Glossary

# 生與死

在開始進入避難所與爐火的世界之前，你必須先知道死亡的概念。死亡是這款遊戲中的一部份，一旦人物死亡，你所累積的紀錄可能會什麼也拿不回來。~~"人被殺就會死"~~。而死亡的恐懼也是讓人著迷於此遊戲的動力。為了避免死亡，我們將精進自己，更加鑽研此遊戲。

### 爐火者(Hearthling)

"Hearthling"是這個遊戲對於玩家人物的稱呼。每個人物都是從一個發光的紫色球體開始，你會先決定外觀，在燃燒自己進入世界。Hearthling剛出生的時候所有的屬性都是10，能力都是1。Hearthling就像人類一樣，會進食、學習、休息與死亡。在進行遊戲的同時，不只是你的人物逐漸成長，玩家也會逐漸了解這個遊戲的世界，發現遊戲中的秘密。

而想要更加了解這款遊戲，最好的方法就是一頭栽進這美麗又殘忍的世界~。

※earth(地球)+ling=世人、百姓。那herathling大概就叫做~~爐火人吧~~

### 生命 Life

 File:Life.jpg
建立人物並降生到這個世界是遊戲的第一步，但是有些步驟並沒有提示，初學者可能會錯過。在水池可以改變髮型與顏色，而火堆旁的墓園可以繼承你的祖先(先前死去的人物)，而鹿的頭骨可以決定出生在好友的位置。

簡單的出生步驟：

* 往北走並穿越河道選擇性別，左邊女性、右邊男性。
* 在水池修改外觀
* 右鍵點擊巫師決定名字。
* 進入火堆降生

非必要步驟：

* 火堆北邊有墓園，若是有已死亡的人物，會在此處有墓碑，右鍵可以繼承祖先部分的能力與財產。
* 東北有個鹿頭骨，有好友幫助可以降生在指定的地點。

### 死亡 Death

死亡是遊戲中的一環，並不罕見。不論是在渡河時體力不足溺水、被熊襲擊，甚至被其他玩家殺死~~(或是被遊戲閃退搞死~~)。最好在死亡發生之前做好準備。儘管死亡會使你永遠失去這名角色，但是並非失去所有。你可以建立新的人物，並且繼承祖先的部分能力。

**埋葬你的祖先**
如果你有取回人物的遺體，你可以埋葬它來讓下一輪遊戲進行的更順利。

* 沒有埋葬遺體，只有在墓園繼承，則可以取回15%的LP與FEP
* 埋葬頭骨可以額外取回10%(總共取回25%)
* 埋葬身體可以額外取回20%(總共取回35%)
* 埋葬完整的遺體可以額外取回30%(總共取回45%)

**讓你的人民弔唁你的生命**

如果你在你的人民中受到愛戴，也許他們會為你舉行國葬。

* 國葬不需要埋葬遺體就可以取回45%LP與FEP。
* 但即便是最強大的戰士，或國家中的要員，國葬仍是一個消耗昂貴的選擇。

榮耀你的祖先

如果你時常去弔唁與祈禱，也許你的祖先會賜給你知識與智慧。

弔唁是當你無法取得遺體來埋葬時的替代手段。

每次弔唁祖先可以取回6%的能力，直到總共取回45%的LP與EFP。

每次弔唁所花費的點數會是前次的2倍

注意事項

* 剛出生8小時的人物死亡無法繼承
* 如果死亡角色的生命之火沒有被破壞，則會直接出生在該位置

## 基本屬性

### 屬性(Attributes)

屬性是本遊戲中的最基本數值之一，在進食時，根據食物的Food Event Point(EFP)點數增加。屬性可以被裝備，傷口或行為(如喝酒)所影響。

### 食物事件點數(Food Event Points)

FEP欄位顯示了你現在透過進食所累積的FEP，以及你累積多少FEP會增加屬性。增加屬性所需要的FEP取決於最高屬性。假設你的力量30，即便你其他屬性是10。你仍然需要累積30點FEP才可以增加任何一個屬性。

### 食物滿足度(Food Satiations)

食物滿足度影響你可以從這類食物取得FEP的效果，如果常常食用同一種種類的食物，會使得滿足感迅速下降，導致FEP越來越難累積。當滿足度降到50%時，會自動回到100%。飲用飲料可以增加特定食物的滿足度，最高可以累積到125%。註：飲料也有滿足度

### 飢餓程度Hunger Level

任何食物都會增加飽足感，飢餓程度會影響FEP的取得效果，飢餓程度越高，食物效果越差。而飢餓程度只能透過時間慢慢減少，飢餓程度越高，減少越快，反之亦然。

## 能力(Abilities)

能力頁面紀錄著你所學會的能力與學習點數相關的資訊。你也可以在這個介面管理你的學習報告，來增加你的學習點數。

### 能力(Abilities)

能力與屬性相似，都是影響相關活動的品質。你可以透過消耗學習點數來增加任意的能力。

消耗量如下：

100
L
P
∗
(
c
u
r
r
e
n
t
l
e
v
e
l
1
)

{\displaystyle 100LP\*(current level + 1)}

※學習後無法退還，請慎重選擇。和屬性相同，能力可以被道具、裝備或傷口所影響。

### 學習報告(Study Report)

學習報告是個4X4的道具欄位，有些你所採集或者製作時取得的道具(好奇心)可以放進學習報告中學習，消耗經驗值來取得學習點數

* 學習好奇品只要將其放入學習報告就可以被動的產生作用。
* 專注力數值等同於智慧。其影響你所能同時學習的好奇品數量。
* 同樣的好奇品同時只能研究一個。
* 當好奇品的研究完成時，你會取得學習點，而好奇品消失。
* 地契應時常放在學習報告中來維持你的領土。

For more information, see the Curiosity page

## 知識與技能(Lore & Skills)

 File:Character Sheet Skills.png
知識與技能頁面是你學習技能的地方，這些技能將開啟新的能力、行為或者是新的建築與配方。如學習造船才可以建造船隻。另外，技能的學習是有關聯性的，譬如想要學習"坑道"技能，你需先學會"採礦"，而學"採礦"之前必須先學會"石工"。

能夠學習的技能會想是在分類標前上，但是學習點數不足的技能會以紅色顯示。

已經學會的技能將會顯示在"已學習"標籤中

經驗值事件將會顯示在"知識"標籤.

## 武術與戰鬥學校(Martial Arts & Combat Schools)

武術與戰鬥學校是管理、配置與保存戰鬥卡的地方。戰鬥卡可以透過戰勝動物取得。也可以從其他玩家身上學習到。

須知：

* 拖曳戰鬥卡到快捷鍵欄位中，每個配置可以設定10張卡片
* 每一張卡片都有1點cost，cost上限為30。.
* 同一張卡片最多可以堆疊5張，數量越多則威力越強。
* 最多可保存5種配置，方便你快速的切換戰術。
* 1~5的欄位對應快捷鍵 1~5.，6~10對應SHIFT+1~5

## 治療與傷口

"傷口"是你在遊戲中某些行動所導致的半永久性傷害，最常見的原因是戰鬥。

傷口介面會列出你現在所有的傷口、每種傷口的影響與該如何治療傷口。有些傷口會隨著時間慢慢回復，但有的傷口需要經過治療或包紮，否則會永久遭成影響。傷口名稱右邊的數字表示了這個傷口對你的HHP遭成多少傷害，當你的HHP到0的時候，人物便會死亡。當你的能量超過8000%的時候，傷口才會慢慢癒合。

## 任務日誌

任務日誌顯示你當前、完成與失敗的任務。點擊當前任務可以在螢幕上顯示任務內容，並且顯示一個箭頭來指引任務目標。

# 裝備介面

See Category:Equipment for all equipable items

裝備介面可以管理身上的裝備，幫助玩家在險惡的爐火世界中生存。每一個欄位代表不同的部位，而有的裝備能會佔有兩個格子，像是鏟子必須左右手同時使用，或者熊皮披風佔有頭盔與披風兩個欄位。遺憾的是這個遊戲並沒有標示或圖例來解釋身上的各個部位是裝什麼，為了方便新手加入，老玩家們共同訂了下列代號，如5R表示右邊第5格。

# 道具欄Inventory

你人物所蒐集的物品都會收藏至道具欄，這個欄位與裝備欄不同，並不會導致你的道具磨損或消耗。

每個人物初始會有一個4X4的收納空間，這個間可以藉由裝備或者信條來增加。

能夠增加背包欄位的裝備

```
 白樺背包 --- 增加1直列
 皮革背包   --- 增加2直列
 旅者麻袋   --- 增加1直列和1橫排
 商人袍    --- 增加1橫排

```

這些裝備的效果是可以互相疊加的

如： 裝備一個白樺背包跟一件商人袍則道具欄位變成5X5

裝備皮革背包與兩個旅者麻袋則是8X6

**重要提示:** 在世界十，玩家可以透過贊助遊戲商得到直列和橫排各增加1的獎勵

# 遊戲介面(HUD)

**重要提示: 按下空白建可以隱藏你的遊戲介面(HUD)!**

抬頭顯示介面 (HUD) 可以常駐你的重要資訊方便你隨時觀看

### 生命值(Hitpoints)

生命值 分成三個部分，在你將滑鼠懸停在上方時顯示的數值為(SHP/HHP/MHP.)

* **軟生命(SHP)**
	+ 軟生命(Soft Hitpoints). 當此數值為0時，你的人物將會暈倒在地上一段時間，軟生命在能量為8000以上時會隨著時間逐漸回復， 直到等於硬生命 (HHP)為止。
* **硬生命(HHP)**
	+ 硬生命(Hard Hitpoints)。 當此數值為0時，你的人物將會永久死亡。 你可以在人物介面的 健康 分頁確認是那些傷口導致你的硬生命(HHP)減少。 有些傷口會隨時間逐漸康復，有些則需要治療，而有部分傷口是沒有任何方法可以醫治的。
* **最大生命(MHP)**
	+ 最大生命(Max Hit Points)。你的最大生命(HHP) 只能透過吃 食物 增加 體格 能力值來增加.

### 耐力

表示你的人物剩下的體力。這個數值會在你從事任何活動的時候下降 ，體力會隨著時間逐漸回復，回復時會消耗一定比例的能量，可以透過喝水 或者飲料(如:茶水)來快速回復體力，但是能量的消耗會比較高。你可以透過增加體格來減少工作或游泳時體力消耗的速度。

 < 50%
 < 29%
 < 25%
 < 10%
 < 5%

### 能量

能量是你的人物可以做多少工作的指標。體力或生命值的回復都會消耗能量， 最大的消耗源一般都是喝水回復體力的時候。能量可以透過吃食物來補充。

當能量高於8000時，軟生命(SHP)將會隨著時間回復
當能量低於5000時，你將無法從事重勞動，像是挖土與採礦
當能量低於2000時，你將處於 嚴重飢餓 狀態，你的生命會隨時間逐漸減少 which will slowly drain your health.
If your energy is 0, you will start rapidly losing HHP and die very quickly.
### Speed

Speed is how fast your character moves. Generally, the faster you move, the more stamina you consume. Certain Terrains determine how fast you can run at any given time.

From left to right:

 Walk
 Run
 Sprint

# Kith & Kin

Kin Shortcut: CTRL + B

The Kin is the love-heart button. You can add new friends here, view your current ones and quickly see their online status.

In the Hearth Secret textbox, you can create a hearth secret. When you want to make friends with people at long-distance, give them this secret and they will then be your friend, or "kin". Likewise, if somebody gives you their secret, type it in the right text area next to the one you make your own secret in. Note that Hearth Secrets are tied to your hearthling, not to your account.

You can also right click a Hearthling, "Memorize" them, then right-click "Add Kin"

The candle next to their name on the list is their online status - a lit candle is online, whilst an unlit candle means offline. However, if somebody dies, their candle will disappear.

Setting kin colors is an important feature which allows you to group kin and assign privileges, such as theft or tresspassing on Personal Claims or Village Claims

### Kin Menu

In the Kin Menu, you can:

* See the online status of kin signified by a lit or unlit candle.
* Invite online kin to a party.
* Privately message your kin.
* Set your own Hearth Secret.
* Add others via Hearth Secret
* Set a Kin's color (Default is white)
* Set a Kin's Display name (For your hearthling only)

As you progress through the game, you may also find yourself cheiftain of a Village or ruler of a Realm. Both of these are also managed through the Kith & Kin Menu, through their respective tabs

### Group Party

A party is a group of players that are able to communicate to each other through a private party chat where each party member is assigned a color.

You can invite a player to your party if you are not in a party or if you are the party leader, and this will make you the party leader. When you leave, another player in your party is assigned party leader, and you can also reassign party leader manually by right-clicking a party member. When the party is reduced to one member, the party chat closes.

Things to know:

The amount of party members you can have is limited by your Charisma.Template:Verify
Party members have full access to each other's personal claims, so be careful who you add to your party.
Colored arrows point towards the positions of party members
Colored minimap markers give you their exact position
You can see the portraits of party members on the left side of your screen
Clicking a portrait will make your charcater move towards them
# Combat

Combat in Haven and Hearth is built around the deck system, with players building a deck of attack, defense and ability cards which are then drawn and selected by the player.

### Unarmed Combat

*See Unarmed Combat for a more detailed guide.*

Unarmed combat is the first close-quarters style of fighting.

### Melee Combat

*See Melee Combat for a more detailed guide*

Melee combat is fighting with a sword and shield or axe.

### Ranged Combat

*See Ranged Combat for a more detailed guide*

Ranged combat is the simplest technique. Simply equip a Hunter's Bow or Sling,

# Experience Points and Learning Points

## Experience Points

**Experience Points** are obtained through Experience Events and Quests and are used by hearthlings for a number of tasks, including:

* Performing Hearth Magic
* Studying Curiosities

Experience Events are not limited, and can be randomly activated throughout your daily activities. The amount of Experience Points received is a good indicator of how often you can activate that event. For Example, Quenching Thirst can be activated very often, while Fragrance of Flowers may only activate every few days. In this fashion, it is recommended or encouraged to perform a number of varied activities or often go exploring to activate these events as often as possible.

* You can check which event you haven't done in Character Sheet under Lore & Skills by clicking on Lore.
* It's worth noting that by using Hearth Magic, you may end up with negative Experience Points when any Curiosities in your Study finish.
* Members of a Realm may be allowed to withdraw Experience points from the Realms bank to use as they will.

## Learning Points

**Learning Points** are used to buy Abilities, skills, and Property. You can currently earn Learning Points (LP) in three ways:

**Disovering new objects**

* For example: picking your first branch off a tree will give you some LP, digging soil, clay for the first time will award you LP. This is the main source of LP for a new character.
* Some actions that generate large sums of LP:
	+ Picking tree products: branches, bark, fruits and seeds, boughs
	+ Picking forageables such as Spindly Taproot or Blueberries
	+ Fishing - every type of fish caught will give you some LP
	+ Side Note: Items your ancestors have discovered won't give you Learning Points.

**Curiosity System**

* Curiosities are items that can be crafted, foraged, caught, or created as a side effect of doing certain activities. They are studied over time in your Study Report, and will give you LP after completion. They will also consume some experience points.

**Killing Animals**

* Hunting and killing animals in combat gives a small amount of LP, roughly equal to how much damage your character inflicted on the creature
* Do note that the amount of LP received will reduce if you continuously kill the same creature.

# Quality

*See Quality for more detailed information*

Almost all items, as well as many game-world objects, have a quality factor **Q**, which may range from 1 to ∞, with a standard default quality for most objects of 10 -- for example, all natural-growing trees are Q10.
 In general, higher Q items are simply better: high Q weapons do more damage, high Q food provide more FEPs, high Q armor provides more protection.

The in-game effects vary from item to item, with some items like buckets and barrels not having any effect at all. Where quality matters, it usually takes the form of the quality multiplier **QM**:

Q
# M

Q
10

{\displaystyle QM = \sqrt{\frac{Q}{10}}}

This multiplier is 1x for Q10, 2x for Q40, 3x for Q90, 4x for Q160, and so on. It is a nonlinear increase, which means that it becomes harder and r multipliers. Since Q10 has a QM of 1x, in many places on this wiki you will just see stats given for Q10 objects. You should assume this unless the wiki page you're reading says otherwise.

### Softcap

Softcap is a term describing the effect of an ability or attribute on the quality of a product.

Softcaps are put into effect when the quality of a product would be higher than the skill in question. The quality of said product will then be averaged with the softcapping skill level to get the products final quality.The softcapping skill may be a single attribute or skill value, or a combination of several. If the expected quality of the product will be lower than the softcapping skill, the quality will remain unchanged.

Note:

* If more than one stat softcaps a product, the stats combine with a geometric mean, not an arithmetic mean. Ergo: used softcap value = sqrt(stat1 \* stat2), rt3(stat1 \*stat2 \* stat3), etc.
* Quality of *built* objects is solely determined by the quality of their parts. Softcaps do not apply.

Example:

You are creating a Treeplanter's Pot with clay of average quality 36. However, the quality of a Treeplanter's pot is softcapped by Dexterity.
Thus:
If your Dexterity is greater than 36
Resulting pot will be Q 36
If you Dexterity is less than 36
Resulting pot will be Q (36 + Dex) /2
### Hardcap

Similar to Softcap, Hardcap is a term describing the effect of an ability or attribute on the quality of a product.

Hardcaps take effect when the quality of a product would be higher than the hardcapping skill. The quality of said product will be limited to the hardcapping skill's level.

Example:

You are creating a Treeplanter's Pot with clay of average quality 36. However, the quality of a Treeplanter's pot is hardcapped by Dexterity.
Thus:
If your Dexterity is greater than 36
Resulting pot will be Q 36
If you Dexterity is less than 36
Resulting pot will be equal to your Dexterity
# Miscellaneous

## Maps and Tiles

Haven's basic unit of length measurement is a tile. Roads are paved in 1x1 tile sections, houses take up a certain area of tile, and maps are divided into tile sections.

The mapping tool on your default client works similar those found on custom clients, with the exception being you cannot export the default client's map.

Generally Speaking, your hearthling can load a total of two minimaps around them. They however can only physically see items/objects/creatures in an area slightly smaller than a minimap.

Map structure:

* Minimaps = 100x100
* Local maps = 500x500
* Regional maps = 2500x2500
* Supergrid = 5000x5000

## Day and Night Cycle

The Day and Night cycle functions similar to the real world, except roughly 3 times faster (exactly 3.29 times faster). This means every 24 Haven hours are equivalent to roughly 8 Real hours. Day, Night, and time in general serve important functions in Haven. The most notable effect is the absence or presence of Light. Day is four real-life hours, while night is the same. Sometimes at night there will be less light than usual, this is because the moon follows a Lunar Cycle. On a new moon there will be barely any light. When night falls a hearthling will be forced to light fires or any other Light Sources to be able to see.

Along with dynamic lighting, other features are dependant on time. These include:

Certain items spawn at certain times, such as the Dewy Lady's Mantle
Certain Experience events can only be activated at certain times.
Certain Fish spawn at certain times.
Many activites are behind time gates to ensure balance playing, such as:
Curiosities, Silkfarming, Tree farming, Smelting ore, and more.
## Decay

Decay is a system of deterioration of structures, commonly measured in Decay Hits (although the measure itself isn't very specific).

There are four main Decay patterns that can be observed:

* Resilient Structures: These items do not decay at all if placed on paved ground within Personal Claim or Village Claim with authority. This category includes all immobile structures and most containers (Cupboard being notable exception).
* Indoor Structures: These items are safe from decay only if placed inside buildings or caves/mines, wherein they will not take any decay hits. This category includes most moveable structures and some containers.
* Fields and Terrain: Sometimes referred to as decaying, these actually transform into different terrains. Specifically Tree radius (and so tree-cutting and planting) and field plowing enables such changes. It happens regardless of claim coverage.
* Carcasses: These always decay, there's no way to prevent it. All unprocessed or skinned carcasses are subject to it.

Decay hits are completely random. Currently there is no good way to measure when decay hits will happen.

**Quote from Jorb:**

**Jorb November 7th, 2010:** "Decay Is gone. For everything that stands on a claim, with the exception of things that need to stand on pavement (Immobile structures), which will still decay if they are placed on a non-paved tile. (A claimed kiln will decay if built on dirt for example). Portable stuff that should typically be placed indoors still decays while outdoors. For example: Anvil, Wardrobe, Cupboard, Spinning Wheel, Loom, Meat Grinder, Coinpress. That may or may not be all."

## Soak

Soak is a value assigned to buildings that determines how resilient they are to attack. This value is subtracted from all incoming damage to the building in question. In order for an attack to have any effect at all, it must deal more damage than the soak value of the building being attacked. For example, aggressive boars and bears deal more than 25 damage per attack. Therefore, can damage and potentially destroy any building in their way with a soak value of less than 25.

Easy way to calculate minimal required strength to destroy an object with soak:

(
s
o
a
k
1
−
t
o
o
l

)
2

{\displaystyle (soak + 1 - tool)^2 }

= required strength

Where tool is: 1 (Axe), 2 (Pickaxe), 4 (Sledgehammer), or 20 (Battering Ram). Note that rams can be operated by multiple characters, further lowering required strength.Template:Verify

See the Property:Soak page for all items with some soak data.

## 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. When talking about objects, size refers to how much inventory space it takes up, whereas when talking about structures it refers to the number of tiles it occupies.

## Fuel

Fuel comes in a variety of forms. Some items can only use certain types of fuel, others can use any form. Each type of fuel burns for different lengths of time, called a "tick" One tick has a length of approximately 4 minutes 50 seconds. The exception being the Steel Crucible, where one tick is 40 minutes long.

Fuel is used to power a variety of items.Cauldrons, Alloying Crucibles, Kilns, Ovens, Ore Smelters, Finery Forges, and Steel Crucibles all require different amounts of fuel.

The forms of fuel with the number of ticks are:

```
 Branch           -- 1 tick
 Coal, Black coal -- 1 tick for Ore Smelters, Steel Crucibles and Finery Forge, 2 ticks for all others
 Coal, Black coal -- 2 ticks for all others
 Block of Wood    -- 5 ticks
 Tarsticks        -- 20 ticks

```