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Animal husbandry

4,008 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
== 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.
** 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.
**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 skill level affects the minimum and maximum number of traits that will appear in a horse. The maximum number of traits you can breed into one animal is currently 8 at 80+ skill. Bred animals can also have no traits.**At lower levels, breeding animals with Traits have point values which influence their chance to pass on and how many traits will generally result in around AH skill/10 amount 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). i**Inbreeding will now cause the max point value to be divided by 1.e5. 5 **There is still a cap of 10 traits per creature (this does not include 0 point traits + 5 like ''bred in captivity'').* Traits fall into several categories:**Speed: These traits with 30 AH will most often result in 3 increase the speed of a creature when riding on them. These traits for do not affect the new animal, however there is some level speed of RNG hitched animals. **Draft: These traits will increase a creature’s carry weight. They will also now act as speed traits when hitched and it is possible give a speed bonus similar to obtain 4 having the speed traits.**Combat: These traits increase how tough a creature can be and 5 how well it can fight.**Negative: These traits all have negative effects that are generally unwanted.**Output: These traits increase results from breeding butchering output, shearing, and milking. **Miscellaneous: These traits don’t fit any other category. They may be positive or neutral traits.  ===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 Epic [[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). The actual value (numerical) is used for computing It also displays the number categories of the 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 successfully 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"| 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 is a tough bugger.seems more friendly'' || Withstands more damage Easier to tame |22 34 (1118.6876)
| 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 seems looks more friendlythan normal'' | Easier Less likely to be attacked by aggressive creatures when tame | ? 48 (27.89)| ?15
|-
| Combat
| ''It looks more friendly than normalis a tough bugger.'' | | Withstands more damage Less likely to be attacked by aggressive creatures when tame| ? 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| ''It is easy on its gear'' | Equipped gear takes less damage| ? | ?|-| Draft| ', Rare'It has strong legs'' | Carry weight bonus| ? | ?|-| 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 vehicle (whether cart or wagon).</ref>| ? 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 mounted hauling weight limit
|23 (12.25)
| 15
|-
| Draft
| ''It can carry more than average.'' || Major bonus to mounted 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 max number of traits | 53 (31.44) | 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
| Does not count against the trait limit
|0
|0
|-
| Miscellaneous
| ''It looks unusually strong and healthyhas been corrupted.'' || 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 higher resistance to disease [[Vynora]], [[Fo]], or [[Magranon]] priest will remove it.</ref> |40 43 (2224.5450)| 100
|-
| Miscellaneous
| ''It has a certain spark in its eyeslooks unusually strong and healthy.'' || Lives 50% longer than normal Has a higher resistance to disease |41 40 (2322.1954)
| 10
|-
| Miscellaneous
| ''It has been corrupteda certain spark in its eyes.'' || 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> Lives 50% longer than normal |43 41 (2423.5019)g|10
|-
| Miscellaneous
| ''Bred in captivity.'' || Informational, will not count toward the max number of traits
|83 (58.77)
| 0
|-
| Misc, Rare
| ''It seems especially fertile''
| Chance to birth twins
| ?
| ?
|-
| Misc
| ''It has a slow metabolism''
| Eats half as much as a normal animal
| ? 45 (25.84)| ?10
|-
|Miscellaneous| ''It seems looks stationary'' | It will stay put as if saddled| ? | ?|-| Miscellaneous, Rare| ''It seems immortal'' | Will never die as if cared for | ? | ?|-| Miscellaneous, Rare| ''It seems extremely tame'' | Aggressive animals become passive | ? 50 (29.29)| ?10
|-
| Miscellaneous
| ''It is light footedseems to be a graceful eater'' | Less chance to reduce the growth stage of a tile when eating| ? 39 (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 [[Genesis]].</ref> | ? < 50 | ?5
|-
| Negative
| ''It looks smaller than normalseems shabby and frail'' <ref name="genesis"/>| Reduces output of resources such as milk and wool| ? | ?42 (23.84)|5
|-
| Negative
| ''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">Traits may be removed by casting [[Genesis]].</ref>
|28 (15.15)
| 5
|-
| Negative
| ''It is unusually strong -willed.'' || Will stop being led at random <ref name="genesis"/>
|32 (17.54)
| 5
|39 (21.90)
| 5
|-
| '''Output, Rare'''
| ''It has very good genes''
| Increased amount and quality of resources like milk and wool
| ?
| 0
|-
| Output
| ''It gives more resourcesseems to pick stuff up''| Chance to dig something up when eating, drops items on the ground| 37 (20.63)| 5|-| Output| ''It seems vibrant'' | Increases the output of resources such as wool and milk| ? 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)| ?|-| Output| ''It likes to dig holes'' | Chance to dig something up when eating, drops items on the ground| ? | ?|-| Output, Rare| ''It has good genes'' | increased amount and quality of resources like milk and wool | ? | ?20
|-
| Speed
| ''It has very strong leg muscles.'' || Movement speed bonus
|26 (13.98)
| 1015
|-
| Speed
| '' It seems accustomed to water'' || Able to sense when on a water tile <ref name="unknown"/>Moves faster in shallow waters
|27 (14.56)
| ?10
|-
| '''Speed, Rare'''| ''It is naturally unbelievably fast'' | always Always on speed bonus similar to hell horses| ? 51 (30.00)|0
|}
<references/>
=== Inbreeding =Caring ==* Inbreeding occurs when an offspring is bred with either To prevent Venerable creatures from dying 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 old age they 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'Cared for'' occur past 1 generation. You can breed grandchildren of The creature will then live indefinitely at the same grandparents together with no inbreeding penaltyVenerable stage. **  '''Important note:To ''Care for''' if an animal's parent is dead, the parent's name will no longer show up on examining the a creature. The game, howeverstand next to it, right click, still keeps track of who the parent wasand select ''Care for''.
== 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 When you start ''Care Caring for''. The animal will then live indefinitely at the "Venerable" stage. * 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.}}
* 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 animals you may care creatures subject to ''Care for '' is determined limited primarily by your the Animal husbandry skill levelof the character.* 1 animal creature may be cared ''Cared for '' plus 1 additional for every 10 skill points in the Animal husbandryskill.* The corpse of a cared-for animal can 1 additional ''Care For'' slot may be hovered over with purchased from the mouse to see the animal[[Loyalty program]] for 22,500 Marks ''s cause (for a total adjusted Max of death12.)''* Hostile creatures must be tamed first before they can be cared for.* The total number of animals which 1 additional ''Care For'' slot may be cared for is limited by purchased from the Animal husbandry skill of the player. If the player is unable to care for more animals this message will appear:[[Silver store]] ;{{event|inline|You may not care '''To stop caring''' for any more creatures a specific creature right nowclick the creature and select ''Care for''.  You are already can also stop caring for 1 creaturesa specific creature by right clicking on your inventory or body, then ''Manage>Animals''.}}* Non-premium players can only care for 1 animal.* The chat command ''/stopcaring'' will stop the player from caring for all animalscreatures. This message will appear:;{{event|inline|You no longer care for the one creature you used to.}}* To stop caring  '''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 specific animal right click the animal and select new ''Care for'' until they re-premium.  '''NOTES'''  ''care 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. ** You Hostile creatures must be tamed first before they can also stop caring be ''Cared for '' or branded.* The corpse of a specific animal by right clicking on your inventory or body, then ''Manage>AnimalsCared for''creature can be hovered over with the mouse to see the creature's cause of death.** A list of all the animals cared creatures ''Cared for '' may be listed by using the command ''/caringfor''
==Skills & Characteristics==
==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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