it looks complicatediamahh wrote:I made this incomplete visual PvE guide, cause I was too scared to learn the interface
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shubla
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Re: Sevenless' beginner guide to Haven and Hearth

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
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SilverMud
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Re: Sevenless' beginner guide to Haven and Hearth
Last edited by MagicManICT on Sun Jan 29, 2017 12:32 am, edited 1 time in total.
Reason: Added hide tags
Reason: Added hide tags
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MagicManICT
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Re: Sevenless' beginner guide to Haven and Hearth
Added in a note on the Marksmanship section about arrow/stone softcapping.
Noticed when skimming through the rest that hive quality matters and will softcap the honey and wax produced. I might have missed a few other details.
Noticed when skimming through the rest that hive quality matters and will softcap the honey and wax produced. I might have missed a few other details.
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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Iva
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Re: Sevenless' beginner guide to Haven and Hearth
There must be made small, but very critical, editing: this dust means at least one of the 8 tiles surrounding it is marked as unstable.Sevenless wrote: Now, this dust means one of the 8 tiles surrounding it is marked as unstable.
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xTrainx
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Re: Sevenless' beginner guide to Haven and Hearth
also you can tell how many of the surrounding tiles are unstable by the quantity of dust droppedIva wrote:There must be made small, but very critical, editing: this dust means at least one of the 8 tiles surrounding it is marked as unstable.Sevenless wrote: Now, this dust means one of the 8 tiles surrounding it is marked as unstable.
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Sevenless
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Re: Sevenless' beginner guide to Haven and Hearth
Edit: Wups, completely forgot that adding a post to this would necro the guide thread. Just storing this here for future use.
Equipment bonuses, Gilding, and you
Equipment for the most part no longer has innate ability/attribute scores. There are a couple exceptions (capes and armor being the primary examples), but most items don't offer anything in and of themselves. In order to get benefit from them, there's something called the gilding system. It doesn't take long to discover your first gilding item, in all likelyhood it will be the taproot lacing. All you need for this is water and a taproot. At base quality (q10 if I haven't mentioned that before), this gives +2 survival to any gildable clothing item it is attached to. You can tell if a piece of clothing is gildable because mousing over it will display "gildable" in blue text in the information box that pops up. In order to actually gild an item, take a gilding item and right click it onto a clothing item with an open gild slot. And don't worry too much about your first items, the % chance you see appear is for extra gilding slots on the item to appear, not your chance at actually attaching it in the first place. Worth mentioning, only one of each gilding can be attached per clothing item. This doesn't stop you from haphazardly gluing taproot to every piece of gildable clothing you can wear mind you. At first, you won't have much else of interest to use anyway, so it works for now. Trying to get a full set of taproot survival gear (spruce cap, 2x nettle shirt, 2x nettle pants, wooden clogs), should be a priority to anyone starting out. You might notice that as you fill out your set, your survival score remains the same after a couple clothing items. This is because you can't boost your score past twice the base value, which means you'll probably need ~12 survival to get full use of your nettle set (quality bonus on gilds rounds up, quite useful at this stage of the game).
If we're talking about the gilding system a bit past the homeless sprucecap stage of the game, we need to dig into the numbers. You might have noticed the skill/attribute icons and some percentages on various gilds/equipment pieces. The icons are the gilding affinities, and the percentages are the chance ranges. In order to increase your gilding chance, you need to match gilding affinities. Lets take a badger vest (affinity survival, 0%>35%) and a Taproot Lacing (affinity survival, 45% > 95%), the worst possible extra slot chance is 0% (0%*45%) and the best possible extra slot chance is 33% (35%*95%). The matching attributes (in this case just survival) will determine where in the score range of 0%->33% you land on. If attributes don't match, you always get the worst extra slot chance possible.

Now for this particular combination, 50 survival gives a 10% chance, 75 survival gives a 14% chance and 160 survival gives a 22% chance. Noting that 50 survival gives a mere 30% of the possible value, while 160 survival gives about 66% of the maximum value, you need quite a lot of ability/attribute levels to reliably get extra slots per gilding attempt. From a quick look at an agility based gild, the formula remains the same for attributes so 50 agility will give ~30% of the maximum extra slot chance, etc.
I've spefically not mentioned equipment/gild quality in these formulas because they don't actually influence gild chance. As mentioned earlier, gild quality is quite important for getting bigger bonuses, however equipment quality effectively softcaps (averages the quality of the equipment and the gilding to determine the bonus given) gildings applied to it. There's no need to have equipment above your gilding in quality, but often equipment is harder to make high quality than gildings in the early days.
And finally, we have one last little tidbit to cover for the gilding system. Recycling. You can take a gilded item with no open slots and right click it onto another gilded piece of equipment of the same type to attempt to combine them. This can either result in a new item that has an extra gilding slot and the gild(s) on it (all the extra gilds and the other equipment piece are used in the process). Or a failure where the gilds are rejected, which always destroys one of the equipment pieces and can destroy some or all of the gilded items in the process. Using the same gilds on each of the items is not required, so this can potentially give you multiple gilds on the new item and an additional slot as well. The exact chance for recycling isn't displayed because it's a multi chance proces, but this is how it works according to jorb:
Thanks to SovietUnion, who I've been bugging about the gild system for a couple days now. And thanks to Tammer, whose post provided the 160 survival value, and from whom I nipped that particular combination for the explanation to get a wider range of stats.
Equipment bonuses, Gilding, and you
Equipment for the most part no longer has innate ability/attribute scores. There are a couple exceptions (capes and armor being the primary examples), but most items don't offer anything in and of themselves. In order to get benefit from them, there's something called the gilding system. It doesn't take long to discover your first gilding item, in all likelyhood it will be the taproot lacing. All you need for this is water and a taproot. At base quality (q10 if I haven't mentioned that before), this gives +2 survival to any gildable clothing item it is attached to. You can tell if a piece of clothing is gildable because mousing over it will display "gildable" in blue text in the information box that pops up. In order to actually gild an item, take a gilding item and right click it onto a clothing item with an open gild slot. And don't worry too much about your first items, the % chance you see appear is for extra gilding slots on the item to appear, not your chance at actually attaching it in the first place. Worth mentioning, only one of each gilding can be attached per clothing item. This doesn't stop you from haphazardly gluing taproot to every piece of gildable clothing you can wear mind you. At first, you won't have much else of interest to use anyway, so it works for now. Trying to get a full set of taproot survival gear (spruce cap, 2x nettle shirt, 2x nettle pants, wooden clogs), should be a priority to anyone starting out. You might notice that as you fill out your set, your survival score remains the same after a couple clothing items. This is because you can't boost your score past twice the base value, which means you'll probably need ~12 survival to get full use of your nettle set (quality bonus on gilds rounds up, quite useful at this stage of the game).
If we're talking about the gilding system a bit past the homeless sprucecap stage of the game, we need to dig into the numbers. You might have noticed the skill/attribute icons and some percentages on various gilds/equipment pieces. The icons are the gilding affinities, and the percentages are the chance ranges. In order to increase your gilding chance, you need to match gilding affinities. Lets take a badger vest (affinity survival, 0%>35%) and a Taproot Lacing (affinity survival, 45% > 95%), the worst possible extra slot chance is 0% (0%*45%) and the best possible extra slot chance is 33% (35%*95%). The matching attributes (in this case just survival) will determine where in the score range of 0%->33% you land on. If attributes don't match, you always get the worst extra slot chance possible.

Now for this particular combination, 50 survival gives a 10% chance, 75 survival gives a 14% chance and 160 survival gives a 22% chance. Noting that 50 survival gives a mere 30% of the possible value, while 160 survival gives about 66% of the maximum value, you need quite a lot of ability/attribute levels to reliably get extra slots per gilding attempt. From a quick look at an agility based gild, the formula remains the same for attributes so 50 agility will give ~30% of the maximum extra slot chance, etc.
I've spefically not mentioned equipment/gild quality in these formulas because they don't actually influence gild chance. As mentioned earlier, gild quality is quite important for getting bigger bonuses, however equipment quality effectively softcaps (averages the quality of the equipment and the gilding to determine the bonus given) gildings applied to it. There's no need to have equipment above your gilding in quality, but often equipment is harder to make high quality than gildings in the early days.
And finally, we have one last little tidbit to cover for the gilding system. Recycling. You can take a gilded item with no open slots and right click it onto another gilded piece of equipment of the same type to attempt to combine them. This can either result in a new item that has an extra gilding slot and the gild(s) on it (all the extra gilds and the other equipment piece are used in the process). Or a failure where the gilds are rejected, which always destroys one of the equipment pieces and can destroy some or all of the gilded items in the process. Using the same gilds on each of the items is not required, so this can potentially give you multiple gilds on the new item and an additional slot as well. The exact chance for recycling isn't displayed because it's a multi chance proces, but this is how it works according to jorb:
The wiki's gilding and equipment pages are really helpful in planning out what items you want to create for gilding purposes, click the arrows at the top of the tables to sort by affinity. Many endgame items *and* gilds end up being compatible with Charisma and Sewing. When planning to make multi gild items, remember that the last item you plan on attaching doesn't need to be compatible. There are some really good items like the Fancy Buckle that have no real useful affinities, so are often used last to close the item out.You then roll once for each gilding in either of the pieces of equipment --
chance being half of what your normal chance to gild the item would be -- if you succeed you keep the gilding as slotted into the new end product, and failing that you have another chance (50%) to keep the gilding as a loose, available, gilding.
Thanks to SovietUnion, who I've been bugging about the gild system for a couple days now. And thanks to Tammer, whose post provided the 160 survival value, and from whom I nipped that particular combination for the explanation to get a wider range of stats.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system

