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Animal husbandry

7,264 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.
** 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. StarvingStarvation, being off-deed, or being ona deed with an animal-to-tile ratio of 15 or less (see character > settlement > info to see current deed below 15 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="wikitablesortable"!! width="50" | Base SkillCategory !! width="200" | Trait name !! width="200" | Effect!! width="50" | Base Skill ([[Epic]] Curve Skill) !! width="27550" | 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 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 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 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 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| 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" >[[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|-| 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 growth stage of a tile when eating| 39 (21.90)| 10| Trait -| Negative| ''It looks extremely sick'' | Has a very slim chance to pass away when it receives a hunger tick <ref name !! width="520genesis" >Traits may be removed by casting [[Genesis]].</ref> | < 50 | Function5
|-
!0| Negative!0| ''It seems shabby and frail'' <ref name="genesis"/>| Horse's color is considered a traitReduces output of resources such as milk and wool| 42 (23. 84)|| Does not count against the trait limit5
|-
!20!10.56| Negative|''It will fight fiercely. || Higher fighting skill <sup>1seems to dislike steep terrain'' <ref name="genesis"/sup>| Decreases ridable slope | 43 (24.50) | 5
|-
!21!11.12| Negative|''It has fleeter movement than normalmalformed hindlegs. '' || Minor speed boostpenalty <ref name="genesis"/>|28 (15.15)| 5
|-
!22| Negative!11| ''The legs are of different length.68'' || Major speed penalty <ref name="genesis"/> |It is a tough bugger |29 (15.74)| Withstands more damage5
|-
!23!12.25| Negative|''It has a strong body seems overly aggressive.'' || Bonus Random chance to mounted weight limitbite <ref name="genesis"/> |30 (16.33)| 5
|-
!24!12.82| Negative|''It has lightning movement looks very unmotivated.'' || Major speed boostpenalty to mounted weight limit <ref name="genesis"/> |31 (16.93)| 5
|-
!25| Negative!13| ''It is unusually strong-willed.40'' || Will stop being led at random <ref name="genesis"/> |It can carry more than average |32 (17.54)| Major bonus to mounted weight limit5
|-
!26!13.98| Negative|''It has very strong leg muscles some illness.'' || Minor speed boost, bonus 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 mounted weight limitslowly regain strength up to its original level.</ref> |33 (18.15)| 5
|-
!27!14.56| Negative|''It has keen senses looks constantly hungry.'' || Able to sense when on a water tile <sup>1Becomes hungry twice as fast as normal <ref name="genesis"/sup> |34 (18.76)| 5
|-
!28!15.15| Negative|''It has malformed hindlegs looks feeble and unhealthy.'' || Minor speed penalty <sup>2Prone to catching a disease <ref name="genesis"/sup>|39 (21.90)| 5
|-
!29| '''Output, Rare'''!15.74| ''It has very good genes'' |The legs are Increased amount and quality of different length resources like milk and wool |? | Major speed penalty <sup>2</sup>0
|-
!30!16.33| Output|''It seems overly aggressive to pick stuff up''|| Random chance Chance to bite dig something up when emoted at <sup>2</sup>eating, drops items on the ground| 37 (20.63)| 5
|-
!31| Output!16.93| ''It seems vibrant'' |It looks very unmotivated Increases the output of resources| 46 (26.52)| Major penalty to mounted weight limit <sup>2</sup>5
|-
!32| Output!17.54| ''It seems prize winning'' |It is unusually strong willed Gives better products when butchered|35 (19.38) | Will stop being led at random <sup>2</sup>10
|-
!| Output| ''It gives more resources'' | Increases output of resources such as wool and milk| 33!(18.15) |It has some illness || Body strength will slowly reduce over time eventually making the animal unrideable <sup>2</sup> <sup>3</sup>10
|-
!34!18.76| Output|''It looks constantly hungry plump and ready to butcher'' | Gives more products when butchered|36 (20.00)| Becomes hungry twice as fast as normal <sup>2</sup>20
|-
!39| Speed!| ''It has fleeter movement than normal.'' || Minor speed boost|21(11.9012)|It looks feeble and unhealthy || Prone to catching a disease <sup>2</sup>10
|-
!40| Speed!22| ''It has lightning movement.54'' || Major speed boost |It looks unusually strong and healthy |24 (12.82)| Has a higher resistance to disease20
|-
!41!23.19| Speed|''It has a certain spark in its eyes very strong leg muscles.'' || Lives 50% longer than normal Movement speed bonus |26 (13.98)| 15
|-
!43| Speed!24.50| '' It seems accustomed to water'' || Moves faster in shallow waters|It has been corrupted27 (14. 56)|| Grazes on [[mycelium]] instead of grass <sup>4</sup>10
|-
!83| '''Speed, Rare'''!58.77| ''It is unbelievably fast'' |Bred in captivity Always on speed bonus similar to hell horses|51 (30.00)| Informational, will not count toward the max number of traits0
|}
* <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]]==
* 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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