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Animal husbandry

11,771 bytes added, 28 February
m
Rare draft trait doesnt let you ride 44 slope, it lets you ride 43 slope
== Description ==
''Animal husbandry'' allows for the production (breeding) of new creatures, sometimes with increased quality, without the need to wait for new [[spawn]]s.
==Grooming ==Characteristics gained====Soul / * Grooming is a way to reduce the risk of disease in animals. It gives Animal Husbandry skill.** Activate a [[Soul depthgrooming 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 level 40, players can see exactly when an animal can be groomed, e.g. {{event|inline|You can groom her again in 44 minutes.}}
== Method Fly catching==*Both A small bit of the [[animalshoney]] you wish to breed must be not hungry. One must be a male and the other one a female. Lead one of them with in a [[ropepottery jar]] (note can be used, on animals that some animals must be require grooming, to catch [[animal tamingfly|tamedflies]] to be led) and move it close to the other one. Right-click on the animal you are '''not''' leading and select the "Breed" optionfrom them.*Grooming also gives animal husbandry skill gains. Activate a *Flies can be used as fishing [[grooming brushbait]] and select ''groom'' while right-clicking on a groomable creature. You can groom animals once per hour.
== Notes Shearing==* Animals must be of Shearing is another activity which gives animal husbandry skill.** Activate [[scissors]] and select ''shear'' from the same speciesright-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.* If breeding fails* Shearing can be done while moving, so long as you will receive a message that the male "shys do not move too far away and interrupts (two tiles) from the action"tile you are currently working on.** Shearing can not be done while mounted.* If breeding fails or At AH level 50, players can see if an animal is successful ready to shear wool and you attempt /or ready to milk using Inspect Animal. ==Breeding==* To breed again, lead one animal with a [[rope]] (or any item should it be wearing a [[bridle]]) and approach the male second. When they are close enough together right click on the second animal will show that he's and select the "not in the moodBreed" until 45 real life minutes passoption.* Females will not breed while they are pregnant. Once the female gives birth, the * Neither animal can breed againshould 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.** The creature ratio outside of deeds is always considered to be 10 which means more miscarriage and disease.** 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 [[Tame|taming]] before being led; this does not apply to the second animal.<!-- *Males will only breed once every 45 real minutes regardless of outcome. -- commented this for now as there could have been a silent change or bug -->** 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 not a factor in breeding : Juvenile animal types ([[calves]] or , [[foal]]s will not breed though).* Breeding increases a player', [[lamb]]s , and [[soul depthseal cub]]s) will not breed, neither will young/early adolescent animals.(Horses will breed at 25 rl days old)** Pregnancy times varies from 5-11 wurm Wurm [[TimeWurm Universe|weeks]], regardless of species.* Animals can have ** Examining the animal will show the remaining days left until birth; for example, {{event|inline|She will deliver in about 4 days.}} This is approximately 4 days, or 4 [[Wurm Universe|Wurm weeks.]]** At higher AH skill levels, examining the animal will show a miscarriagemore and more precise pregnancy timer. *** Below AH skill level 45, it shows e.g. {{event|inline|You make an educated guess that she will give birth in 2 days.}} *** At AH skill level 45, the timer becomes slightly more precise, e.g. {{event|inline|You predict she will give birth in 4 days.}}*** At AH skill level 50, the timer includes approximate hours, e.g. {{event|inline|You predict she will give birth in 6 days, 9 hours.}}* If too hungry or low on fat animals can die when giving ** At AH skill level 63, the timer becomes more exact, e.g. {{event|inline|You feel confident she will give birthin 5 days, 5 hours.}}** Breeding female animals with [[animal conditions|characteristicsconditions]] such as [[Champion ]] will provide a chance that the offspring will also have that characteristic. This chance is dramatically increased when breeding two characteristics of animals with the same type condition together. (Two Champions for example.)** The Breeding two animals with the same applies to Traits as well.* Longer blood lines trait greatly increases the chance that the offspring will support more traits. (For example: A 4th generation dog can have up to 6 or so traits where a 1st generation dog (the first offspring from wild dogs) usually only have 0-3 traitstrait.)** 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 (noticed 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 server revert 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 2011examining the creature. The game, however, still keeps track of who the parent was. ===Messages===; {{event|inline|'''''animal'' shys away and interrupts the action'''}} : breeding has failed, the male will not breed again for some time.; {{event|inline|'''''animal'' doesn't seem to be in the mood right now'''}} : the male will not breed again for some time.the animal may be hungry -03feeding the animal will put it back in a breeding mood if this is the case<!-01)- Changed the 45 minute suggestion due to this thread: http://forum.wurmonline.com/index.php?/topic/112669-not-in-mood-cooldown-ah/ --- Need more information. -->
== 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 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.**Traits have point values which influence their chance to pass on and how many traits a bred animal recieves. **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 (Enhancement/Deformitythis does not include 0 point traits like ''bred in captivity''). Animals * 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. They will also now act as speed traits when hitched and give a speed bonus similar to having the speed traits.**Combat: These traits increase how tough a creature can be and how well it can fight.**Negative: These traits all have multiple 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. Examining  ===Inspect Animal===*The ‘Inspect animal’ ability is gained at 10 Animal Husbandry skill.*Players can see information about if an animal will show is hungry, breedable, and/or groomable.*Use ‘Inspect animal’ on bred creatures to see traits.**This displays all traits of a creature that you can see with your Animal Husbandry skill level. It also displays the categories of the traitsyou can’t normally see. With higher skill, you’ll be able to see other details in the Inspect animal window, such as time until a creature can be bred again, time until a creature can be groomed again, or whether a creature is hungry, if one has or age of the creature.*Players seem to be able to see when the required skill animal is hungry, breedable, and groomable at an AH level below 50.*At AH level:50, players can see if an animal is ready to shear wool and/or ready to milk and a more accurate pregnancy timer.
* 20 skill: "It will fight fiercely." (High fighting skill?)
* 21 skill: "It has fleeter movement than normal." (Minor speed boost)
* 22 skill: "It is a tough bugger." (Withstands more damage)
* 23 skill: "It has a strong body." (Improved body strength?)
* 24 skill: "It has lightning movement." (Randomly increases speed for a short duration)
* 25 skill: "It can carry more than average." (Less penalty to speed due to high load)
* 26 skill: "It has very strong leg muscles." (Less penalty to speed due to slope?)
* 27 skill: "It has keen senses." (Increased agro range or possibly harder to tame?)
* 28 skill: "It has malformed hindlegs." (Minor speed penalty)
* 29 skill: "The legs are of different length." (Major speed penalty)
* 30 skill: "It seems overly aggressive." (Goes into frenzy when attacked)
* 31 skill: "It looks very unmotivated." (Seldom uses speed boosts?)
* 32 skill: "It is unusually strong willed." (Randomly refuses to follow)
* 33 skill: "It has some illness." (Usually unridable. Penalty to body strength)
* 34 skill: "It looks constantly hungry." (Slows after traveling long distances. Will eat twice as much as a normal horse?)
* 39 skill: "It looks feeble and unhealthy." (Prone to disease)
* 40 skill: "It looks unusually strong and healthy." (Has a higher resistance to disease)
(All "?" are unconfirmed.)
Wether {| class= "wikitable sortable"!! 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 | < 43 (24.50)| 0|-| Combat| ''It seems more friendly'' | Easier to tame | 34 (18.76)| 5|-| Combat| ''It will fight fiercely.'' || Higher fighting skill <ref name="unknown">Traits are either unknown or unconfirmed.</ref>| 20 (10.56)| 10|-| Combat| ''It looks more friendly than normal'' | Less likely to be attacked by aggressive creatures when tame| 48 (27.89)| 15|-| Combat| ''It is a newborn has tough bugger.'' || Withstands more damage |22 (11.68)| 15|-| Combat| ''It seems especially loyal'' | keeps loyalty to its tamer longer, loses less when taking damage| 49 (28.59)| 20|-| '''Draft, Rare'''| ''It seems stronger than normal'' | Carry weight bonus| 32 (17.54) | 0|-| '''Draft, Rare'''| ''It seems more nimble than normal'' | Increased maximum rideable slope <ref name="nimble"> Increases rideable slope from 40 to 43. Two hitched animals must have this trait to work with a specific trait vehicle (whether cart or wagon).</ref>| 32 (17.54) | 0|-| Draft| ''It is determined by chance depending easy on its gear'' | Equipped gear takes less damage| 40 (22.54) | 10|-| 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|-| Draft| ''It has strong legs'' | Carry weight bonus| 38 (21.26)| 20|-| Miscellaneous| ''Bred in captivity.'' | Informational, will not count toward the parents max number of traits: | 53 (31.44) * Both parents have | 0|-| '''Miscellaneous, Rare'''| ''It has a chance to produce twins'' | Chance to birth twins (only present on female creatures)| 44 (25.17) | 0|-| '''Miscellaneous, Rare'''| ''It seems immortal'' | Will never die as if cared for | 29 (15.74) | 0|-|Miscellaneous| Horse's color is considered a trait. | Does not count against the trait: ~60%limit |0|0|-| Miscellaneous* One parent | ''It has been corrupted.'' | Grazes on [[mycelium]] instead of grass <ref name="corrupt">[[Bless]]ing 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)|0|-| 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)g| 10* Neither parent |-| Miscellaneous| ''It has a slow metabolism'' | Eats half as much as a normal animal| 45 (25.84)| 10|-| Miscellaneous| ''It looks stationary'' | It will stay put as if saddled| 50 (29.29)| 10|-| Miscellaneous| ''It seems to be a graceful eater'' | Less chance to reduce the trait: ~12%growth stage of a tile when eating| 39 (Those numbers were determined 21.90)| 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 [[User:Ago|AgoGenesis]] from the stats .</ref> | < 50 | 5|-| Negative| ''It seems shabby and frail'' <ref name="genesis"/>| Reduces output of about 200 horsesresources such as milk and wool| 42 (23.84)|5|-| Negative| ''Note:It seems to dislike steep terrain'' <ref name="genesis"/>| Decreases ridable slope | 43 (24.50) | 5|-| Negative| ''It has malformed hindlegs.'' || Minor speed penalty <ref name="genesis"/>|28 (15.15)| 5|-| Negative| '' The 12% legs are of different length.'' || Major speed penalty <ref name="genesis"/> |29 (15.74)| 5|-| Negative| ''It seems overly aggressive.'' || Random chance for a 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 appear even if neither parent had it adds slowly regain strength up to about 60% chance that two completly healthy horses have offspring with at least one 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|-| '''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 7 bad traitsground| 37 (20.63)| 5|-| Output| ''It seems vibrant'' | Increases the output of resources| 46 (26.52)| 5|-| Output| ''It seems prize winning'' | Gives better products when butchered| 35 (19.38) | 10|-| Output| ''It gives more resources'' | Increases output of resources such as wool and milk| 33 (18.15) | 10|-| Output| ''It looks plump and ready to butcher'' | Gives more products when butchered| 36 (20.00)| 20|-| 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|-| 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 (30.00)|0|}
Inbreeding between siblings or with a parent does not seem to have any effect on traits. The number of odd breeding results was not much different from regular breeding.<references/>
== Caring ==
To prevent Venerable creatures from dying of old age they may be ''Cared for''. The creature will then live indefinitely at the Venerable stage.
 
 
'''To ''Care for''''' a creature, stand next to it, right click, and select ''Care for''.
 
When you start ''Caring for'' a creature this message will appear:
{{event|inline|You now care specially for Aged fat Tearbabe, to ensure longevity. You may care for x more creatures.}}
 
If the character is unable to ''Care for'' more creatures this message will appear:
{{event|inline|You may not care for any more creatures right now. You are already caring for x creatures.}}
 
The total number of creatures subject to ''Care for'' is limited primarily by the Animal husbandry skill of the character.
* 1 creature may be ''Cared for'' plus 1 additional for every 10 points in the Animal husbandry skill.
* 1 additional ''Care For'' slot may be purchased from the [[Loyalty program]] for 22,500 Marks ''(for a total adjusted Max of 12.)''
 
 
'''To stop caring''' for a specific creature right click the creature and select ''Care for''.
 
You can also stop caring for a specific creature by right clicking on your inventory or body, then ''Manage>Animals''.
 
The chat command ''/stopcaring'' will stop the player from caring for all creatures. This message will appear:
{{event|inline|You no longer care for the one creature you used to.}}
 
 
'''Non-Premium''' characters can only initiate ''Care for'' on 1 creature regardless of their Animal husbandry skill.
To prevent venerable animals from dying If premium expires, the number of old age you can care ''Cared for them'' creatures remains static. To start caring stand next to the animal, right click the animal and select ''Care Cared for''. If you start caring creatures remain ''Cared for that animal you'll get ' but the message: You now care specially for Aged fat Tearbabe, to ensure longevity. You character may care not change or initiate a new ''Care for 1 more creatures'' until they re-premium.
The amount of animals you can care for is limited by the animal husbandry skill of the player. If you can't care for more animals you'll get the message
You may not care for any more creatures right now. You are already caring for 1 creatures.
* A player with 5 skill can care for one animal* A player with 10 skill can care for two animals* A player with 43 skill can care for up to 5 animals'''NOTES'''
Likely: You can care ''Care for 1 animal and 1 extra animal for every 10 skill in animal husbandry'' does '''NOT''' stop the creature dying from causes other than Old Age. Miscarriage, starvation, disease, or violence (from starving beasts, legendary beasts, or general combat if Tamed).
To stop caring * Hostile creatures must be tamed first before they can be ''Cared for all cared animals type the command ''/stopcaringor branded.* The corpse of a ''Cared for'' in creature can be hovered over with the mouse to see the chat windowcreature's cause of death. You* A list of all the creatures ''ll get the message You no longer care Cared for '' may be listed by using the one creature you used to.command ''/caringfor''
It is not possible to stop caring for a specific animal. You have to stop caring for all and reselect those you want to continue to care for.==Skills & Characteristics==* [[Nature]] > Animal husbandry* [[Soul]] > [[Soul strength]]* [[Soul]] > [[Soul depth]]
==[[Titles]]==
* Drover at 50 skill
* Granger at 70 skill
* Rancher at 90 skill
* Zoologist at 100 skill
==See Also==
* [[Nature]]
** [[Animal husbandry]]
** [[Animal taming]]
** [[Botanizing]]
** [[Farming]]
** [[Fishing]]
** [[Foraging]]
** [[Forestry]]
** [[Gardening]]
** [[Meditating]]
** [[Milking]]
** [[Papyrusmaking]]
[[Category:Babel/A]]
[[Category:Skills]]
[[Category:While_moving]]
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