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Animal husbandry

6,267 bytes added, 13 April
m
Reworded the statement about what deaths caring for prevents because it didn't make sense. And there was no context to why the other types of deaths were listed after the first sentence. →‎Caring
Animal husbandry allows for the production (breeding) of new creatures, sometimes with increased quality, without the need to wait for new [[spawn]]s.
== Notes Grooming ==* Grooming is a way to reduce the main activity which risk of disease in animals. It gives animal husbandry 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 level 40, players can see exactly when an animal can be groomed, e.g. {{event|inline|You can groom her again in 44 minutes.}}
 
==Fly catching==
*A small bit of [[honey]] in a [[pottery jar]] can be used, on animals that require grooming, to catch [[fly|flies]] from them.
**Flies can be used as fishing [[bait]]
 
==Shearing==
* Shearing is another activity which gives animal husbandry skill.
** Activate [[scissors]] and select ''shear'' from the right-click menu on a [[sheep]].
** 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.
*At AH level 50, players can see if an animal is ready to shear wool and/or ready to milk using Inspect Animal.
 
==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.
**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.** Neither animal should The creature ratio outside of deeds is always considered to be of same gender10 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 -->
** Pregnancy times varies from 5-11 Wurm [[Wurm Universe|weeks]], regardless of species.
*** 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 more 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.}}
*** At AH skill level 63, the timer becomes more exact, e.g. {{event|inline|You feel confident she will give birth in 5 days, 5 hours.}}
** Breeding female animals with [[animal conditions|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'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.
===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'' is not doesn't seem to be in the moodright now'''}} : the male will not breed again for some time.the animal may be hungry - feeding the animal will put it back in a breeding mood if this is the case
<!-- 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, enhancements or deformitiessome positive, some negative, some neutral. Animals may have multiple traits, those can be 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 skil skill level affects the minimum and maximum number of traits that will appear in a horse. The maximum number of Bred animals can also have no traits.**Traits have point values which influence their chance to pass on and how many traits you can breed into one a bred animal is currently 8 recieves. **Players are capped at their animal husbandry level's worth of points for creatures they have bred (80AH= 80+ skillpoints of traits, for example).**At lower levels, breeding animals with traits Inbreeding will generally result in around AH skill/now cause the max point value to be divided by 1.5.**There is still a cap of 10 amount of traitsper creature (this does not include 0 point traits like ''bred in captivity''). i* Traits fall into several categories:**Speed: These traits will increase the speed of a creature when riding on them.eThese traits do not affect the speed of hitched animals. 5 **Draft: These traits + 5 traits with 30 AH will most often result in 3 increase a creature’s carry weight. They will also now act as speed traits for when hitched and give a speed bonus similar to having the new animal, however there is some level of RNG speed traits.**Combat: These traits increase how tough a creature can be and how well it is possible to obtain 4 can fight.**Negative: These traits all have negative effects that are generally unwanted.**Output: These traits increase results from butchering output, shearing, and 5 milking. **Miscellaneous: These traits don’t fit any other category. They may be positive or neutral traits from breeding .  ===Inspect Animal===*The ‘Inspect animal’ ability is gained at this level10 Animal Husbandry skill.* Animal husbandry Players can see information about if an animal is only partially hungry, breedable, and/or groomable.*Use ‘Inspect animal’ on the [[Curve]]bred creatures to see traits. The curved value (effective skill) allows **This displays all traits of a creature that you can see traits at that with your Animal Husbandry skill level (not true for bred in captivity trait which requires 60 numerical to see even on epic). But It also displays the actual value (numerical) is used for computing categories of the number of traits you 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 breedbe groomed again, or whether a creature is hungry, or age of the creature.* Examining Players seem to be able to see when the animal is hungry, breedable, and groomable at an animal will show traits if one has the required skill AH levelbelow 50. See the chart below for skill values required in succesfully examining and actually seeing specific traits present in *At AH level 50, players can see if an animalis ready to shear wool and/or ready to milk and a more accurate pregnancy timer.  
{| class= "wikitable sortable"
!! width="50" | Base SkillCategory !! width="200" | Trait name !! width="200" | Effect!! width="50" | Base Skill ([[Epic]] Curve Skill) !! width="27550" | Trait 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 !! width="275unknown" >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 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'' | Effect !! width Increased maximum rideable slope <ref name="50nimble" > Increases rideable slope from 40 to 43. Two hitched animals must have this trait to work with a vehicle (whether cart or wagon).</ref>|Good/Bad 32 (17.54) | 0|-| Draft| ''It is 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
|-
!0!0| Miscellaneous| Horse's color is considered a trait'Bred in captivity. '' || Does Informational, will not count against toward the trait limit |max number of traits | [[File:neutralface53 (31.jpg44) |20px|center|]]0
|-
!20!10.56| '''Miscellaneous, Rare'''| ''It will fight fiercely. has a chance to produce twins'' | Chance to birth twins (only present on female creatures)| Higher fighting skill <sup>1</sup> || [[File:happyface44 (25.png|20px|center17) |]]0
|-
!21!11.12| '''Miscellaneous, Rare'''| ''It has fleeter movement than normal. seems immortal'' | Will never die as if cared for | Minor speed boost || [[File:happyface29 (15.png|20px|center74) |]]0
|-
!22!11.68|Miscellaneous| It Horse's color is considered a tough bugger || Withstands more damage || [[File:happyfacetrait.png|20pxDoes not count against the trait limit |center0|]]0
|-
!23| Miscellaneous!12| ''It has been corrupted.25'' | It has 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 strong body || Bonus to mounted weight limit || [[File:happyfaceVynora]], [[Fo]], or [[Magranon]] priest will remove it.png</ref> |20px43 (24.50)|center|]]0
|-
!24| Miscellaneous!12| ''It looks unusually strong and healthy.82'' | It has lightning movement || Major speed boost Has a higher resistance to disease || [[File:happyface40 (22.png|20px|center54) |]]10
|-
!25| Miscellaneous!13| ''It has a certain spark in its eyes.40'' | It can carry more Lives 50% longer than average || Major bonus to mounted weight limit normal || [[File:happyface41 (23.png|20px|center19)g|]]10
|-
!26!13.98| Miscellaneous| ''It has very strong leg muscles |a slow metabolism'' | Minor speed boost, bonus to mounted weight limit Eats half as much as a normal animal|| [[File:happyface45 (25.png|20px|center84)|]]10
|-
!27!14.56| Miscellaneous| ''It has keen senses looks stationary'' || Able to sense when on a water tile <sup>1</sup> It will stay put as if saddled|| [[File:happyface50 (29.png|20px|center29)|]]10
|-
!28!15.15| Miscellaneous| ''It has malformed hindlegs seems to be a graceful eater'' |Less chance to reduce the growth stage of a tile when eating| Minor speed penalty <sup>2</sup> || [[File:sadface39 (21.png|20px|center90)|]]10
|-
!29| Negative!15.74| ''It looks extremely sick'' | The legs are of different length || Major speed penalty Has a very slim chance to pass away when it receives a hunger tick <supref name="genesis">2Traits may be removed by casting [[Genesis]].</supref> |< 50 | [[File:sadface.png|20px|center|]]5
|-
!30!16.33| Negative| ''It seems overly aggressive || Random chance to bite shabby and frail'' <sup>2<ref name="genesis"/sup> |Reduces output of resources such as milk and wool| [[File:sadface42 (23.png|20px|center84)|]]5
|-
!31!16.93| Negative| ''It looks very unmotivated || Major penalty seems to mounted weight limit <sup>2dislike steep terrain'' <ref name="genesis"/sup> | Decreases ridable slope || [[File:sadface43 (24.png|20px|center50) |]]5
|-
!32!17.54| Negative| ''It is unusually strong willed has malformed hindlegs.'' || Will stop being led at random <sup>2Minor speed penalty <ref name="genesis"/sup> || [[File:sadface28 (15.png|20px|center15)|]]5
|-
!33| Negative!18| ''The legs are of different length.15'' | It has some illness || Body strength will slowly reduce over time eventually making the animal unrideable <sup>2</sup> <sup>3Major speed penalty <ref name="genesis"/sup> || [[File:sadface29 (15.png|20px|center74)|]]5
|-
!34!18.76| Negative| ''It looks constantly hungry seems overly aggressive.'' || Becomes hungry twice as fast as normal <sup>2Random chance to bite <ref name="genesis"/sup> || [[File:sadface30 (16.png|20px|center33)|]]5
|-
!39!21.90| Negative| ''It looks feeble and unhealthy very unmotivated.'' || Prone Major penalty to catching a disease <sup>2mounted weight limit <ref name="genesis"/sup> || [[File:sadface31 (16.png|20px|center93)|]]5
|-
!40!22.54| Negative| ''It looks is unusually strong and healthy -willed.'' || Has a higher resistance to disease Will stop being led at random <ref name="genesis"/> ||[[File:happyface32 (17.png|20px|center54)|]]5
|-
!41!23.19| Negative| ''It has a certain spark in its eyes some illness.'' || Lives 50% longer than normal 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> || [[File:happyface33 (18.png|20px|center15)|]]5
|-
!43!24.50| Negative| ''It has been corruptedlooks constantly hungry. '' || Grazes on [[mycelium]] instead of grass <sup>4Becomes hungry twice as fast as normal <ref name="genesis"/sup> || [[File:neutralface34 (18.jpg|20px|center76)|]]5
|-
!83| Negative| ''It looks feeble and unhealthy.'' || Prone to catching a disease <ref name="genesis"/> !58|39 (21.7790)| 5|-| '''Output, Rare'''| ''It has very good genes'' | Increased amount and quality of resources like milk and wool | ? | 0|-| Bred in captivity Output|''It seems to pick stuff up''| InformationalChance to dig something up when eating, will not count toward drops items on the max number ground| 37 (20.63)| 5|-| Output| ''It seems vibrant'' | Increases the output of traits 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 | [[File:neutralface24 (12.jpg82)|20px20|center-| 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
|}
* <sup>1<references/sup> Traits are either unknown or unconfirmed.* <sup>2</sup> Traits == Caring ==To prevent Venerable creatures from dying of old age they may be removed by casting [[Genesis]]''Cared for''.* <sup>3</sup> Genesis cast on animals with this trait The creature will cause it to slowly regain strength up to its original levelthen live indefinitely at the Venerable stage.* <sup>4</sup> [[Bless]]ing the animal with a [[Libila]] [[priest]] will create this trait, and blessing with a [[Vynora]], [[Fo]], or [[Magranon]] priest will remove it.
=== 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 ''To 'not'Care for'' occur past 1 generation. You can breed grandchildren of the same grandparents together with no inbreeding penalty. ** '''Important note:a creature, stand next to it, right click, and select ''Care for' 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.
== Caring ==* To prolong venerable animals from dying of old age they may be cared for. To care for an animal stand next to it and right click, select When you start ''Care Caring for''. The life of the animal after the venerable stage will be indefinite.* If you start caring for that animal 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.}}
* 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:
;{{event|inline|You may not care for any more creatures right now. You are already caring for 1 creatures.}}
* Non-premium players can only care for 1 animal.
* The chat command ''/stopcaring'' will stop the player from caring for all animals. This message will appear:
;{{event|inline|You no longer care for the one creature you used to.}}
* 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''.
** A list of all the animals cared for may be listed by using the command ''/caringfor''
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.)''* 1 additional ''Care For'' slot may be purchased from the [[Silver store]] '''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. If premium expires, the number of ''Cared for'' creatures remains static. ''Cared for'' creatures remain ''Cared for'' but the character may not change or initiate a new ''Care for'' until they re-premium.  '''NOTES'''  ''Care for'' does '''NOT''' prevent the creature from dying from any causes except old age. This includes deaths due to miscarriage, starvation, disease, or violence, whether from starving beasts, legendary creatures, or general combat, even if the creature is tamed. * Hostile creatures must be tamed first before they can be ''Cared for'' or branded.* The corpse of a ''Cared for'' creature can be hovered over with the mouse to see the creature's cause of death.* A list of all the creatures ''Cared for'' may be listed by using the command ''/caringfor'' ==Skills & Characteristics trained==See: * [[Nature]] > Animal husbandry* [[Soul]] > [[Soul strength]]* [[Soul]] > [[CharacteristicsSoul depth]]
==[[Titles]]==
* 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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