Difference between revisions of "Animal husbandry"

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== Traits ==
== Traits ==
* Bred animals have a chance of gaining traits, some positive, some negative, some neutral. Animals may have multiple traits as seen in the table below. All traits are put into the gene pool when breeding and those of the parents will increase the chance of the offspring having the same. Should both parents have the same trait the likelihood of the offspring gaining that trait is even higher.
* Bred animals have a chance of gaining traits, some positive, some negative, some neutral. Animals may have multiple traits as seen in the table below. All traits are put into the gene pool when breeding and those of the parents will increase the chance of the offspring having the same. Should both parents have the same trait the likelihood of the offspring gaining that trait is even higher.
**The dominant category is picked from either the mother or the father randomly.
**If neither parent has traits, all categories of traits receive a bonus to seed the initial traits.
*The breeder's animal husbandry skill level affects the number of traits that will appear in a horse. Bred animals can also have no traits.
*The breeder's animal husbandry skill level affects the number of traits that will appear in a horse. Bred animals can also have no traits.
**Traits have point values which influence their chance to pass on and how many traits a bred animal recieves.
**There is a cap of 10 traits per creature (this does not include 0 point traits like ''bred in captivity'').
**Players are capped at their animal husbandry level's worth of points for creatures they have bred (80AH= 80 points of traits, for example).
**Inbreeding will now cause the max point value to be divided by 1.5.
**There is still a cap of 10 traits per creature (this does not include 0 point traits like ''bred in captivity'').
* Animal husbandry is only partially on the Epic [[curve]]. The curved value (effective skill) allows you see traits at that level (not true for bred in captivity trait which requires 60 numerical to see even on epic). The actual value (numerical) is used for computing the number of traits you can breed.
* Traits fall into several categories:
* Traits fall into several categories:
**Speed: These traits will increase the speed of a creature when riding on them. These traits do not affect the speed of hitched animals.  
**Speed: These traits will increase the speed of a creature when riding on them. These traits do not affect the speed of hitched animals.  
**Draft: These traits will increase a creature’s carry weight. They will also now act as speed traits when hitched and give a speed bonus similar to having the speed traits.
**Draft: These traits will increase a creature’s carry weight.
**Combat: These traits increase how tough a creature can be and how well it can fight.
**Combat: These traits increase how tough a creature can be and how well it can fight.
**Negative: These traits all have negative effects that are generally unwanted.
**Negative: These traits all have negative effects that are generally unwanted.
**Output: These traits increase results from butchering output, shearing, and milking.
**Miscellaneous: These traits don’t fit any other category. They may be positive or neutral traits.  
**Miscellaneous: These traits don’t fit any other category. They may be positive or neutral traits.  


{|  class= "wikitable sortable"
{|  class= "wikitable sortable"
!! width="50"| Category !! width="200" | Trait name !! width="200" | Effect!! width="50" | Base Skill ([[Epic]] Curve Skill) !! width="50" | Value   
!! width="50"| Category !! width="200" | Trait name !! width="200" | Effect!! width="50" | Base Skill ([[Epic]] Curve Skill) !! width="50" | Value   
|-
| '''Combat, Rare'''
| ''It seems extremely tame''
|  Aggressive animals become passive
| ?
| 0
|-
| Combat
| ''It seems more friendly''
|  Easier to tame
| < 40
| 5
|-
|-
| Combat
| Combat
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| 20 (10.56)
| 20 (10.56)
| 10
| 10
|-
| Combat
| ''It looks more friendly than normal''
|  Less likely to be attacked by aggressive creatures when tame
| ?
| 15
|-
|-
| Combat
| Combat
Line 141: Line 116:
|22 (11.68)
|22 (11.68)
| 15
| 15
|-
| Combat
| ''It seems especially loyal''
|  keeps loyalty to its tamer longer, loses less when taking damage
| ?
| 20
|-
|-
| '''Draft, Rare'''
| '''Draft, Rare'''
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| ?  
| ?  
|0
|0
|-
| '''Draft, Rare'''
| ''It seems more nimble than normal''
|  Increased maximum rideable slope <ref name="nimble"> Adds 3 slope to the maximum drivable slope. Two hitched animals must have this trait to work with a vehicle (whether cart or wagon).</ref>
| ?
| 0
|-
| Draft
| ''It is easy on its gear''
|  Equipped gear takes less damage
| <40
| 10
|-
|-
| Draft
| Draft
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| ''It can carry more than average.'' || Major bonus to hauling weight limit   
| ''It can carry more than average.'' || Major bonus to hauling weight limit   
|25 (13.40)
|25 (13.40)
| 20
|-
| Draft
| ''It has strong legs''
|  Carry weight bonus
| <40
| 20
| 20
|-
|-
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| Informational, will not count toward the max number of traits   
| Informational, will not count toward the max number of traits   
| < 53 (31.5)  
| < 53 (31.5)  
| 0
|-
| '''Miscellaneous, Rare'''
| ''It has a chance to produce twins''
|  Chance to birth twins (only present on female creatures)
| ?
| 0
|-
| '''Miscellaneous, Rare'''
| ''It seems immortal''
|  Will never die as if cared for
| ?
| 0
| 0
|-
|-
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| Lives 50% longer than normal   
| Lives 50% longer than normal   
|41 (23.19)
|41 (23.19)
| 10
|-
| Miscellaneous
| ''It has a slow metabolism''
|  Eats half as much as a normal animal
| ~ 45
| 10
|-
| Miscellaneous
| ''It seems stationary''
|  It will stay put as if saddled
| <50
| 10
|-
| Miscellaneous
| ''It seems to be a graceful eater''
| Less chance to reduce the growth stage of a tile when eating
| < 44
| 10
| 10
|-
| Negative
| ''It looks extremely sick''
|  Has a very slim chance to pass away when it receives a hunger tick <ref name="genesis">Traits may be removed by casting [[Genesis]].</ref>
| ?
| 5
|-
| Negative
| ''It seems shabby and frail''  <ref name="genesis"/>
| Reduces output of resources such as milk and wool
| < 20
|5
|-
| Negative
| ''It seems to dislike steep terrain''  <ref name="genesis"/>
|  Decreases ridable slope
| < 44
| 5
|-
|-
| Negative
| Negative
Line 299: Line 202:
|39 (21.90)
|39 (21.90)
| 5
| 5
|-
| '''Output, Rare'''
| ''It has very good genes''
|  Increased amount and quality of resources like milk and wool
| ?
| 0
|-
| Output
| ''It seems to pick stuff up''
| Chance to dig something up when eating, drops items on the ground
| < 46
| 5
|-
| Output
| ''It seems vibrant''
|  Increases the output of resources
|  < 49
| 5
|-
| Output
| ''It seems prize winning''
|  Gives better products when butchered
| < 44
| 10
|-
| Output
| ''It gives more resources''
|  Increases output of resources such as wool and milk
| < 46
| 10
|-
| Output
| ''It looks plump and ready to butcher''
|  Gives more products when butchered
| ?
| 20
|-
|-
| Speed
| Speed
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| 15
| 15
|-
|-
| Speed
| '' It seems accustomed to water'' || Moves faster in shallow waters
|27 (14.56)
| 10
|-
| '''Speed, Rare'''
| ''It is unbelievably fast''
|  Always on speed bonus similar to hell horses
| < 51
|0
|}
|}



Revision as of 21:12, 20 February 2022

Main / Animal husbandry

Description

Rivia is full of animals/creatures/monsters--some harmless and others quite dangerous. Animal Husbandry is the fine art of breeding animals or creatures.

Grooming

  • Grooming is a way to reduce the risk of disease in animals. It gives Animal Husbandry skill.
    • Activate a grooming brush and select groom while right-clicking on a groomable creature. This can be done to each animal once per hour.
    • Grooming can be done while moving (and while mounted), so long as you do not move too far away (two tiles) from the tile you are currently working on.
    • At AH skill level 40, you will be able to see when the animal will be available for grooming again.

Shearing

  • Shearing is another activity which gives animal husbandry skill.
    • Activate scissors and select shear from the right-click menu on a sheep.
    • Wool bundles are put directly into your inventory upon shearing.
      • Sheared wool weight seems to vary depending on age: Young 0.1kg, Adolescent 0.2kg, Mature 0.3kg, Aged 0.4kg, Old 0.5kg, Venerable 0.6kg.
    • Shearing can be done while moving, so long as you do not move too far away (two tiles) from the tile you are currently working on.
    • Shearing can not be done while mounted.

Breeding

  • To breed, lead one animal with a rope (or any item should it be wearing a bridle) and approach the second. When they are close enough together right click on the second animal and select the "Breed" option.
    • Neither animal should be hungry.
    • Animals do not have to be "fat" to breed, only "no longer interested in food" (when trying to feed them). Grass eaters will typically be in this state after a minute or 2 on grass or crops.
    • If too hungry or low on fat animals can die when giving birth.
    • Animals can have miscarriages which may kill the mother with no offspring spawned. Starvation, being off-deed, or being on a deed with an animal-to-tile ratio of 15 or less (see character > settlement > info to see current deed ratio) are known as the reasons for miscarriages.
    • Tamed animals who are pregnant can lose the baby if they go offline when you do.
    • Both animals should be of the same species, except in the case of horses and donkeys. When breeding a female horse and male donkey, the foal is a mule.
    • Some animals require taming before being led; this does not apply to the second animal.
    • Females will not breed while they are pregnant. Once the female gives birth, she will not be in mood for breeding for 24 real hours.
    • Age is a factor in breeding: Juvenile animal types (calves, foals, lambs, and seal cubs) will not breed, neither will young/early adolescent animals. (Horses will breed at 25 rl days old)
    • Pregnancy times varies from 5-11 Wurm weeks, regardless of species.
      • Examining the animal will show the remaining days left until birth; for example, Template:Event This is approximately 4 days, or 4 Wurm weeks.
    • Breeding female animals with conditions such as Champion will provide a chance that the offspring will also have that characteristic. This chance is dramatically increased when breeding two animals with the same condition together. (Two Champions for example.)
    • Breeding two animals with the same trait greatly increases the chance that the offspring will have the trait.
    • The horse name is determined at birth, the traits are determined at breeding.
    • The horse's color from birth is determined based on a combination of the mother's color, father's color, and random chance, similarly to traits.
    • Breeding can be done while moving, so long as you do not move too far away (two tiles) from the tile you are currently working on.

Inbreeding

  • Inbreeding occurs when an offspring is bred with either of its parents or a sibling. Inbreeding has an increased chance to pass bad traits if the parents have bad traits, but does not inherently create a bigger chance for bad traits in the offspring. Inbreeding may be unavoidable in small herds; it's advised to seek neighbours to begin a herd if one wishes to avoid inbreeding.
  • Inbreeding does not occur past 1 generation. You can breed grandchildren of the same grandparents together with no inbreeding penalty.
    • Important note: if an animal's parent is dead, the parent's name will no longer show up on examining the creature. The game, however, still keeps track of who the parent was.


Table

Fighting skill (FS) ranking estimated; proceed with caution. The amount of skill required to kill an animal will also vary greatly depending on the player's equipped weapons and their quality levels.
Animal Name Fight Skill Hostile Tamable Recommended Taming skill Groomable Can Swim Lead w/o Taming Dominated Weight Spawn Tile Spawn Lair Breedable
Bison 20 No Yes 15 Yes No Yes No 50 Steppe tile ? Yes
Black bear 25 Yes Yes 20 No No No No 50 ? Bear cave Yes
Black wolf 15 Yes Yes 5 No No No No 50 ? ? Yes
Brown bear 25 Yes Yes 15 No Yes No No 50 ? Bear cave Yes
Bull 5 No Yes 5 Yes No Yes No 50 ? ? Yes
Cave bug 10 Yes Yes 35 No No No No 19.28 Cave tiles Cave bug mound Yes
Cow 1 No Yes 5 Yes No Yes No 50 ? ? Yes
Crocodile 40 Yes Yes 45 No Yes No No 50 ? ? No
Deer 1 No Yes 1 No Yes No No 50 Tree tile, Grass tile No Lair Yes
Dog 5 No Yes 1 Yes Yes No No 50 ? No Lair Yes
Hell horse 10 Mix Yes 70 No No Yes No 50 ? ? Yes
Horse 5 No Yes 7 Yes Yes Yes No 50 Steppe tile, Grass tile ? Yes
Large rat 1 Yes Yes 1 No Yes No No 7.14 Rock tile Trash heap yes
Mountain lion 15 Yes Yes 1 No No No No 50 ? ? Yes
Pig 1 No Yes 1 Yes No Yes No 50 ? ? Yes
Seal ?? Yes Yes ??? No Yes No No ? Rock tile ? Yes
Sheep ?? No Yes 1 Yes No Yes No ? ? ? Yes
Tortoise 65 No Yes 25+ No Yes No ??? ? ? ? Yes
Troll 60 Yes No N/A No No No Yes 50 ? ? Yes
Unicorn 25 No Yes 35+ No No No No 50 Grass tile, Mycelium tile, Steppe tile ? Yes
Wild cat 1 Yes Yes 1 No No No No 7.14 ? Wild cat hideout Yes


Traits

  • Bred animals have a chance of gaining traits, some positive, some negative, some neutral. Animals may have multiple traits as seen in the table below. All traits are put into the gene pool when breeding and those of the parents will increase the chance of the offspring having the same. Should both parents have the same trait the likelihood of the offspring gaining that trait is even higher.
  • The breeder's animal husbandry skill level affects the number of traits that will appear in a horse. Bred animals can also have no traits.
    • There is a cap of 10 traits per creature (this does not include 0 point traits like bred in captivity).
  • Traits fall into several categories:
    • Speed: These traits will increase the speed of a creature when riding on them. These traits do not affect the speed of hitched animals.
    • Draft: These traits will increase a creature’s carry weight.
    • Combat: These traits increase how tough a creature can be and how well it can fight.
    • Negative: These traits all have negative effects that are generally unwanted.
    • Miscellaneous: These traits don’t fit any other category. They may be positive or neutral traits.
Category Trait name Effect Base Skill (Epic Curve Skill) Value
Combat It will fight fiercely. Higher fighting skill <ref name="unknown">Traits are either unknown or unconfirmed.</ref> 20 (10.56) 10
Combat It is a tough bugger. Withstands more damage 22 (11.68) 15
Draft, Rare It seems stronger than normal Carry weight bonus ? 0
Draft It has a strong body. Bonus to hauling weight limit 23 (12.25) 15
Draft It can carry more than average. Major bonus to hauling weight limit 25 (13.40) 20
Miscellaneous Bred in captivity. Informational, will not count toward the max number of traits < 53 (31.5) 0
Miscellaneous Horse's color is considered a trait. Does not count against the trait limit 0 0
Miscellaneous It has been corrupted. Grazes on mycelium instead of grass <ref name="corrupt">Blessing the animal with a Libila priest will create this trait, and blessing with a Vynora, Fo, or Magranon priest will remove it.</ref> 43 (24.50)
Miscellaneous It looks unusually strong and healthy. Has a higher resistance to disease 40 (22.54) 10
Miscellaneous It has a certain spark in its eyes. Lives 50% longer than normal 41 (23.19) 10
Negative It has malformed hindlegs. Minor speed penalty <ref name="genesis"/> 28 (15.15) 5
Negative The legs are of different length. Major speed penalty <ref name="genesis"/> 29 (15.74) 5
Negative It seems overly aggressive. Random chance to bite <ref name="genesis"/> 30 (16.33) 5
Negative It looks very unmotivated. Major penalty to mounted weight limit <ref name="genesis"/> 31 (16.93) 5
Negative It is unusually strong willed. Will stop being led at random <ref name="genesis"/> 32 (17.54) 5
Negative It has some illness. Body strength will slowly reduce over time eventually making the animal unrideable <ref name="genesis"/> <ref name="illness">Genesis cast on animals with this trait will cause it to slowly regain strength up to its original level.</ref> 33 (18.15) 5
Negative It looks constantly hungry. Becomes hungry twice as fast as normal <ref name="genesis"/> 34 (18.76) 5
Negative It looks feeble and unhealthy. Prone to catching a disease <ref name="genesis"/> 39 (21.90) 5
Speed It has fleeter movement than normal. Minor speed boost 21 (11.12) 10
Speed It has lightning movement. Major speed boost 24 (12.82) 20
Speed It has very strong leg muscles. Movement speed bonus 26 (13.98) 15

Caring

  • To prevent venerable animals from dying of old age they may be cared for. To care for an animal, stand next to it, right click, and select Care for. The animal will then live indefinitely at the "Venerable" stage.
  • If you start caring for that animal this message will appear: You now care specially for Aged fat Tearbabe, to ensure longevity. You may care for x more creatures.
  • The number of animals you may care for is determined by your Animal husbandry skill level.
  • 1 animal may be cared for plus 1 additional for every 10 skill in Animal husbandry.
  • The corpse of a cared-for animal can be hovered over with the mouse to see the animal's cause of death.
  • Hostile creatures must be tamed first before they can be cared for.
  • The total number of animals which may be cared for is limited by the Animal husbandry skill of the player. If the player is unable to care for more animals this message will appear:

You may not care for any more creatures right now. You are already caring for x creatures.

  • Non-premium players can only care for 1 animal.
  • To stop caring for a specific animal right click the animal and select 'care for'.
    • You can also stop caring for a specific animal by right clicking on your inventory or body, then Manage>Animals.

See also