recursal/Fanatic-Fandom huggingface dataset:
Common lumps

An **lump**, also known as **common lump** is an Iron-, Steel- or a Vostaskus lump.

It is used for forging and can be converted to either ingots or bars.

Common Lumps, also often referred to as "Nuggets".

## Creation

They are created by smelting common ores, bars, or ingots, and choosing the Lump option.

*Some metals have different requirements and is therefore advised for you to check their page for their proper craft.*

* NOTE: Unless the recipe requires a specific metal, you can use any of the three iron-based types.

2 lumps from 1x Ore

8 lumps from 1x Bar

40 lumps from 1x Ingot
Drying frame

**Drying frame** is used to dry fresh animal hides (thin hides and thick hides) into dried hides (thin dried hide and thick dried hide), which, in turn can be made into leather for use in crafting. *It is also movable*.

Building the drying frame with a primitive saw instead of a metal saw will reduce quality of the resulting drying frame by half.

Quality of the drying frame, affects the quality of the resulting dried hides.
Chivalry

This page contains information of an old version and is now only used for investigation work.

**Chivalry** is one of the two tier 1 combat skill tree branches. It allows to use basic combat skills, such as drawing weapons from one of the four slots, use militia weapons, one handed axes and maces in combat and equipping padded armors. At level 60, Artisan's Strike and Skullsplitter! combos are unlocked. At level 90, Knock-Knock! combo is unlocked. Chivalry branch unlocks three tier 2 skills: Spear mastery, Mounted fighting mastery and Blades mastery. There is no prerequisite to this skill.

## Training Tips

*Have a piece of advice for effective training?*
Edit this section and place it here!

* To level up your chivalry, you can hit a training dummy with a tool (axe, shovel, etc) not a weapon.
* Training dummies can be expensive and break quickly. The cheapest way to train up any combat skill is to put your back to a horse and perform a stab. With shorter weapons you may need to rotate right a little. You will cause a handle hit, which deals .5 blunt damage to the horse and still receive XP. The horse regenerates quickly enough that you shouldn't be able to kill it. However, be careful that none of your guild members are doing full damage to the horse.
Demolition

*This article is a stub. You can help Life is Feudal Wiki by expanding it.*

**Demolition** combat skill for damaging enemy structures.

## Training Tips

*Have a piece of advice for effective training? Edit this section and place it here!*

* Equip a torch or siege torch and swing at structures.
	+ Attacking structures will not affect alignment, even if within someone else's claim.
Copper bar

### Acquisition

Place fuel and copper ore in a smelting building, such as a Furnace (Ensure that the fuel does not run out doing the smelting). Ignite the building and heat it up to at least 1000. After a little you will see a progress bar appear under each stack of copper ore. Once the bar has filled up completely, use a smelting tool to get a copper bar.
Falchion

The **Falchion** is a one-handed sword and requires level 30 Swordsman to equip.

## History

This sword is from a European origin, whose design is reminiscent of the Turkish scimitar and the Chinese dao. The weapon combined the weight and power of an axe with the versatility of a sword. Falchions are found in different forms from around the 11th century up to and including the sixteenth century. In some versions the falchion looks rather like the weapon-seax and later the sabre, and in some versions the form is irregular or like a machete with a crossguard.

## Gallery

* Tooltip
* Model
Common metals

There are four types if **common metal** which are used in crafting: Iron, Steel and Vostaskus steel. They are made from raw materials such as iron ore, and can be smelted into various forms such as lumps, bars and ingots. In their most refined states, they can be used to make weapons, tools and armor.

## Iron

* Lump of iron
* Iron bar
* Iron ingot

## Steel

* Lump of steel
* Steel bar
* Steel ingot

## Vostaskus steel

* Lump of vostaskus steel
* Vostaskus bar
* Vostaskus ingot
Decorated tent

*This article is a stub. You can help Life is Feudal Wiki by expanding it.*

The **Decorated Tent** can be placed with Warfare engineering and can be used as a Rally point for 5 players.

* See also: Tent

**Note:** The max durability of the structure will be permanently decreased. How fast this happens depends on the server settings.

## Gallery

* Decorated tent Front view
* Decorated tent Back view
Chrysoberyl

Chrysoberylare a type of Mineral Ingredient used in Alchemy.

## Acquisition

Chrysoberylcan be acquired from mining ores with the Mining skill level 90 and above, or cutting down trees and uprooting stumps with the Artisan skill level 90 and above. Chance is based on the character's luck.

## Usage

Chrysoberyl can be used at Alchemy level 60.
Exceptional gold and silver ring

Every character can equip a max of two rings and one amulet.

The **Exceptional gold and silver ring** increases Luck by +4 (at quality 0). For every level of quality there is an additional +0.16 Luck added. A ring with quality 50 would then add 4+(0.16x50) = 12 Luck and a quality 100 is 4+(0.16x100)=20 Luck.
Flavour

**Flavour**, also referred to as **Spices**, is made using Herbalism or Alchemy.

## Use

It can be used with Cooking level 60. One bottle increases the quality of **a single piece** (not a stack of >1 items) of cooked food. You can repeat this until the quality is at 100.

Right-click on the flavour and select the option to apply it on the cooked meal. Works only on 1 meal.
Dung

Collected from cleaning out your coop, barn or small stable/large stable. The minimum collection amount is 1, which for coops, the Dung'O Meter must be at least 20%. At 20% on the Dung'O'Meter, coops will produce 1 Dung, a barn will produce 3 Dung, and a large stable will produce about 100 dung. You can collect dung from the larger animal buildings before the 20% mark.

The maximum capacity of dung in a building is not yet determined, but it can exceed 100%. However having too much dung can cause poor hygiene and cause animals to die.

**Dung** can be used to fertilize soil into Fertile Soil using farming level 90. Fertilizing soil with dung can also increase the fertile soil quality. Fertilizing only affects the top layer of soil and will not change the underlying layers.

## Improper Honey

**Improper Honey** is not a separate item, it is simply the name of the recipe that allows you to turn Honey into **Dung**.

## Tip

* Observed 2016-03-19, Stable dung > 75% appears to have reduced half the horses in an all-Q100 stable, to be Q99.
Common bars

A **common bar** is an Iron-, Steel- or a Vostaskus bar.

Common bars are created by smelting common lumps, ores, or ingots, and choosing the Bar option.

(8 lumps per bar, 4 ore per bar, or 1 ingot makes 5 bars)

As of this, you should first smelt your ore into ingots and then into bars. This will save durability on your building, at the cost of more time and charcoal..
Footman

Footman is a combat skill that enables use of one-handed axes and maces, shields, and scale armors.

## Training Tips

*Have a piece of advice for effective training? Edit this section and place it here!*

* To level up your footman, you can hit a training dummy with a proper weapon from the class unlocks. Level up this way until you reach lvl 30. Use training weapons and repair them with equipment maintain. Position yourself to deal the most damage to the dummy. More damage means more xp.
* After 30, you can level up more effectively by getting hit wearing the light scale armor parts. Ask for a friend to hit you with punches trying to position the hits in a way that you take the less damage possible (i.e. 0.10 damage). It makes no difference in xp for the amount of damage you take. So the less you take, the longer you'll last (even up to 1h+ for using with power hour).
* You can also use shields to level up past 30 but getting hit wearing armor is more efficient since armor breaks slower than shields.
* Training dummies last forever but gives less xp than fighting a real person.

## Gallery

* Light scale armor (Front view)
* Light scale armor (Back view)
* Regular scale armor (Front view)
* Regular scale armor (Back view)
51st Assault

## Map availability

This Squad Assault was made available on:

* 2021-10-06T01:00:00Z (Notification)

## Unit data

### Battle 1

Lunatic

**AI settings**

*See AI for a detailed description of the enemy movement settings.*

**Enemy units**

### Battle 2

Lunatic

**AI settings**

*See AI for a detailed description of the enemy movement settings.*

**Enemy units**

### Battle 3

Lunatic

**AI settings**

*See AI for a detailed description of the enemy movement settings.*

**Enemy units**

### Battle 4

Lunatic

**AI settings**

*See AI for a detailed description of the enemy movement settings.*

**Enemy units**

### Battle 5

Lunatic

* フォールン

**AI settings**

*See AI for a detailed description of the enemy movement settings.*

**Enemy units**
Copper ingot

## Description

A copper ingot is crafted from heating 20x Copper Ore at a Furnace or Bloomery. Alternately it can be crafted from 5x Copper bars or 40x Lump of copper.

After fully heating the Copper Ore select the Melt command while equipping a Smelting tool, such as a Primitive crucible and stick or a Crucible and tongs.

The minimum smelting temperature of a copper ingot is 1,000 degrees.
Eternal Sleep Poison

To create the **Eternal Sleep Poison**, you need to collect alchemy herbs with the help of Herbalism, you'll need two of these herbs and one bottle of alcohol (like Cider or Beer). Now you can make drinkable cocktails with the help of Herbalism tools and your Alchemy skill. The important thing to note is: each player has herbs with differing poison effects, so herbs that make a poison for you may not make the same thing for another person.

Two herbs gives an effect strength of 1.0. If you add a third herb, you can mix a cocktail with up to three effects. You can also increase an effect up to 1.5 points.

It is also possible to add mineral ingredients or animal alchemy ingredients.

## Gallery

* Poisoned: Eternal Sleep - You have been poisoned and feel like you are about to loose consciousness.
Chat/ja

*ライフ・イズ・フューデル*には他のプレイヤーと会話できるチャットシステムが3種類組み込まれています。

* **システム・チャット:**これはスキルの変動や戦闘時のダメージ等の情報をプレイヤーに通知するものです。
* **ローカル・チャット:**

1. **`/whisper`**若しくは**`/#`**を文頭に追加して送信すると近くにいるプレイヤーにのみに送信されます。(約25メートル以内)。
2. **`/say`**若しくは、何も文頭に追加せずに送信すると、100メートル強以内にいるプレイヤーのみに送信されます。
3. **`/shout`**若しくは**`/!`**を文頭に追加して送信すると、約250メートル以内にいるプレイヤーのみに送信されます。

* **グローバル・チャット**

1. ユニット (パーティー)・チャット - 全てのユニットメンバーにメッセージを送信できます。ユニットの一員であれば誰でも使用できます。
2. コミュニティー (ギルド)・チャット - ギルドメンバーにメッセージを送信できます。許可されたメンバーのみ使用できます。
3. 国家・チャット - 全ての同盟を結んでいる国家に対してメッセージを送信できます。国家に許可を得た者のみ使用できます。
4. **`/msg`**若しくは**`/tell`**の後に一マス開けて名前そのあと一マス開けて文を入力して送信すると、そのプレイヤーとのプライベート・チャットを行うことができます。
5. **`/join`**の後に一マス開けてチャンネル名を入力すると新たにチャットルームの作成、若しくは参加することができます。
6. 政策・チャット - 国家の長のみ使用できます。すべての国家の長に対してメッセージを送信することができます。

* *ライフ・イズ・フューデル*は

グローバル・チャットでゲーム外の携帯端末にIRCメッセージを送信することができます。
接続すればすべてのメッセージを得ることができます。

1. あなたのIRCに対応したPC若しくは携帯端末にIRCクライアントをインストールします。
2. あなたのアカウントページにアクセスします。https://lifeisfeudal.com/ 。そして、キャラクターのアクセス証明書をコピーします。
3. あなたのIRCクライアントに、サーバーIP、あなたのキャラクター名、パスワードを入力すると、接続することができます。
4. サーバーから切断したいときは、次のコマンドを入力してください。 /msg NickServ identify あなたのパスワード

en:chat
Interface

*Life is Feudal* features a highly customizable interface that should be suitable for every type of player.

Pressing **ESC** opens up the menu page with settings for video, audio, and where players can control key binds for in game actions.

By pressing **TAB** (default), the player can switch between 2 major interface modes:

* **Free look Mode**. Mouse movements control rotation and direction where character is facing. Useful while traveling around the world and fighting.
* **Cursor Mode**. Mouse pointer appears and can be controlled by mouse movements. Useful for inventory management, in the main menu and during some crafting and management abilities.

Press **F10** (default) to enter UI customization mode. You can rearrange and add new abilities on your hotbar from a skill book in the UI customization mode. In addition, all windows can be dragged around the screen and most of them can be re-sized. The chat and hotbar tabs can also be dragged outside their windows which will result the creation of new chat or hot bar windows which can be moved and re-sized accordingly.

Example of interface in UI customization mode with main interface windows numbered:

Almost all interface windows have 3 system buttons which appear in the upper right:

* Window options . Press it to change the opacity of that interface window or tweak some window-specific options.
* Window lock . Unlocked windows are visible only in **Cursor Mode** and are not visible in **Free look Mode**. Locked windows are visible in both interface modes. This feature is useful for players who want their interface to be minimal while running around the world or fighting.
* Close . Close current window. Closed windows can be recreated by pressing the corresponding shortcut key or via the Main Menu.

## Description of interface elements on the screenshot:

1. Crosshair.
2. Target Info. Area that contains name/description of currently targeted player or object. That is only way to see the name of other characters, their guild name and title.
3. Wounds and fractures overview.
4. Health double bar. Both Hard HP and Soft HP are displayed on that double bar.
5. Stamina double bar. Both Hard Stam and Soft Stam are displayed on that double bar.
6. Hunger bar.
7. Hotbar. Ability icons from Skill Book can be dragged on Hotbar and used later via according shortcut.
8. Chat Window.
9. Alignment points.
10. Events window. All the immersive events with positive and negative effects will appear here, as well as neutral ones that do nothing.
11. Effects window. All harmful and positive effects will be displayed in that window with according icons.
12. Message window. All skill/stat gain & loss as well as damage dealt and received will be additionally displayed here.
13. Group window. Members of your party will be listed here.
14. Air window. It does not appear at the screen but there is also an air window which indicates the current level of oxygen while swimming
Crossbows mastery

This page contains information of an old version and is now only used for investigation work.

**Crossbows mastery** is one of the three tier 2 combat skills in the Warrior branch. It allows to use crossbows in combat. Level 30 of Warrior is required to learn this skill. To increase Crossbows mastery past level 30, Warrior skill must be at level 60.

## Training Tips

*Have a piece of advice for effective training? Edit this section and place it here!*

* Successfully blocking a players attack with a crossbow will raise your skill level in crossbow mastery.
Decay

Decay is a game mechanic, which helps to maintain the world clear of garbage and forgotten buildings.

Every maintenance object situated outside a claim territory looses part of their durability and disappears, when that attribute falls below zero.

## Life is Fuedal: Your Own Differences

On LiF:YO servers, it is possible to change the decay rate via the server config(world\_\*.xml) by updating the string `<objectDecayRate>x</objectDecayRate>`, where x ranges from 0 to 10.
Copper ore

**Copper ore** is a natural material that can be obtained from Mining or Digging a natural copper source block. Each block possesses over 1,000 ore that can then be smelted into a Lump of copper, Copper bar or Copper ingot from Smelting. At launch, there was a total of 1,585,786,189 m3 copper ore blocks in the entire game

The minimum smelting temperature of copper ore is 1,000 degrees. Copper is best used as a training metal for rookie blacksmiths. The low temperature wastes less resources than iron as higher temperatures consume more fuel.

#### References

1. ↑ http://lifeisfeudal.com/forum/armor-tiers-t1340/page1/#p15097
Clay anvil form

**Clay anvil form** is a craftable item under the construction materials preparation skill. It is made by right clicking on Clay and using the **Construction materials preperation** skill on. To make an **Clay anvil form** tile You need 20 Clay and 2 Water. To make them into an Anvil, you will need to stick the **Clay anvil form** into a Furnace or Bloomery with 8 Common ingots and bring them up to temperature and then pull out the completed Anvil.

## Usage

It is one of the two components in crafting an Anvil. You will need to stick the Clay anvil form into a Furnace with 8 Common ingots and bring them up to temperature and then pull out the completed Anvil.
Crucible and tongs

The **Crucible tongs** is a tool required for smelting. If you equip the tool and access a heated Forging Device,

you can melt items like Ores, bars, ingots, lumps, Metal Tools, Metal Weapons, Metal Armor...

## Tips

* As quality for iron is capped at 60, it is recommended to try to smelt a steel ingot to increase quality. This way the general quality of smelting will be higher. Of course, for ultimate quality, you will need a crucible made from Vostaskus steel.
* Crucible and tongs can also be crafted in "Ulf's Forge" at Illa-Newdd (Starting Islands). In that case crafting of "Crucible and tongs" performs via "General Actions" skill and requires 1x Common ingot (Influence 70%) and Hammer (Influence 10%, losses 30 durability), skill Influence 20%.

## Historical use

This large pincers like tool was made of welded steel that are used to grasp and take a hot crucible out of a fire, furnace or to move a crucible from one location to another.
Health

## Description

Health represents how much damage a player has taken, and LiF features two health bars. Hard health represents condition (hHP) and soft health represents consciousness (sHP). When a players hHP hits zero, they die; If a players sHP hits zero, they fall unconscious. Players receive hHP from being struck by a large variety of lethal weapons. SHP damage occurs from damage from sources such as: Blunt weapons, being trampled by a horse and falling.

Injuries can be fatal and nonfatal, ranging from broken bones, bleeding, concussions, etc. Some injuries are permanent unless treated by the healing skill, and fatal injuries can be mitigated with the battle survival skill. Injuries will be a prominent feature in LiF’s no target combat system.

* See also: Status bars and Wound.
Chat

# MMO

### System Chat

This is not a normal chat channel. It shows most interactions like dealt damage, gained Experience points (Skill points in Your Own), received Items and more.

#### Local Chat

* Type a message text into chat window. That message will be "heard" by players within about 50 meter (25 tiles).
	+ *Note (MMO vers. 0.25.25.0): **`! [Message]`** will send a yellow coloured yelled message, **`/# [Message]`** will send a grey coloured whisper message but both have the same range as normal said messages.*

##### Global Chats

* Free chat room. Type in **`/join #channelname`** to create a new or join an existing free chat channel.

##### Other Commands

* **`/msg [FirstName] [Message]`**, `/pm**[FirstName] [Message]**` or **`/tell [FirstName] [Message]`** to start a private conversation with another player.
* You can also manage your guild and claims with certain chat commands: Official Forums

# Your Own

### System Chat

This is not a normal chat channel. It shows most interactions like dealt damage, gained Skill points, received Items and more.

### Local Chat

* **`/whisper [Message]`** , **`# [Message]`**or **`/# [Message]`** to send a short range message that will be "heard" only by nearby players within 5 meter (2.5 tiles).
* **Ty**pe a message text into chat window. That message will be "heard" by players within 10 meter (5 tiles).
* **`/shout [Message]`** , `! [**Message**]` or **`/! [Message]`** and a message text to send a message within 20 meter (10 tiles).

### Global Chat

A chat that is visible to all connected players on that server.

### Other Commands

* **`/msg [FirstName] [Message]`**, `/pm**[FirstName] [Message]**` or **`/tell [FirstName] [Message]`** to start a private conversation with another player.
* If you are stuck in terrain or objects you can use the **`/stuck`** command to get free. You might have to use it multiple times, since it is random.
* You can also manage your guild and claims with certain chat commands: Official Forums
Food consume ratio

The food consume ratio is a formula used to determine how much food the animals are eating per feeding period(different for every server). The ratio is in stone of foods.

### Buildings:

* Coop
* Barn or Wooden barn
* Small stable or Large stable

Animals food consume list:

 Ram | 0.2

Example: 25 hares inside a coops will consumed about (25 \* 0.025) stones of food per feeding periods.
Flux

**Flux**, like naphtha, is one of three properties a herb could potentially have.
You need to achieve Herbalism level 60 to be able to find the Flux property. To create Flux, one has to combine 2 herbs with the 'flux'-property in a mortar and pestle or an Herbalist's shop.

## Finding herbs with flux-property

Flux becomes an important resource, once you start building larger constructions (warehouse, barn, ...), and finding the right herbs can take a while.

Out of the 66 available herbs in-game which can be gathered, 11 of them produce Flux. The main method of determining what your own Flux herbs are is to gather a large sum of each herb, stack them in your inventory neatly (with quantities of each herb in 5+ so you always have some, (this process might take a few hours of gathering and sorting), and start mixing herbs until you find two which produce Flux together. Once you find those, set them aside in your inventory. Then, proceed to mix those flux-producing herbs with other herbs in your inventory, one by one, until you find more herbs which make Flux. You can then set those ones aside too until you hopefully find 11 herbs.
Green peas

Requires 30 Farming and 1 Fresh Water per tile to sow.

Can be sown during seeding days and harvested during gathering days for domesticated vegetables. Seeding and gathering phases are always 5 ingame days long and the next seeding and gathering phase always starts 47 ingame days after the previous one.

The yield is fixed to 22 Peas and 19 Green peas.

#### Quality and Rotation

The quality of the crop and the soil gets set to the lowest value of the effective Farming skill, the quality of the Fertile Soil, the Fresh Water and the Peas during sowing.

* *Note: You have a base chance of 5% to raise the quality by 1 and can raise the chance by rotating with potatoes and grains.*

The quality of the yield gets set to the lowest value of the effective Farming skill and the quality of the crop. The quality of the Fertile Soil doesn't change.

* *Note: You have a base chance of 5% to raise the quality by 1 and can raise the chance by rotating with potatoes and grains.*

#### Regions:

Green peas can only be harvested and sown in the following regions:

* Oyensrog
* Kjostenbrud
* Bergshaft
* Goddenjord
* Klausenland
* Greusmergen
* Khatchakten
* Schwarzenweg

#### Cooking

Green peas are also vegetables which are used in certain and Cooking recipes.
Furnace

The **Furnace** is a basic smelting device used in smelting raw ore into ingots, bars, and lumps. This particular device is available to player in building menu upon unlocking Construction skill.

You will need the smelting skill to use the furnace.

* See also: Forge and anvil, Bloomery and Blacksmith shop.

## Usage

A Crucible and tongs or its primitive version must be equipped to smelt. To use the furnace first open it with the command ***Manage smelting building***, place a few units of a fuel source inside such as billets or charcoal and ***light*** it. Then insert the raw ore you wish to smelt. ***Use bellows*** to increase the heat until it reaches 1500 where a status bar showing the state of the raw ore will appear. The raw ore is ready to be melted into ingots, bars, or lumps once the status bar fills. To smelt the ore, use the command ***Smelt*** and select the material of your choice.

Note: Using charcoal allows the smelting of more units of ores as it takes up less room in the furnace. Placing more units of fuel in the furnace allows the completion of other unrelated tasks while waiting for the ores to heat without worrying about the furnace burning out.
Hardened steel pickaxe

The **Hardened Steel Pickaxe** allows a miner to dig a tunnel 33% faster than a common pickaxe.

It does NOT increase the speed at which a player can either mine ore or other activities.

* See also: Pickaxe.

## Tips & Tricks

* This pickaxe degrades at the same speed as other pickaxes.

## Recycling

At Level 90 in forging, this tool can be recycled for 31 iron lumps.
Horseback riding

**Horseback riding** is an independent minor skill. It allows to ride regular horses. There is no prerequisite to this skill.

Rideable horses are: Stallion, Horse, Courier horse & Tamed moose

## Riding Efficiency

The higher the quality of a horse the better it handles and the faster it can ride. But this is limited by your skill level in Horseback riding.

```
Horse_handling = min( Horse_quality, Skill_level )

```

(This is unconfirmed.)

## Handling

By clicking once on the `W` or `S` button, the horse increases / decreases his speed to the next level. That means it is not necessary to keep the button pressed all the time. The horse is normally steered via the keys `A` and `D`. The horse can jump with the `space bar`. To stop a horse abruptly, use `Z` and the horse will rise. It can happen that you are thrown off the horse, especially if you are not so good at riding. If you fall off the horse, you get the effect "Stunned"

To get off the horse, select the ground and click right to **get off the horse** or press the button `E`.

The horse can now also be taken back into the inventory by right click **horse** -> **hide horse**.

Weapons (except ranged weapons) can be used on the horse by clicking `R`.

## Run away

A horse "gets tired" after an hour (real time) and lies down. After another hour without use, it will follow the call of freedom and disappear.

## Training Tips

*Have a piece of advice for effective training?*
Edit this section and place it here!

* Riding around on a horse will slowly raise the Horseback riding skill.
Equipment

In the harsh world of *Life is Feudal* your tools, clothes and weapons play an important role in survival and prosperity. So it is important to understand the basics of Equipment and Inventory management.

## Items & Containers

Every item in *Life is Feudal* possesses two common attributes: Quality and Weight.

* **Quality** is measured on a scale from 1 to 100 and ultimately affects all actions that are performed when using an item: crafting, resource gathering and even combat.
* **Weight** is measured in fictional "Stone" units. Weight is taken into calculations during combat, but mostly used to measure the amount of items that can be carried around by characters or stored in various containers.
	+ Each item also has a hidden "Length" value which determines if it fits into a container which also has a certain length.

There are no classical inventory slots in *Life is Feudal* as in most other RPG games. Every container and vehicle including the character's inventory have a certain weight limit and items can be distributed inside a container freely.

## Equipment

Character can equip a large variety of different items: weapons, tools, clothes, armor, shields etc.
In order to equip an item, you must:

1. Have it in your character's inventory
	1. Double click the item in your inventory (Right click and set "Equip" as default with a right click if it is not the default action first) OR
	2. Drag and drop the item to your hotbar and use it on your hotbar OR
	3. Drag and drop the item to the matching slot on the **Equipment** window

* *Note: This may, or may not, be intended behaviour, but you can equip multiple items at once (the timer will restart as you attempt to equip additional items giving you the opportunity to further add more).*

Character equipment slots available are:

* 4 Weapon/Tool slots
* 6 Armor/Clothes slots
* 3 Jewelry slots
	+ 2 Ring slots
	+ 1 Amulet slot
* 1 Tabard slot

Keep in mind that: **The sum of the weight of all equipped items will affect character movement speed**, and equipping or removing an item is not instantaneous, you have to stand still to equip/unequip your equipment\*. This is particularly important in combat.

* *MMO only:* You consume way more stamina for running and swinging your weapons if your equipment is too heavy.

* *Note: You may use the flee ability to instantly unequip ALL weapons and tools from your character, but you also lose the ability to interact with anything else while the flee effect remains active.*
	+ *MMO Only: You can use the "Open/Close Door" ability to get into houses but you can't use the "Open/Close Gate" or any other ability.*
Horse cart

The **Horse cart** is a large mobile container. This particular version has a cosmetic tent/canopy.

The cart contains additional storage in the form of 12 slots, in addition to the interior inventory, that allows you to transport whole tree logs and all movable objects. An objects length determines how many slots it occupies.

It can even transport Ore, Soil and Building logs.

The horse cart can only be moved using a horse and offers the greatest mobility of all moveable objects.

* See also: Horse cart (no tent) or other mobile container wheelbarrow, Cart and trader cart.

## Your Own:

Horse cart recipe requires hardwood board instead of amberwood board.

## Gallery

* Horse-drawn carriage with tarpaulin, harnessed
* Horse-drawn, top view
Hand of boris

This item is not supposed to exist in the game. It is created by a bug.

The item is supposedly your fists or unarmed combat stance turned into an item.

Placing the item on your 1-0 slots and then activating the slot will cause your character to initiate the equip animation. Afterward, the item will disappear.

It is advised to simply throw the item away when encountered.
Indulgence

An **indulgence** is used to pardon repentant criminals. Upon use it increases the character's alignment by +5 points, regardless of what alignment the character has (disregards the -50 irreversibility).

It is created by the Archimankur and can be passed, sold, and lost like a regular item, but it can only be used once.
Chicken

# MMO:

A **Chicken** is a domestic animal which was caught by a snare. Chickens are not a rare resource and can be caught, bred, and held in coops in all regions.

## Breeding

Breeding or taking care of chickens requires a coop. Chickens do not become pregnant. Up to 3 chicks spawn immediately. Old chickens cannot breed.

## Slaughter

Can be slaughtered for White meat, Bones, Feathers and animal parts or held in coops to produce eggs.

Slaughtering

*Note: Animal parts only drop if you have Animal Lore 90.*

# Your Own:

**Chickens** are used by farmers and are placed within coops. Chickens can be caught in the wild by the usage of the hunting skill and creating snare traps. After successfully catching a chicken in your snare you can place it in your inventory and transport it to the coop where you can begin your first steps into Animal Lore.

* Chickens can be harvested in coops to gather Eggs, they can also be slaughtered to gather White Meat, bones, feathers and a small chance on an alchemy ingredient.
* Chickens also produce manure overtime in the coop that can go towards fertilizing your farms soil.
* Chickens can die of old age in your coop.

## Chickens In The Coop Life

* They will produce eggs if they are OVER five years of age. They will produce in fertile age.
* They will produce one egg every feeding interval, allowing you to harvest and gain skill every tick.
* After they are unable to produce eggs, they can breed to produce more chickens. (Uhm.)

Hint: You can find out when it ticks by waiting for it to update the info in the coop, showing the amount of animals. Place another in with the chickens, and when it shows that animal in the information, you know a tick has passed.

### Feeding

Chickens are confirmed to eat:

* Apples
* Mushrooms
* Wheats
* Peas
* Potatoes
* Cabbage
* Flax seeds
* Straw
Iron Will Preparation

If **Iron Will Preparation** is consumed, it raises the Willpower (Will). Alchemy herbs are needed to craft preparations (later needed for Alchemy). They can be located with Nature's lore and then gathered with a Sickle or Primitive sickle. The Mortar and Pestle tool is required to create preparations from the herbs gathered, which trains the Herbalism skill. Every player character has his own Herbs combinations that he needs to discover for his self.

Go to Herbalism if you want to find out more.
Guild

Player-owned organizations in *Life is Feudal* are generally called **Guilds**. A Guild becomes a formal entity able to manage its members and grow a guild claim once it has reached 10 members and constructed a monument.

## Guild Tiers

A guild a is referred to differently depending on the size and state of the guild.

### Band

Technically, a **Band** is not a guild at all, it is just a bunch of players that are trying to start their own fully efficient guild. Bands cannot participate in global politics by changing their standings towards other guilds. Members of a Band can not bear guild titles or guild tags unlike other guilds. Bands do not own any land claims.

Minimum members: 1

* Once the Band reaches 10 members in total, it becomes an **Order**.

### Order

An **Order** is a guild without any land claims and with a minimum of 10 players that has started a persistent group. They are ideal for mercenaries and small guilds that want to be identified in a world. Orders **can not** participate in global politics by changing their standings towards other guilds. Members of Orders bear guild titles and guild tags.

Minimum members: 10

* Once the monument is built, the Order becomes a **Country**.

### Country

A **Country** is a guild which has built a monument and thus owns some land. A Country can participate in global politics and change its standings relative to other Countries and Kingdoms. Members of a Country bear guild titles and guild tags. The Country has access to heraldry and its leader can design their own symbols that will be visible on the tabards and shield

Minimum members: 10

Dropping below 10 Members will result in the **immediate** destruction of the Guild Monument, and remove the claim, leaving all objects in the area vulnerable to looting.

### Kingdom

A **Kingdom** is a country which sends Ally request and at least one of them was accepted. A Kingdom works the same way as a country, but the Kingdom is a leading guild in an alliance of different guilds (vassals).

Minimum members: 10

Minimum number of vassal Countries: 1

## Guild Rank

Guild rating of a guild is calculated based on the amount of the assets this guild controls. Unmovable objects, movable objects, items in warehouses along with the amount of fiefs and provinces the guild controls - all counts towards the guild ranking.

You can see the ranking in the dashboard *"Guild Rating"* and in-game via tab *"Guild"* -> *"Guild Ranking"*.

This guild rank is getting updated each day at 12:00 UTC and used to calculate how often and how long judgment hour will happen.

## Guild Titles

Guild titles are ranks given to administrate guild hierarchy and rights such as access and interaction in the guild's claim. Certain guild titles have prerequisite, such as King/Queen requiring the guild's status to be a kingdom.
Heavy kite shield

*This article is a stub. You can help Life is Feudal Wiki by expanding it.*

**Heavy Kite Shield** requires Swordsman 60 to be worn. It gives bonus to Polearms Mastery. Bonus is given as long as the shield is equipped. You do not have to hold it you can still get the bonus wearing it on your back.

## Blueprint & regional resources

This item needs a blueprint. On this is noted from which *certain* region you need the Regional Hardwood boards.
I yield!

*This article is a stub. You can help Life is Feudal Wiki by expanding it.*

## Description

**I yield!** is one of the hotbar abilities. Yielding puts all of your weapons away and renders you temporarily immobile. You kneel on the floor and can be looted of your possessions. Knocking out a yielded person causes more of an alignment lose than usual, unless at war or during Judgment Hour

## Tips

* Rather than being killed, you can Yield to an enemy and hand over your possessions. Killing a yielding person will cause a bigger alignment loss.

* This alignment loss is circumvented if you are at war with the enemy who kills you.
Hairy bull

### MMO:

A **Hairy** **Bull** is a domestic animal. Breeding or taking care of hairy bulls requires a small or large stable and a hairy cow (female).

Can be slaughtered for Marbled Beef, Intestines, Bones, Rough Cowhides and animal parts.

Slaughtering
1x Animal Parts, 50% Chance
1x Animal Parts, 50% Chance
 Old Hairy Bull

*Note: Animal parts only drop if you have Animal Lore 90.*

Hairy Bulls only can be tamed, bred and held in stables in the following Regions:

* Kjostenbrud
* Altenbrog
* Islandlend
* Goddenjord
* Schneeglom
* Phat-Tsarai
* Roysbad
* Khatchakten
* Schwarzenweg
* Kron-Insel
* Amathemgir
* Uffer-de-Furst
* Shin-Shin cakmet
* Bathai-azgyr
* Urzunai
* Cet-dan
Granite

Granite can be seen on the map and in game as lighter colored rock. 20 granite is needed to make 1 Shaped granite.

Granite is gathered through the tunnel digging commands, in piles of up to 40, dependant on the tunnel composition. (Underground tunnels can give other resources along with the granite)

## Life is Feudal: Your Own Notes

The only definitively known location where you can find Granite in the world right now is at the big mountain in the center of the island.
Hazel sprout

The **Hazel sprout** can be used to plant hazel trees (rightclick on an empty **Forest Soil - > Forestry -> Plant Hazel Tree**).

The quality of the planted tree is equal to your maximum Forestry skill level, but can't exceed the quality of the hazel sprout.

Planting hazel trees requires Forestry level 30 and can only be planted on Forest Soil.
Heavy horse handling

**Heavy horse handling** is one of the five tier 3 combat skills in the Chivalry branch and one of the two branches following the Mounted fighting mastery skill. It allows to ride heavy and royal warhorses, which are the heaviest horses in the game with twice the hit points as the other warhorses. Level 30 of Mounted fighting mastery is required to learn this skill. To increase Heavy horse handling past level 30, Mounted fighting mastery skill must be at level 60.

## Training Tips

*Have a piece of advice for effective training?*
Edit this section and place it here!
Hardy warhorse

The Hardy Warhorse is a common type of horse that can be trained at the Training Field. It can get armoured into a Heavy Warhorse by right clicking the Hardy Warhorse and choosing `Armor Horse`. You must have Horse Armor in your inventory to do so. Level 60 in Warhorse Training is required.

Knight 60 is needed to ride this warhorse.
Iron bar

The **Iron Bar** counts to the *common bars* and is used in many recipes for Tools, Weapons, and Armor.

### Acquisition

Place fuel and Iron Ore in a smelting building, such as a Furnace (Ensure that the fuel does not run out doing the smelting). Ignite the building and heat it up to at least 1500. After a little you will see a progress bar appear under each stack of Iron Ore. Once the bar has filled up completely, use a smelting tool to get an Iron Bar.

## Tips

* Melting Iron Ore into ingots, then remelting the ingots into bars will save you quite a lot of time. It costs more fuel, but when smelting has hit 100 you might want to save time. When remelting ingots into bars you get 5 bars for every actions. Saving you 3 progress-bars for every 5 bars. When you are melting close to 400 iron ore in a bloomery this will save a lot of time and can easily be done in several bloomeries almost at the same time.
Cooking

**Cooking** allows for production of food which increases skillgain modifier based on amount of ingredients and Quality of the food.

**Cooking** is a Tier 3 crafting skill in the Household branch. It allows you to prepare food and beverages. Level 30 in Farming is required to learn this skill. To increase Cooking past level 30, Farming skill must be at level 60.

##### Video guides & Training tips

*Have a piece of advice for effective training? Edit this section and place it here!*

* Cook food using a Kitchen (20% bonus to food quality)
* Eating food with more ingredients will give a better food multiplier used to increase the skill progression exp. This number is an average of the last 5 meals you have eaten and is found in character sheet (P) under the Hunger Bar.
* Cooking a one ingredient recipe like bread will net you the same experience amount as a four ingredient recipe like stuffed rabbit.

##### A cook uses these devices / workshops:

* Big cauldron - cannot be moved
* Oven - cannot be moved
* Kitchen - workshop for cooks (20% bonus to food quality

## Brewing

**Note:** Before using brewing tank you should get ingredients for alcohol from Wine press or a cooking device (Oven, Kitchen or Big Cauldron) and you should have empty bottles in your inventory.

**Note:** temperature needs to be exactly in the range shown in the table below (or the progress bar for heating will not show up) - for example Cider must be between 23 to 27 to heat.

**\*Update\*** - temperatures changed with the 1.0 release. The values below are rough estimates of working temperature frames.
Grave Weight Poison

To create the **Grave Weight Poison**, you need to collect alchemy herbs with the help of Herbalism, you'll need two of these herbs and one bottle of alcohol (like Cider or Beer). Now you can make drinkable cocktails with the help of Herbalism tools and your Alchemy skill. The important thing to note is: each player has herbs with differing poison effects, so herbs that make a poison for you may not make the same thing for another person.

Two herbs gives an effect strength of 1.0. If you add a third herb, you can mix a cocktail with up to three effects. You can also increase an effect up to 1.5 points.

It is also possible to add mineral ingredients or animal alchemy ingredients.

Damages Stamina (hStam) over time. The number listed is the damage done per tick.

Poison can be applied to a one-handed weapon, if you have more than 90 in Equipment maintain.

## Gallery

* Poisoned: Grave Weight - You have been poisoned and feeling more and more tired.
Guard

Guard is a combat skill. It allows to use poleaxes in combat.

Level 30 of Spearman is required to learn this skill.

## Armor available

(Piece)
(Piece)
(Piece)

## Training Tips

*Have a piece of advice for effective training? Edit this section and place it here!*

## Gallery

* Heavy padded armor (Front view)
* Heavy padded armor (Back view)
* Royal padded armor (Front view)
* Royal padded armor ((Back view)
Huscarl

Huscarl is a combat skill. It allows to equip shields and use them in combat.

Level 30 of Swordsman is required to learn this skill. To increase Shield mastery past level 30, Swordsman skill must be at level 60.

## Armor available

(Piece)
(Piece)
(Piece)

## Training Tips

*Have a piece of advice for effective training? Edit this section and place it here!*

* To level up your huscarl, you can hit a training dummy with a proper weapon from the class unlocks. Level up this way until you reach lvl 30. Use training weapons and repair them with equipment maintain. Position yourself to deal the most damage to the dummy. More damage means more xp.
* After 30, you can level up more effectively by getting hit wearing the heavy scale armor parts. Ask for a friend to hit you with punches trying to position the hits in a way that you take the less damage possible (i.e. 0.10 damage). It makes no difference in xp for the amount of damage you take. So the less you take, the longer you'll last (even up to 1h+ for using with power hour).
* You can also use shields to level up past 30 but getting hit wearing armor is more efficient since armor breaks slower than shields.
* Training dummies last forever but gives less xp than fighting a real person.

## Gallery

* Heavy scale armor (Front view)
* Heavy scale armor (Back view)
* Royal scale armor (Front view)
* Royal scale armor (Back view)
Herbal garden

The **Herbal Garden** is used to grow Herbs. A Herbalism skill of 60 is required to use the garden.

The quality of the herbal garden itself might affect the resulting herbs in someway, but the exact effect is not confirm.

## Utilization

The herbal garden requires 10 water and one herb in order to work. Growth cycle takes 3 days to finish once started.

It is possible to add a form of fertilizier to further improve the quality of the resulting herbs. Possible fertiliziers are:

* Fish
* Dung
* Bones

Each type of herb has its specific fertilizer combination that it likes best.

Suggested planting options:

* 10 water and one herb. This will produce 10-11 low quality herbs.
* 10 water, one herb and 1-6 fertilizier(Fish, Dung, or Bones). This will produce 10-11 herbs with better chance of higher quality herbs.

## Optimization

Water should be 100 quality. The quality of the fertilizer has a 40% weight on the output's quality.

If you use a herb's proper fertilizer you should get 3 high quality, 3 medium quality and 5 low quality herbs.

The difference between each output tier of herbs is about 30 quality.

Low quality water, fertilizer or herb has no affect on how many total herbs you get, only luck and the proper fertilizer for said herb.

### Information Source

The above statements are fact in the MMO and are proven by over 900 tests using several characters with level 100 herbalism skill.
Ideal fertilizers were verified by 2 separate characters.

## Gallery

* Herbal garden
* Herbal garden in use
* Herbal garden in use
Grouse

## MMO:

The **Grouse** is a wild animal and not tamable. Skinned Grouse carcasses will provide the player with Game meat, Feathers and Bones. Animal Parts also drop if Hunting is at least 90.

Although a bird, it will not fly into the air when approached, it will flap over the ground away from the player and then land again.

## Gallery

* Old Grouse model
* Grouse Tracks
* Grouse Tracks
Game Master mode

Life is Feudal: Your Own allows players to run their own miniservers with modified game parameters, the ability to spawn items, finish structures or to destroy structures. Administrators can also fly camera to any position in game, spawn on camera's position and kick or ban players.

Game Master Mode has been added into **LiF:YO** in patch 0.2.0.0 (released 27/09/2014).

A player made list of GM commands and helpful info for admins is on the LiF forum.
Grapes

Can be gained from harvesting Wild grape vines and Grape vines.

## Life is Feudal: Your Own

### Acquisition

Can be gathered with 0 Farming and a Sickle. To gather, right click on any soil and select `Look For -> Wild Plants`. A variety crops will be shown with Grapesbeing one of them. The quality of the gathered Grapes will depend on the quality of the soil it is gathered on. The quality of the sickle does not affect quality of the gathered Grapes.

Note: `Look For -> Wild Plants` will not work on any quality 100 soil. To get quality 100 crops one must pursue proper farming.

### Farming

Requires 60 Farming to sow. The crops always need 8 weather changes between sunny or rainy weather or vice versa. The yield can vary between 3 - 12 if sown on Fertile Soil and 1 - 6 if sown on Soil.

### Cooking

Grapes are used in certain Cooking recipes: