
....Q47.8 = FARM+11

....> $Wreath of Laurels
....Laurel Leaves x6, string
....cha*sew

..> Hook, $Line & Sinker

....> $Bone Hook
....bone
....dex*surv

....> $Metal Hook
....nugget of any common metal; (no anvil)
....str*smith

....> Gold $Hook
....gold nugget
....str*psy*smith

..> $Instruments

....> $Drum & Sticks (2x2)
....block, prep animal hide x4, leather x2, intestines x2, rope
....
....> F$iddle & Bow
....string x4, block, board x2, hardened leather, bone glue

....> $Flute
....bone x2

....> $Lute
....string x4, block x2, board, bone glue x2

..> Pac$ks & Sacks

....> leather backpack
....pic

....> $Traveler's Sack
....hardened leather x5, string x8 (= Traveller's Sack)
....dex*sew

..> $Pants & Legwear

....> Linen $Pants
....linen cloth x2, string x2
....
....> $Nettle Pants
....stinging nettle x4
....dex*surv
....Q2 = SURV+1
....Q10 = AGI-1, UA+1, SURV+2
....Q15.2 = AGI-1, UA+1, SURV+2
....Q16.1 = AGI-1, UA+1, SURV+3
....Q22.5 = AGI-2, UA+2, SURV+3
....Q33.8 = AGI-2, UA+2, SURV+4

....> $Ranger's Pants
....silk cloth, silk thread x2, cloth x6
....dex*sew

..> $Shirts & Tunics

....> Linen $Shirt
....linen cloth x2, string x2

....> Moose Hide $Jacket
....Moose Hide x2, leather x4, string x2
....dex * sew

....> $Nettle Shirt
....stingning nettle x6
....dex*surv

....> $Ranger's Shirt
....silk cloth, silk thread x2, cloth x6
....dex*sew

..> $Tools


....> $Bucket (2x2)
....some wrong info (wine storage)
....check recipe
....pic

....> $Dowsing Rod
....tree bough x2, dream

....> frying pan (2x1)
....bar of any common metal (rename bar of common metal)

....> $Metal Shovel (1x2)
....bar of hard metal, block x3

....> $Pick Axe (1x2)
....bar of hard metal x4, tree bough x2 (= Pickaxe)
....str*smith; anvil + hammer

....> Sc$ythe (1x3)
....bar of cast iron, block x3
....str*smith; anvil + hammer

....> $Sledgehammer (2x3?)
....bar of steel x2, bar of hard metal x8, hard leather x2, block x2
....str*smith; anvil + hammer ?

....> Smit$hy's Hammer
....bar of hard metal x2; anvil
....str*smith

....> Wooden Sho$vel
....block x3, board x2

..> $Weapons

....> Battlea$xe of the Twelfth Bay (2x3)
....bar of steel x12, hard leather x2
....str*smith; anvil + hammer

....> B$one Arrow
....bone, string, branch x2
....dex*surv

....> Bron$ze Sword
....bar of bronze x3
....str*smith; anvil+hammer

....> $Cutthroat Knuckles
....bar of hard metal x2
....str*smith; anvil+hammer

....> $Fyrdsman's Sword
....bar of wrought iron x2, block x2
....str*smith; anvil+hammer

....> H$irdsman's Sword
....bar of steel x2, block
....str*smith; anvil+hammer

....> S$ling
....string x5, leather x2
....dex*surv*mm

....> Stone $Arrow
....stone, string, branch x2
....dex*surv

....> Wooden $Roundshield
....(custom image sketch), board x2, leather x2
....dex*carp

..> $Xtras & Accessories

....> Bear Tooth Ta$lisman
....bear tooth, string
....psy*sew
....Q22.4 = STR+4, CHA+7
....Q42.5 = STR+6, CHA+10

....> Cla$y Pipe
....clay x2 (= unfired clay pipe)
....dex

....> Clo$thier's Thimble
....goldbeater's skin, silver nugget; anvil?
....str*psy*smith

....> $Hunter's Belt
....leather, nugget of any metal
....dex*sew

....> $Monocle
....raw glass, silver nugget, silk thread, goldbeater's skin
....per*psy*smith

....> $Poor Man's Belt
....leather
....dex*sew
....
....> Poor Man's $Gloves
....leather, prep animal hide

....> $Spectacles
....raw glass x2, nugget of any metal
....per*smith
....Q10.7 = PER+5

....> $Jewelery


......> Family $Heirloom
......gold nugget x3, goldbeater's skin, leather x2
......str*psy*smith

......> $Forge Ring
......goldbeater's skin, silver nugget x2
......str*psy*smith; anvil+hammer
......Q59.2 = STR+12, SMITH+24
......Q61.3 = STR+12, SMITH+25
..
......> $Merchant's Ring
......goldbeater's, gold nugget
......str*psy*smith

......> $Occult Ring
......goldbeater's skin, gold nugget x2, black coal x2
......str*psy*smith

......> $Pearl Necklace
......river pearl x10, string x2
......dex*sew
......(jewelry skill not needed)

......> Silver for the Ferr$yman
......goldbeater's skin, silver nugget
......str*psy*smith; anvil+hammer

......> $Thane's Ring
......goldbeater's skin, gold nugget x2, silver nugget x2
......str*psy*smith
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Re: A list of gear and their bonuses

Postby RamboMesser » Tue Mar 01, 2016 8:59 pm

holy crap, i'll edit that into the starting post on occasion.

The wiki has been outdated for months..
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Re: A list of gear and their bonuses

Postby Turtlesir » Tue Mar 01, 2016 10:40 pm

i know, we got some great contributors but even so it's too much work. i usually try to update things from the patch notes at least.

btw i just realised the list doesn't have lynx cape.
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Re: A list of gear and their bonuses

Postby MagicManICT » Tue Mar 01, 2016 11:29 pm

RamboMesser wrote:The wiki has been outdated for months..


You're more than welcome to make an account. If some of the formatting is confusing, just put it on the page, and someone else can come along and make it look pretty.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: A list of gear and their bonuses

Postby RamboMesser » Tue Mar 01, 2016 11:37 pm

i probably will after i finish the list and have it approved by the community
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Re: A list of gear and their bonuses

Postby RamboMesser » Wed Mar 09, 2016 5:24 pm

Updated.

What Bonuses does Rangers Gear provide? (if any)
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Re: A list of gear and their bonuses

Postby DamJNeT » Fri Mar 11, 2016 2:45 am

Mate could you put the slots were each piece belong on your front list ?

You know like 1r, 4 r l etc... Much appreciated :]
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