recursal/Fanatic-Fandom huggingface dataset:
Metal Axe

{{#set: Menu\_Usage =Craft }}{{#set: Menu\_Usage =Clothes & Equipment }}{{#set: Menu\_Usage =Tools }}

A **Metal Axe** is the metal equivalent of the Stone Axe. When chopping trees and creating blocks of wood, it's faster, costs less stamina, and can produce more blocks out of one log than the stone axe.

It can also be used to shear a sheep, skin and butcher an animal or for combat. Identical to the stone axe, it increases the effectiveness of chipping stone, destroying objects (adds 1 damage when destroying) and affects quality of skins, raw meats, intestines, and entrails when skinning and butchering.

## Quality

The quality is determined by:

M
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# Q

4
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5

{\displaystyle Metal Axe Q = \frac{4\*avgMetalQ + woodQ}{5}}

It is softcapped by Strength and Smithing.

The quality of blocks of wood you can produce is not capped by axe quality, but skinning and butchering does take the quality into account.
Linen Cloth

{{#set: Menu\_Usage =Craft }}{{#set: Menu\_Usage =Processing & Materials }}{{#set: Menu\_Usage =Sewing & Fabric }}

A type of Cloth.

## How to Acquire

Enter a loom by right-clicking it, then craft the recipe.

## Quality

The formula for Linen Cloth quality is

3
∗
a
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F
i
b
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Q
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Q

4

{\displaystyle \frac{3\*avgFiberQ+loomQ}{4}}

 and is softcapped by

D
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s
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{\displaystyle \sqrt{Dexterity\*sewing}}
Loom

{{#set: Menu\_Usage =Build }}{{#set: Menu\_Usage =Workstations & Utilities }}

The Loom, along with the Spinning Wheel, is an important tool to a tailor. It occupies a large area and is usually kept indoors to avoid its otherwise extremely high decay rate.

## Quality

Loom Quality =

q

A
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B
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q

A
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S
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q

A
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k

q

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4

{\displaystyle \frac{\_{q}AvgBoard + \_{q}AvgString + \_{q}AvgBlock + \_{q}AvgBranch}{4}}

Material Quality =

(

q

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M
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3
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q

L
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4

{\displaystyle \frac{(\_{q}AvgMaterial \* 3) + \_{q}Loom}{4}}

softcapped by

D
e
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t
e
r
i
t
y
∗
S
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w
i
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{\displaystyle \sqrt{Dexterity \* Sewing}}

## Notes

* Variable materials added in update "Burning Harmonica"
* Loom quality affects quality of the final product.
Mandrake Root

**Mandrake Roots** are used in the crafting of Nidbane Fetters. They decay and disappear from inventories and containers over time.

## How to Acquire

Mandrake Roots can be found on a few specific terrains: two forest terrains, one grassland (Moor) and near Graves.

If you happen across one, and have the foraging skill, you can harvest it. There is no known way to purposely produce Mandrake Root, so they can only be found by chance and by increasing exploration and perception skills. The lowest reported Perception \* Exploration score to spot Mandrake Root has been 187 (17 EXP, 11 PER).

The only product that utilizes Mandrake Root are Nidbane Fetters.

## Notes

* Sometimes a Spirited Mandrake Root can be found instead. It can be used for the same purpose as the normal one, but runs away when you try to pick it, and decays into a permanent, non-decaying version of the Mandrake Root.
* Added in update "Mandrake Weather"
Propeller cap

File:Sack.png
A hat to make your character look awesome.

## How to Acquire

This hat was released to commemorate the launch of Hafen. It can be purchased in the store for ten dollars. Like other store items it cannot be crafted, traded or stolen.

## Store Text

When the game soars to new heights you don't want to be the one left behind without a propeller. Get yours while supplies last.
Porcelain Doll

For information about the Legacy item, see Legacy:Porcelain Doll.

{{#set: Menu\_Usage =Craft }}{{#set: Menu\_Usage =Curiosities }}

The **Porcelain Doll** is a Curiosity which can be used in the Study Report to earn Learning Points.

## Quality

...
The following quality is for the legacy doll. The current version may be the same, but needs to be verified.

q=((2\*q bone clay)+string+linen)/4
Perch

A small dark green fish.

Eating a serving of roasted perch fills 125% energy and 3% hunger, and gives an excellent 4 Intelligence in FEPs.

## How to Acquire

You must have the fishing skill and a fully equipped fishing pole in order to catch fish.

Adventure > Fish

## How to Use

You need to lit a fire in order to roast a filet of raw fish.

Craft > Food > Roast Meat

Alternatively, you can create Perched Perch with a filet of perch, carrot, onion and stick.

Craft > Food > Seeafood > Perched Perch

## Quality

* The quality of the caught fish is determined primarily by map data. The Q on your fishing gear can only reduce fish quality if lower than the fish's.
* The quality of the roasted fish depends on your Perception and Survival.
Head of Lettuce

Head of Lettuce can be eaten raw, or split into up to 3 Lettuce Leaves and 9 Seeds of Lettuce, depending on your farming skills. This food fills 400% of the energy bar and gives 1 Constitution and 1 Psyche in FEPs.

## How to Acquire

Wild Windsown Weeds may dry into seeds of Lettuce, which can then be planted and harvested to receive a Head of Lettuce, along with 6 Seeds of Lettuce.

## How to Use

A Head of Lettuce is not used in any recipes. The leaves can be used as Salad Greens in recipes.
Mulch

**Mulch** is produced by the Compost Bin. It acts as soil and can be used in Treeplanter's Pots and Garden Pots.

**Mulch** quality will be the average of the compostable material, softcapped by the quality of the compost bin. worms are occasionally produced with the same quality as well. The worms appear to be produced at the same rate as digging for them.
Metal Plow

{{#set: Menu\_Usage =Build }}{{#set: Menu\_Usage =Vehicles&Movables }}

A metal plow is an object used to plow a field. When a player right clicks a plow, he assumes control of the plow with the player moving behind it. Using a wooden plow uses considerably less stamina than Landscape > Plow Field. The metal plow is one of the few items that can be moved without picking it up (although you can pick it up). It also moves faster than the Wooden Plow moving at running speed as oppose to the wooden plow's crawling speed, and not only does it save time, it saves Stamina as well.

## How to Use

After right clicking the plow, left click an area to move the plow towards that area. Each time a plow leaves a tile, it will plow that field regardless if how far it went previously. A plow, however, cannot traverse through paved ground. To stop plowing, right click anywhere on the screen.
Plaice

A small brown fish with orange spots, renowned for it's perception gain.

Eating a serving of roasted plaice fills 125 energy and 3 hunger, and gives 3 perception, and 1 intelligence in FEPs. Roasted plaice is also an ingredient in some recipes.

## How to Acquire

You must have the fishing skill and a fully equipped fishing pole in order to catch fish.

Adventure > Fish

## How to Use

You need to lit a fire in order to roast a filet of raw fish.

Craft > Food > Roast Meat

## Quality

* The quality of the caught fish is determined primarily by map data. The Q on your fishing gear can only reduce fish quality if lower than the fish's.
* The quality of the roasted fish depends on your Perception and Survival.
Pancake

{{#set: Menu\_Usage =Craft }}{{#set: Menu\_Usage =Food }}

A pancake. This food fills 40 units (4%) of the hunger bar, replenishes 500% energy and gives 5 charisma FEPs.

## How to Acquire

You need to equip a Frying Pan and use a lit fire to make a pancake.

## Recipe Variations

This recipe can be crafted with different materials, and this table ilustrates the approximate results for each variation at Q10.
Pear Tree

Pear Tree is one of the many Trees found in the hearthlands. While being one of the most plentiful resources, it is also one of the most important.

Some of the most basic materials a hearthling will require, such as Boards, Wood Block, Boughs, and Branches can only be found on trees.

Every tree can be grown from its seed, using a Treeplanter's Pot

 **Can be Lifted** | lift::No

A Pear Tree provides limited amounts of Pears, Bark and Branches. They can be grown by players with the proper skills and equipment. The seed used to grow a Pear Tree is the Pear Core, acquired after eating a pear.
Lift

Lift is a skill that you start off with. This skill is not based on any attributes. While Lifting an item you are forced into Crawling Speed until you drop it, no matter what ground type. While holding an item above your head, you can right click to put the item down. If you hold shift while right clicking, you will put the item down in a grid-aligned position. Lifting objects also drains the hunger bar, albeit slowly.

## Items that Can be Lifted

This is a list of items that can be lifted. Note that some objects, such as Cupboards can only be lifted when empty.

{{#ask:}}
Peppercorn

Peppercorn has no use by itself, and must be cooked in a Cauldron to make Boiled Pepper Drupes, then dried on a Herbalist Table to make Dried Pepper Drupes, then ground with a Quern to make Black Pepper before it can be applied to another food to increase it's FEP gain.

## How to Acquire

* Peppercorn can be obtained by drying Wild Windsown Weed on a Herbalist Table or Drying Frame
* Harvesting a tile of planted peppercorn gives you up to 3 peppercorn depending on your Skills

## How to Use

Peppercorn is a Trellis Crop and therefore must be planted on a Trellis

Once the above requirements are met, left click a peppercorn and right click the trellis to plant a tile of peppercorn
Metal Buttons

{{#set: Menu\_Usage =Craft }}{{#set: Menu\_Usage =Clothes & Equipment }}{{#set: Menu\_Usage =Equipment Gilding }}

Metal Buttons is a Gilding item that gives a boost to Unarmed Combat and Smithing.

Gilding Attribute is Sewing, Chance: 40% to 90%.

## Quality

Softcapped by requires::Strength and requires::Smithing.

 40 | +6 | +2
Liver & Onions

{{#set: Menu\_Usage =Craft }}{{#set: Menu\_Usage =Food }}{{#set: Menu\_Usage =Meat Dishes }}

This food fills 2% of the hunger bar, and gives 1 Intelligence, 1 Dexterity, and 2 Psyche FEPs. It is considered both Meat and Vegetables.[1]

## How to Acquire

You need a frying pan and an open fire to make Liver & Onions.

## Quality

Ingredients Q =

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{\displaystyle {\frac {\_{q}AvgEntrails+\_{q}AvgOnion}{2}}}

Liver & Onions Quality =

(

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3

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4

{\displaystyle \frac{(\_{q}Ingredients)\* 3 + \_{q}FryingPan}{4}}

Ingredients Q is truncated before being worked with the Frying Pan.

Softcapped by requires::Perception and requires::Cooking.

## Variable Ingredients

Variable ingredients allow different fep outcomes according to the particular items used. These are added to the base FEPs for the food type.

Onion
Player Actions

Depending on what skills you have learned, you have an access to a number of actions, each allowing you to interact with objects in different ways. Here is a list of some of them. Not to confused with Combat Actions. The actions this page lists are solely the actions that can be found in the Adventure section of your Menu and that there are a number of other actions available to you by simply right-clicking the object.

## Landscaping

See Terraforming.

* **Harvest Crop**

Takes a harvest-able crop and returns crop products.

* **Lay Stone**

Transforms a tile of certain Terrains into Paved Ground. Requires a Stone and Stone Working.

* **Plant Grass**

Transforms a tile of most terrains into a grass tile. Requires Seeds and Farming.

* **Plow Field**

Transforms a tile into a plowed tile in which you can plant seeds. Drains a large amount of Stamina.

* **Stomp to Dirt**

Transforms a tile into a dirt tile.

## Other Actions

* **Dig**

See Terraforming.

* **Repair**

Repairs Decay or damage to certain structures. Different structures require different materials to repair them but it is *[Verify]*:always a material used to build the structure.

* **Destroy**

Attempts to destroy certain objects. Made easier with higher strength and certain tools as destroying objects is akin to doing combat damage with an object's soak being the "defense" of an object.

* **Fish**

Attempts to catch a fish on a Water Terrain if there exists a Fishing Node and the node is not depleted. Requires an equipped Fishing Pole equipped with Bait or a Lure and Fishing.

* **Mine**

Attempts to mine and eventually destroy an underground wall and returns the materials contained within. Requires a stone axe or pickaxe, and Mining.

* **Map Area**

Requires Parchment, a Quill, Ink, and Cartography.

* **Declaim Plot**

## Toggleable actions

* **Criminal Acts**
* **Toggle Swimming**

Requires Swimming

* **Toggle Tracking**

Requires Ranging.

## Misc Construction Actions

* **Build Fire**
* **Light Hearth Fire**
* **Stake Claim**

Requires Yeomanry.
Pipestuff

Results of grinding Cured Pipeweed in a Quern. Pipestuff stacks up to .50kg, and each leaf of cured pipeweed produces .05-.15kg pipestuff. Because Pipestuff is a powder, it can be stored in buckets and barrels

## How to Use

Pipestuff can be added to a Pipe, up to .10kg at a time, and can be smoked. Smoking pipestuff gives you the **Fire & smoke** buff, which temporarily increases your intelligence and psyche, while reducing your agility. The maximum possible buff is +10 intelligence and psyche, and -10 Agility

Crafting pipestuff is softcapped by Farming and Dexterity
Linden Tree

Linden Tree is one of the many Trees found in the hearthlands. While being one of the most plentiful resources, it is also one of the most important.

Some of the most basic materials a hearthling will require, such as Boards, Wood Block, Boughs, and Branches can only be found on trees.

Every tree can be grown from its seed, using a Treeplanter's Pot
Material Account

The Material Account is a method of teaching a Discovery to a new character. Learning a discovery from a material account will not award LP

## How To Acquire

With any item on your cursor, right-click a piece of Parchment to create a material account. This will not consume the item. Certain items can teach more than one discovery at a time. for instance, the Bear Tooth account teaches bear tooth and bone material.

## How to Use

Right clicking a material account will teach the discovery to that character. This will not consume the material account
Mud Ointment

{{#set: Menu\_Usage =Craft }}{{#set: Menu\_Usage =Medicine & First Aid }}

Mud Ointment is a healing item that can be used to treat Scrapes & Cuts, Unfaced, and Punch-Sore.

## Use

Left-click mud ointment, then right-click the wound you wish to apply gauze to.
It will convert some of the wound into Muddied Prospects, which gives a -2 DEX and -5 CHA penalty until healed and heals one point every 40 minutes.

Applying multiple mud ointments will not create multiple muddied prospects.

## Notes

Instead of dirt, Mud Ointment can also be made from worms.
Localized Resources

Just a table with general collected info. Feel free to fill in and correct missing/incorrect data. If you add a picture, please make sure they are clear, with small file size (< 100 kb) if possible.

Inspecting Localized resources will display the time left until the node refills in real days, or how many items are already in the node.

**Resource Overflow**: As stated by Loftar in May 2017, there is a localized resource "overflow"-system in place. This system makes it so that if a localized resource is at full capacity and would receive another one of the items it would spawn, another localized resource would receive the excess item. It is not clear whether an adjacent localized resource is prioritized with receiving the item or if it picks a random localized resource which isn't at full capacity.
Nidbane Fetter

{{#set: Menu\_Usage =Craft }}

A **Nidbane Fetter** is used in conjunction with a Runed Dolmen to summon a Nidbane, a wraith used to exact justice on Hearthlings that have committed Criminal Acts against you, or anyone else whom a crime has been committed against.

Fetter quality affects the summoned Nidbane's stats, and is softcapped by Psyche and Stealth.

## How to Use

See the Runed Dolmen page for detailed instructions on how to use them.
Pearl Necklace

{{#set: Menu\_Usage =Craft }}{{#set: Menu\_Usage =Clothes & Equipment }}{{#set: Menu\_Usage =Xtras & Accessories }}{{#set: Menu\_Usage =Jewelery }}

Increases Learning Ability by a base 5%, improving with Quality. The Learning Ability boost granted by the necklace is added to the total LP gain, not multiplied and is calculated by the formula:

5\* sqtr(q/10).

 40
 90
 160
 250

## Notes

It is best to only wear the necklace when a curiosity is almost finished, or when logging out for an extended amount of time.
Mirkwood Offering

{{#set: Menu\_Usage =Craft }}{{#set: Menu\_Usage =Curiosities }}{{#set: Menu\_Usage =Rite & Ritual }}

A Mirkwood Offering is a craftable Curiosity which can be used in the Study Report to earn Learning Points.

## Notes

* Added in update "A Sound Badgering"
* Be careful not to run out of experience studying these!
* Nerfed in update "Breath of Air"
Milk

Milk is an ingredient of several Baked Goods, and you need milk in order to make Butter or Curd.
Milk can be stored in a Bucket or Barrel.

Drinking milk reduces satiation for berries and vegetables while filling the satiation for dairy.

## How to Acquire

Milk is acquired by selecting a bucket and using it on any milkable animal via right-click.

Cows produce Milk at a rate of Milk Quantity \* .01 per 10 minutes.*[Verify]* That is .1L/10 minutes at Quantity 10. .4L/10 minutes at Quantity 40, 2.0L/10 minutes at Quantity 200.

Cows can only store a maximum of 10L Milk at a time.

Only 2 liters can be milked from an Auroch. A higher level clover produces higher level milk. There is an unknown softcap.
Plum Tree

Plum Tree is one of the many Trees found in the hearthlands. While being one of the most plentiful resources, it is also one of the most important.

Some of the most basic materials a hearthling will require, such as Boards, Wood Block, Boughs, and Branches can only be found on trees.

Every tree can be grown from its seed, using a Treeplanter's Pot

 **Can be Lifted** | lift::No

A Plum Tree provides limited amounts of Plums, Bark and Branches. They can be grown by players with the proper skills and equipment. The seed used to grow a Plum Tree is the Plum Kernel, acquired after eating a plum.
Metal Mug

{{#set: Menu\_Usage =Craft }}{{#set: Menu\_Usage =Symbel- & Tableware }}{{#set: Menu\_Usage =Cups, Mugs, Glasses & Goblets }}

A **Metal Mug** can be placed on a Table for decorative purposes, as well as to reduce hunger and increase how many FEPs are provided by foods when feasting.

It can also hold 0.6 L of a liquid.

## Quality

Softcapped by

S
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{\displaystyle \sqrt{Strength \* Smithing}}
Nodes

## General

Nodes affect the type and quality of many resources in the game. They are determined during map generation, and usually (unless the devs change it in an update) don't change for the duration of the world.
It seems that nodes are separate for each of the three qualities, but can overlap to produce higher quality resources.
High quality nodes are very important for player progression, and the best nodes are very much desired for.

## Nodes per resources

### Soil

* Digged from ground tiles that aren't stone nodes.
* Quality Node.
* Has a minimal quality of 10.
* You can dump any quality soil into a node, and it will adopt the node's quality, thus making quality soil a renewable resource.

### Water

* Found in Rivers, Lakes and Wells.
* Quality Node.
* Has a minimal quality of 10.
* Always returns some water. Defaults to a minimal quality of 10.

### Clay

* Quality Node.
* Has a minimal quality of 10.
* Ball Clay can digged in shallow water and Acre Clay in mudflats.
* Every tile of shallow water will give at least one ball clay. The node regenerates over time.
* You can dig up acre clay in similar fashion to soil, but you cannot renew it.

### Sand

* Can be digged on beaches.
* Quality Node.
* Defaul quality is 10.
* Endless resource.

### Stone

* Digged on mountains, stone patches, chipped from stone boulders and mined underground.
* Resource Node

### Ore

* Chipped from ore boulders on the surface, mined underground.
* Resource Node

### Mineral quality

* Affects stone and ore node quality.
* Minimal quality of 10 on the surface and 1st level of underground, Q20 on L2, Q30 on L3 and so on. *[Verify]*

### Mineral Hardness

* Affects the hardness of walls underground.
* Each mineral has a hardness multiplier that affects it's hardness along with this node.

### Fish

* Rivers and Lakes.
* Quality Node.

### Forageables

* Each forageable has it's own quality nodes.
* All forageables have a minimal quality of 10.

### Creatures

* Each animal has it's own quality nodes (excluding domesticated animals). *[Verify]*
* Animal's quality is determined from the node on which it spawned, not where it was killed (note that they can wander away from their node)
* Animals have a base quality, differing for each, for example bats have minimal quality of 15, while bears have min. Q60.
Plate Armor

**SEE ALSO: Legacy:Plate Armor**

{{#set: Menu\_Usage =Craft }}{{#set: Menu\_Usage =Metal Working }}{{#set: Menu\_Usage =Armor }}

Plate Armor is a piece of high-end chest armor. It deflects twice as much damage as it absorbs, making it more durable than other armors. It equips to the equipment slot 2R.

## Stat Formulas

Q
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∗
10

{\displaystyle {Quality} \* 10}
 Deflection

Q
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a
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10

∗
25

{\displaystyle \sqrt{\frac{Quality}{10}} \* 25}
 Absorption

Q
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a
l
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10

∗
15

{\displaystyle \sqrt{\frac{Quality}{10}} \* 15}
 Agility Penalty

Q
u
a
l
i
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10

∗
10

{\displaystyle \sqrt{\frac{Quality}{10}} \* 10}
Mouflon

**Creature Products** | Fresh Mouflon Hide, Intestines x1, Entrails x3, Raw Mouflon x6, Bone Material x3

Mouflon can be tamed to become a Sheep. See this page for more info about taming wild animals. They sometimes will attack you and kill you while you are unconscious.

## Notes

Mouflon Base Quality is 25/25/25

Mouflon can be fed Clovers by right-clicking a mouflon with it. This allows them to be shorn for Wool of a quality level equal to the clover fed.
Mountain

Mountains are large, desolate, gray or purplish brown biomes, which are covered with boulders, sparse trees and lots of cliffs and caves. The peaks are covered in snow. Edelweiß and Frog's Crown may be found on any of these terrains, as well as different types of stone in quality nodes, found by digging.

 File:Mountain-3 biomes.jpg

Mountains are immune to most landscaping options, but they can be paved.

If you dig on mountain terrain, you collect stones. This will not lower the terrain. When you dig up a stone above quality 10, then a stone node is nearby. The type of stone is whatever type is closest to it in the cave layer below (ores and coal are excluded).
Primitive Casting-Rod

{{#set: Menu\_Usage =Craft }}{{#set: Menu\_Usage =Clothes & Equipment }}{{#set: Menu\_Usage =Hook, Line & Sinker }}

The Primitive Casting-Rod is, as the name suggests, a tool used to catch fish, one of the staple food source early on for beginners. It must be equipped, occupies one hand, and is used by right-clicking an area where fish are jumping. For more information check the Fishing page.

## How to Acquire

Create a pole with the crafting recipe.

Now, you need to add a line, a hook, and some kind of fishing lure before you can use the fishing pole.

**Hook**

The most accessible hook is the bone hook, which is made from bones, easily obtained from animals, particularly rabbits and chickens. The metal hook requires a nugget of any common metal.

**Line**

The easiest string to use as a line is a spindly taproot, which requires the foraging skill to find. You can also use a hide strap, flax fibres or hemp fibres, though these are a bit more difficult to acquire. Other types of string are too frail to use as a fishing line.

**Fishing Lure**

To fish with this casting rod you need to have some kind of lure equipped. Early accessible fishing lures are: Woodfish, Rock Lobster Lure, Feather Fly and Pinecone Plug. If you have a farm set up, then Poppy Wobbler is a good choice too.

To equip the fishing pole with fishing line and other necessities, left click on the item to select it and then right click it onto the fishing pole. If you want to swap something out, you can take it apart again by right clicking on the fishing pole and selecting Unequip, which will return all the parts to your inventory.

## How to Fish

Fishing with casting rod was changed during Swan Fishing game update. Now list of options on fish to catch is displayed. Available options are determined by your fishing gear, the moon phase, and the local fish node, along with a chance to catch that particular fish. The more Will and Survival you have, the more exhaustive list you will be presented with, and the longer time you will also have to make your choice. If you chose nothing within the timeframe, you will automatically pick the fish with the highest catching chance.
Plane Tree

Plane Tree is one of the many Trees found in the hearthlands. While being one of the most plentiful resources, it is also one of the most important.

Some of the most basic materials a hearthling will require, such as Boards, Wood Block, Boughs, and Branches can only be found on trees.

Every tree can be grown from its seed, using a Treeplanter's Pot
Ore

Ore is the general material you receive from mining walls in Caves or Mine Holes that contain metals. It must be smelted in an Ore Smelter to extract the usable metal, although it sometimes smelts into Gneiss (which is affected by your skills, see below). Ore is a type of stone, so it can also be used as pavement and to build with.

## How to Acquire

Ore is obtained by mining in a Cave or Mine Hole built over a metal node.

## Note

* The chance of the Ore becoming a bar/nugget is calculated at the moment the ore is mined. The following skills increase this chance: Metal Working, Tunneling, Metallurgy, and Deep Artifice. The mining process does not affect the quality of the resultant bar/nugget at all.
* Ore also counts as stone and can be stacked into existing stone stockpiles, so be careful you don't accidentally use it up in recipes or construction.
Poppycaps

Poppycaps are Curiosity items which can be used in the Study Report to earn Learning Points. They can be acquired by picking or chopping mushrooms inside caves.

Poppycaps can be grown in the same fashion as a bush, using an herbalist table and a treepot, but must be planted in a cave or burrow. Their quality is always 10 without cultivation (also like bushes).

## Notes

* Added in World 10

* Chopping Poppycaps produces around three poppycaps, instead of the normal sticks or blocks.
Linen Pants

{{#set: Menu\_Usage =Craft }}{{#set: Menu\_Usage =Clothes & Equipment }}{{#set: Menu\_Usage =Pants & Legwear }}

The linen pants are a simple clothing item that has a 15%-35% Sewing Gilding slot, completely identical to the Hemp pants. Two of them can be equipped at once.

## How to Acquire

You can craft linen pants from two pieces of linen cloth and two pieces of string.
Potter's Wheel

The Potter's Wheel is an optional crafting station for relevant ceramic recipes: Pot, Urn, Garden Pot, Treeplanter's Pot, Teapot, Mug, Stoneware Vase, and Earthenware Platter. You can still craft these things without a potter's wheel, but doing so results in their quality being halved, and takes twice as long. The potter's wheel, much like any tool, also adds its quality to the end product.

The formula for potter's wheel quality is

q

B
o
a
r
d

q

B
l
o
c
k

q

S
t
o
n
e

q

C
l
a
y

q

R
o
p
e

5

{\displaystyle \frac{\_{q}Board + \_{q}Block + \_{q}Stone + \_{q}Clay + \_{q}Rope}{5}}

.

The formula for the product quality is

q

M
a
t
e
r
i
a
l
s
∗
3

q

P
o
t
t
e
r
s
W
h
e
e
l

4

{\displaystyle \frac{\_{q}Materials\*3 + \_{q}PottersWheel}{4}}

.

## How to Use

Simply right-click the Potter's Wheel before crafting as you would normally.
Olive Tree

Olive Tree is one of the many Trees found in the hearthlands. While being one of the most plentiful resources, it is also one of the most important.

Some of the most basic materials a hearthling will require, such as Boards, Wood Block, Boughs, and Branches can only be found on trees.

Every tree can be grown from its seed, using a Treeplanter's Pot

 **Can be Lifted** | lift::No

An Olive Tree provides limited amounts of Olives, Bark and Branches. They can be grown by players with the proper skills and equipment. The seed used to grow an Olive Tree is the Olive Kernel, acquired after eating an olive.
Nugget of Any Common Metal

{{#set: Menu\_Usage =Craft }}{{#set: Menu\_Usage =Processing & Materials }}{{#set: Menu\_Usage =Smithing & Metals }}

Nuggets of common metal are used in the crafting of a variety Gildings, Curiosities, and Equipment.

Nuggets comprised of any of the following metals are considered nuggets of common metal: Bar of Cast Iron, Bar of Wrought Iron, Bar of Steel, Bar of Tin, Bar of Copper, or Bar of Bronze

## How to Acquire

Nuggets are made by using the craft with a lit Alloying Crucible while holding a Bar of Common Metal. This gives 10 nuggets of the respective metal, usable in crafting, or smeltable back to a bar.

## Quality

The quality of a nugget is dependent upon the quality of the bar being crafted into nuggets. Neither the quality of the Alloying Crucible or fuel affects the quality of nuggets.
Pea Pie Dough

{{#set: Menu\_Usage =Craft }}{{#set: Menu\_Usage =Food }}{{#set: Menu\_Usage =Baked Goods }}

3 Peapods, Water and Barley Flour combined into a dough, ready for baking in an Oven.

## How to Acquire

Have 3 peapods, at least 0.6 kg of barley flour and a container filled with at least 0.5 liters of water in your inventory, then craft Pea Pie Dough.
Locks & Bolts

## In-Game Text

*"This place was not for you,*

*Was not meant for your eyes,*

*Was locked away for me alone."*

You have learned how to craft and install locks to protect chests, coffers, and gates from intruders.

## What it does

This skill allows you to craft and instal locks, craft keys and keyrings.

## How to use locks

Craft a lock with one wood block: {{#set: Menu\_Usage =Craft }}{{#set: Menu\_Usage =Odds & Ends }}

To install it on a gate/chest, left click the lock and right-click the gate. This will give you a Master Key. You can attune any lock to this master key by left-clicking the key and right-clicking the lock in your inventory, and then mounting it on a door. This way you can have multiple doors opened by one key.
You can name any key by right-clicking it, typing a name and hitting enter.
Metal Working

## Uses

Metalworking is a powerful skill that allows you to make high-tiered tools, weaponry, and other objects using metal. These objects are more efficient and powerful.
Metal working unlocks many recipes, including: Ore Smelter, Anvil, Smithy's Hammer and many others (all items and objects using metal require this skill *[Verify]*)
It allows you to get more metal from smelting Ore.

## In-Game Text

*"Embers glow in a furnace,*

*A plow glows in the field,*

*Swords glow in battle"*

You have learned how to smelt and forge the common metals, as well as how to build crucibles, anvils and smelters, provided you have found their requisite materials. You also discover slightly better ores when mining.

Metal Tree
Oven

{{#set: Menu\_Usage =Build }}{{#set: Menu\_Usage =Buildings & Construction }}{{#set: Menu\_Usage =Furnaces & Fireplaces }}

An oven is needed to bake various pastry doughs, such as bread dough. Ovens require wood to bake food so it would be a wise idea to build one near a high quality tree for easy access to fuel whose quality affects the quality of the baked good.

## How to Acquire

You can build an oven on a 3x3 paved, or grass area. To find out how to plow and lay stone, see terraforming.

## How to Use

* First, produce the dough.
* Fuel the oven with branches or other fuel by right-clicking on it while holding the fuel. Blocks of wood are equivalent to 5 branches.
* Place the dough into the oven by right clicking the oven and placing the dough into one of its eight inventory slots.
* Finally, light the oven with a fire source.

Use only the appropriate number of branches for each food item. If you use more branches, then this will turn your dough into ash unless you manually take it out in time.

See Baking for exact numbers of branches.

## Quality

Oven Q =

q

A
v
g
B
r
i
c
k
∗
3

q

A
v
g
B
o
a
r
d

q

A
v
g
B
l
o
c
k

q

A
v
g
S
t
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n
e

6

{\displaystyle \frac{\_{q}AvgBrick \* 3 + \_{q}AvgBoard + \_{q}AvgBlock + \_{q}AvgStone}{6}}

Baked Goods Q =

q

D
o
u
g
h
∗
2

q

O
v
e
n

q

A
v
g
F
u
e
l

4

{\displaystyle \frac{\_{q}Dough \* 2 + \_{q}Oven + \_{q}AvgFuel}{4}}

## Notes

* Adding fuel will average after each item is added, placing two Q20 branches followed by two Q10 branches will result in Q14 Fuel, not Q15.
* One block will burn all baked goods currently, all baked goods require 4 branches to cook (Oct22,2015)
* You can also use two pieces of coal to cook the equivalent of 4 branches.
Paving

File:Hafen-Pavement.jpg
{{#set: Menu\_Usage =Adventure }}{{#set: Menu\_Usage =Landscaping }}

Pavement is the result of laying metal, stone and bricks, which requires Stone Working. The benefit of paving land is that stamina drain is reduced when running and sprinting and that most structures decay slowly on unclaimed paved land. (is the latter still true?)

## Notes

* If you make a mistake, it's easiest to use Adventure > Landscaping > Stomp to Dirt to remove pavement. Native terrain will grow back in a few days. To remove pavement in caves and mines use Adventure > Dig.

* Bats won't spawn on pavement, which can be used to make safe paths in caves and mines. Note that this will also prevent forageables from spawning there.

* If you pave where crops are growing, they will keep growing. They can still be harvested when they mature.

* There are currently some terrains that cannot be paved, notably swamps, stoneflats, beaches, and water. You also cannot pave on any forest tiles (including player-grown), but these can be plowed and then paved.

* Re-implemented metal paving in update Catapult Metallic at the cost of one bar per tile

 File:Pavement Order example.jpg
## Pavement Order

Paved tiles overlap surrounding tiles a little on each side. When different types of pavement are placed next to each other, they follow a specific order in which one type always overlaps the other.

The order is as follows:

**Bricks:** Red (Acre) Brick » Yellow (Ball) Brick » **Special stones:** Slag » Cat Gold » **Stones:** Marble » Feldspar » Flint » Limestone » Schist » Quartz » Dolomite » Sandstone » Porphyry » Basalt » Granite » Gneiss » Cinnabar » **Ores:** Horn Silver » Galena » Cassiterite » Chalcopyrite » Heavy Earth » Iron Ochre » Bloodstone
(still needs some ores, pit bricks, rock crystal)
Conflict:Aggression on Gregminster

Date
 2011 May 16

# Aggression on Gregminster

On May 16 2011 in World 5, Gregminster was unexpectedly attacked by at least two players dressed in Ranger's Gear and Bandit's Masks.

The attack was unexpected and made short work of the unprepared villagers.

## Aftermath

Projeear did not return to the village after the attack, however it is understood that a number of surviving villagers remained.

## Speculation

On the forum, a new account left a message with reason for the attack;

```
TerXIII wrote:
Projeer, you were murdered because you are Azkanan.
You have continually attempted to negotiate above your station,
and your character was complete garbage. If this raid didn't
come, you would have been killed anyway, and your apprentices
that follow in your example of lies, treachery, and CAPITALISM.

Our region is protected. Your ilk will not be indulged.

I warn your village mates not to follow in your example,
and to cease undermining all villages around you in search
for their mines.
You will all be slaughtered if you continue this.

Also, they abused no bug. Your defenses were poor.
```

It is claimed that the attack was based on Projeear's, aka Azkanan's, beliefs, but not only was just Azkanan murdered, but a number of other undefended/fleeing villagers were chased and killed.

Another unrelated reason for the attack was that Villages were being mined under. In actuality, the only village that was mined under was Test Village. As a result, one could easily speculate that the aggressors were in fact Test Village.

The mining area of Test Village was palisaded off and so their boundaries were respected and the area beyond was not mined into - even though one only needed to mine three tiles around their palisade to do so. The reason for mining "under" Test Village was for exploration to connect all the natural cave formations, which they had connected to themselves.

Relations with Test Village had been strained previous numeral times, after a trespass scent of theirs was found. After the scent was triangulated to be pointing at their village, their representative had an unexpected angry reaction and nearly declared war on Gregminster, but was able to be calmed.
Pea Pie

This food fills 35 units of the hunger bar, gives 4 constitution, 1 perception and 2 charisma FEPs.

## How to Acquire

Gather the ingredients and execute the recipe to produce the dough. Place the dough in the oven, then fuel the oven with 4 branches and light it. When baking other foods at the same time as pea pies, be certain they have the same bake time, otherwise they will turn into ash.

Time of baking is 16 minutes and 40 seconds.
Pine Cone

**This page is outdated and reflects the Legacy Haven & Hearth world.**

It may or may not be accurate for the newest "Hafen" world. Please consider moving this page to the Legacy Namespace as "Legacy:Pine Cone" and/or updating this page to reflect the Hafen world.

Can be taken from a live pine tree and used to plant another pine tree.
Meatgrinder

{{#set: Menu\_Usage =Build }}{{#set: Menu\_Usage =Workstations & Utilities }}

Meatgrinders can be used to make several types of sausages that give many more FEPs than their combined ingredients. They are high-tier foods generally not available to those without domesticated animals or the ability to hunt.

## Quality

The quality seems to be determined by:

M
e
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t
g
r
i
n
d
e
r
# Q

a
v
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M
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Q
a
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B
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Q
a
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B
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Q

3

{\displaystyle Meatgrinder Q = \frac{avgMetalQ + avgBoardQ + avgBlockQ}{3}}

Quality of produced sausages is:

S
a
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s
a
g
e
# Q

3

∗

(

a
v
g
M
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Q
a
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s
t
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Q

2

)

G
r
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n
d
e
r
Q

4

{\displaystyle SausageQ = \frac{3\ \*\ (\frac{avgMeatQ + avgIntestinesQ}{2}) +\ GrinderQ}{4}}

Softcapped by Dexterity and Cooking.

## Notes

* There is no ceramic variant of the Meatgrinder as there was in Legacy Haven.
* See the Sausages page for a list of the sausages you can make with the meatgrinder.
Metal Shovel

{{#set: Menu\_Usage =Craft }}{{#set: Menu\_Usage =Clothes & Equipment }}{{#set: Menu\_Usage =Tools }}

A **Metal Shovel** is an upgrade to the Wooden Shovel, and can be used with little stamina drain to rapidly dig for Clay, Sand and Soil, and to quickly remove Tree Stumps. While using Land Surveys, metal shovels dig a base value of 4 units of soil, modified by quality. A shovel is also required to dig up Bushes.

## How to Use

* To dig for clay, sand and soil: use the Dig action (Adventure > Dig)
* To remove a stump: use the Destroy action (Adventure > Destroy)
* To dig up a bush: use the Lift action (Adventure > Lift)
Pit Clay

Pit Clay is one of the variations of Clay, which can be used to build structures and craft various items such as Pottery or Bricks

Due to its use in crafting Bone Clay, it is highly sought after

## How to Acquire

To obtain Pit Clay,you must find a Clay Pit and dig for clay. Clay Pits are very rare, and only contain about 30 pieces of clay before they must refill. Note that without increasing your Masonry you cannot get any Pit Clay above q10, even with a high quality node.

Pit Clay is naturally blue, and when it is Kilned, it makes blue bricks and pottery.
Lynx Claws

Lynx Claws is a Curiosity which can be used in the Study Report to earn Learning Points and is a Gilding item that gives a boost to Agility.

Gilding Attribute is Agility, Chance: 30% to 65%.

## How to Acquire

As of right now, there is no lynx skeleton, the bones will drop on the floor after you cleaned the lynx carcass for entrails, intestines, and meat. Bones softcapped by requires::Survival.

## Quality

Softcapped by requires::Survival.

 40 | +2
Peculiar Flotsam

Found in deep water at 110 Perception \* Exploration. One of the best forageable curiosities.

This is a Fate curiosity, meaning it's rare to come across one even with high PER\*EXP.

There are also reports of another, unknown condition that needs to be fulfilled before any of these can spawn. This condition might range from something as simple as dropping an item or a number of items in the water. None of this has been proven, however.

## In Game Example

 File:Flotsam plant.png   File:Peculiarflotsamhafen.png
Moose Hide Jacket

{{#set: Menu\_Usage =Craft }}{{#set: Menu\_Usage =Clothes & Equipment }}{{#set: Menu\_Usage =Shirts & Tunics }}

A shirt made from Moose Hides.

Gilding can be used with this jacket. Provides a 20%-40% Survival and Exploration Gilding slot.

## Notes

* It can be equipped in either slot 2R or 2L or both at once if you have two, stacking the benefits received.
* Crafted quality is determined by the average quality of the materials used, each weighing in their respective number of every type item. Softcapped by sqrt(Sewing\*Dexterity).
Pepper Shaker

{{#set: Menu\_Usage =Craft }}{{#set: Menu\_Usage =Symbel- & Tableware }}

A **Pepper Shaker** can be placed on a Table for decorative purposes, as well as to reduce hunger and increase how many FEPs are provided by foods when feasting.

## Quality

Pepper Shaker Quality =

q

G
l
a
s
s

q

N
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g
g
e
t

2

{\displaystyle {\frac {\_{q}Glass+\_{q}Nugget}{2}}}

See Quality for details on how quality effects base values.
Nettle Shirt

{{#set: Menu\_Usage =Craft }}{{#set: Menu\_Usage =Clothes & Equipment }}{{#set: Menu\_Usage =Shirts & Tunics }}

A shirt made from Stinging Nettle. Has a 5%-25% Survival Gilding slot.

Because of the prevalence of Stinging Nettle and Spindly Taproot as beginner forageables, it is possible to gain a large Survival bonus early on by combining the Nettle Shirt, Nettle Pants, and Spruce Cap with Taproot Lacing. After gilding and wearing two pieces of each clothing and the Spruce Cap, the total bonus at Q10 is +10 Survival.

## Notes

* A Nettle Shirt fits under armor, and is complemented by the Nettle Pants.
* It can be equipped in either slot 2R or 2L or both at once if you have two, stacking the benefits received.
* Crafted quality is determined by the average quality of the nettles used, softcapped by sqrt(Survival\*Dexterity).
* It comes with an Agility penalty by default.
News Archive

* June 24, 2013 - World 7 was expanded to 7x7 supergrids.
* June 03, 2013 5:46 a.m. UTC+2 - World 7 has been created.

* June 03, 2013 5:01 a.m. UTC+2 - All characters deleted.
* June 03, 2013 4:26 a.m. UTC+2 - World 6 ends.
* March 20, 2013 - After a long laggy time loftar wrote a patch and applied it - World 6 still running.
* October 25, 2011 - World 6 has been created.
* March 13, 2011 - World 5 has been created.
* March 12, 2011 - World 4 ends.
* January 11, 2011 - World 4 has been created.
* January 11, 2011 - World 3 ends - Great Flood
* February 27, 2010 - World 2 ends - Great Flood
* September 7, 2009 - Crafting gets an overhaul and the map generator changes. (details)
* August 25, 2009 - Semantic MediaWiki activated. Adaptation of current content begins.
* August 22, 2009 - The [[:Template:Infobox food2 |food template]] is now functional. This will automatically compute various mathematical data. Please use this for all future food objects.
* July 17, 2009 - Initial seeding complete; wiki surpasses 250 articles.
* July 7, 2009 - The first real information is added!
* June 3, 2009 - This wiki is created!

Some additional history stuff taken from H&H forum.

[by loftar » Sun Oct 27, 2013]: For anyone who's interested, some early milestones include the following (taken approximately from memory):
* Sometime in like 2005: Jorb starts presenting the idea to me.
* September 2007: Under the guise of "teaching him how to do it", Jorb tricks me into actually starting developing a simple single-player version. (Jorb has some truly stone-age mockup of Haven still lying around that he may feel free to post if he wants to.)
* Some month or so later: We switch to a client/server model.
* December 8th 2007: The characters Jorb and Loftar are born. A few weeks later they can walk around, chop down trees, and pick up the whole logs into their inventories. (As a piece of trivia, I and Jorb still have the entry left for the initial inventory format, both full of logs.)
* Spring 2008: Major rework of resource handling and switch to OpenGL.
* I think somewhere between here, cows are implemented, and their hides are made dryable and tannable.
* August 2008: The homepage is first made, with open registrations. Though noone registers. QQ
* October 2008: The combat system and accompanying death are implemented and by the hand of Jorb, the hearthlands are soon robbed of their innocence.
* More mechanics are added.
* Late May/June 2009: People actually start registering, arriving via [SGA], wherein we participated.
	+ [1] The Haven & Hearth page at the Swedish Game Awards(SGA) site. (*Containing early game development images*)
Metal Cauldron

{{#set: Menu\_Usage =Build }}{{#set: Menu\_Usage =Workstations & Utilities }}

The Metal Cauldron is an important tool for Cooking and a variety of miscellaneous tasks. It is an upgrade to the Clay Cauldron, which can be used for the same tasks but requires time to begin boiling. The Metal Cauldron boils instantly when lit.

The Metal Cauldron holds 30L of water when full and requires wood as fuel.

## Quality

The quality of objects crafted with the Metal Cauldron is given by:

q

I
n
g
r
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d
i
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n
t
s
∗
6

q

C
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n

q

W
a
t
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r

8

=

q

P
r
o
d
u
c
t
s

{\displaystyle { \frac{\_{q}Ingredients\*6 + \_{q}Cauldron + \_{q}Water}{8} = \_{q}Products}}

## Notes

* Variable materials added for metal cauldrons in update "Rekt!-ing Ball"
* As of update "Burning Harmonica", Cauldron's can be extinguished from the flower menu.
* The wood blocks does not affect the quality of the cauldron.
Metal Plate

{{#set: Menu\_Usage =Craft }}{{#set: Menu\_Usage =Symbel- & Tableware }}{{#set: Menu\_Usage =Plates }}

A **Metal Plate** can be placed on a Table for decorative purposes, as well as to reduce hunger and increase how many FEPs are provided by foods when feasting.

## Quality

Metal Plate Quality =

q

M
e
t
a
l
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3

q

A
n
v
i
l

q

S
m
i
t
h

y
′

s
H
a
m
m
e
r

5

{\displaystyle \frac{\_{q}Metal \* 3 + \_{q}Anvil + \_{q}Smithy'sHammer}{5}}

See Quality for details on how quality effects base values.
Pinecone Plug

**This page is outdated and reflects the Legacy Haven & Hearth world.**

It may or may not be accurate for the newest "Hafen" world. Please consider moving this page to the Legacy Namespace as "Legacy:Pinecone Plug" and/or updating this page to reflect the Hafen world.

{{#set: Menu\_Usage =Craft }}{{#set: Menu\_Usage =Tools }}{{#set: Menu\_Usage =Fishing Gear }}

The Pinecone Plug is a fishing lure, which is used together with a fully equipped fishing pole to catch fish.

The quality of the pinecone plug depends on your survival skill.

## How to Use

To equip a fishing pole with fishing line and other necessities, left click on the item to select it and then right click on the top box of the fishing pole.
Oral Tradition

If you are a new player, this is one of the three skills you will start with, the others being Primitive Tools and Wilderness Survival

## In-Game Text

*"Of all the Ancients,*

*Most among them saw Walwar,*

*Yet always spoke he the least."*

They say that the first stories were passed to the Hearthlings by the Old Gods. Some ancient things have always been known, and this is one of them.