The North Atlantic, 1622
An old, battered ship treks across the ocean, carried forth by the winds and the waves. Aboard are a few dozen settlers, escaping the war-ravaged Europe in search of a new home where they can finally live in peace. Aboard the ship there is enough food and water remaining for a week, some kitchenware and some tools, but not much else. The settlers didn't have much time or money to prepare for the journey, but the hopes of their hearts are bright.
"Land ahead. Land ahead!" screams a sailor from the foremast. Everyone gathers at the front of the ship to take a look.
An old, battered ship treks across the ocean, carried forth by the winds and the waves. Aboard are a few dozen settlers, escaping the war-ravaged Europe in search of a new home where they can finally live in peace. Aboard the ship there is enough food and water remaining for a week, some kitchenware and some tools, but not much else. The settlers didn't have much time or money to prepare for the journey, but the hopes of their hearts are bright.
"Land ahead. Land ahead!" screams a sailor from the foremast. Everyone gathers at the front of the ship to take a look.
From behind the mist, green trees and white mountains rise, a spectacular sight. Relief and joy is shared by the passengers as they open the last bottle of wine aboard to celebrate. Suddenly, a large, black shoal of rocks reveals itself in the path of the ship, rising like a specter from the mists off the coast.
Shouting and swearing echoes across the decks. The captain spins the ship's wheel while the sailors do everything in their power to bring the ship to a halt, but it is too late. The rock tears a large hole in the hull, through which water floods in a torrent. The settlers now scramble to save their belonging and escape the ship on boats, but there is little time. Grabbing what few possessions are near to hand, they and the sailors launch the few skiffs the ship possesses in to the hard surf and hidden hazards.
A few hours later most of the pioneers and the crew have managed to land through the pounding waves, though some boats and friends of the voyage are not seen again. Wet and scared, their plans now somewhat in tatters, those colonists that survived huddle around a campfire on the beach as the cloak of night closes in. A short walk away inland the crew and captain have made their own fire, where they seem to be debating what to do. Eventually everyone decides to sleep, for exploring this new land in the blackness of the hours after dusk appeals to no man.
In the middle of the night some strange sounds touch the sleep of the colonists, but nobody is bestirred to wakefulness. When they greet the dawn anew, the camp of the crew shows no signs of life- the captain and the sailors have vanished, as if in to thin air. In the midst of this mystery, the Pioneers must survive in this new land, finding food and shelter if they are see any hope of resupply or provenance.
1 RL day is 1 IC day by default. Every day consists of 24 hours that can be "spent" on various activities. The time cost of some activities, for instance, the construction of a house can be split between multiple builders. Additionally, activities can be split up. You can start crafting a tool and finish it later. The smallest unit of time is 30 minutes normally outside of Combat.
Every settler should post on the IC in spoilers their timetable for the day, though it is not required to post the entire day at once. Posted timetables may not be edited except with explicit permission of your OP or Co-Op.
Every settler should post on the IC in spoilers their timetable for the day, though it is not required to post the entire day at once. Posted timetables may not be edited except with explicit permission of your OP or Co-Op.
The new world is divided into regions. Each region will have 25 plots of land which will have resources or usable land in them, represented in a gridmap which will be published with the IC. Moving between regions takes an hour by default, though movement to various locations in a region is free.
Sheep - Requires modest sustenance. Grows Wool every 7 days which can be harvested for 10 Fiber (Grown at 6AM every Monday). Can be butchered for 5 meat.
Chicken - Requires minimal sustenance. If it is fed by 1 Grain on a day, it will produce 1 Egg on the next day at 6 AM. If it is fed no grain, it will remain alive but will not produce eggs. Can be butchered for 2 meat.
Cow - Requires extensive sustenance. Produces 1 milk every day (Harvestable from 6 AM). Can be butchered for 10 meat, 2 Leather.
Chicken - Requires minimal sustenance. If it is fed by 1 Grain on a day, it will produce 1 Egg on the next day at 6 AM. If it is fed no grain, it will remain alive but will not produce eggs. Can be butchered for 2 meat.
Cow - Requires extensive sustenance. Produces 1 milk every day (Harvestable from 6 AM). Can be butchered for 10 meat, 2 Leather.
Meat - Gained from hunting and butchering domestic animals. Spoils after 48 hours raw. Has a Nutrition value of 1, but if it is eaten in a day raw it will subtract one Faith.
Fish - Gained from fishing. Spoils after 24 hours raw. Has a Nutrition value of 1.
Preserved meat - Produced from fish, meat and salt. Won't spoil. Has a Nutrition value of 1.
Cooked meat. - Produced from fish, meat, or preserved meat. Will spoil 24 hours after production. Has a Nutrition value of 2.
Spiced cooked meat - Produced from preserved meat and spices. Has a Nutrition value of 3 and increases Faith by 1.
Milk - Harvested from cows. Spoils after 24 hours. Has a Nutrition value of 1.
Eggs - Harvested from chickens. Has a Nutrition value of 1. Reduces Faith by 1 if consumed raw.
Cooked eggs - Produced from Eggs. Has a nutrition value of 1. Spoils after 24 hours.
Potatoes - Harvested from farms / Gathered from forests. Has a Nutrition value of 1.
Baked Potatoes - Produced from potatoes. Has a Nutrition value of 2. Will spoil in 24 hours.
Veggies - Harvested from farms / Gathered from forests. Has a Nutrition value of 2.
Grains - Harvested from farms / Gathered from forests. Cannot be directly consumed by humans.
Flour - Produced from grains at mills. Cannot be directly consumed by humans.
Bread - Produced from Flour. Has a Nutrition Value of 2. Spoils after 72 hours.
Soup - Every unit of soup is made out of 1 Raw meat and 1 potato OR 1 potato and 1 veggies OR 1 Raw meat and 1 veggies. A Soup is worth 3 nutrition but spoils after 24 hours. Must be cooked.
Fish - Gained from fishing. Spoils after 24 hours raw. Has a Nutrition value of 1.
Preserved meat - Produced from fish, meat and salt. Won't spoil. Has a Nutrition value of 1.
Cooked meat. - Produced from fish, meat, or preserved meat. Will spoil 24 hours after production. Has a Nutrition value of 2.
Spiced cooked meat - Produced from preserved meat and spices. Has a Nutrition value of 3 and increases Faith by 1.
Milk - Harvested from cows. Spoils after 24 hours. Has a Nutrition value of 1.
Eggs - Harvested from chickens. Has a Nutrition value of 1. Reduces Faith by 1 if consumed raw.
Cooked eggs - Produced from Eggs. Has a nutrition value of 1. Spoils after 24 hours.
Potatoes - Harvested from farms / Gathered from forests. Has a Nutrition value of 1.
Baked Potatoes - Produced from potatoes. Has a Nutrition value of 2. Will spoil in 24 hours.
Veggies - Harvested from farms / Gathered from forests. Has a Nutrition value of 2.
Grains - Harvested from farms / Gathered from forests. Cannot be directly consumed by humans.
Flour - Produced from grains at mills. Cannot be directly consumed by humans.
Bread - Produced from Flour. Has a Nutrition Value of 2. Spoils after 72 hours.
Soup - Every unit of soup is made out of 1 Raw meat and 1 potato OR 1 potato and 1 veggies OR 1 Raw meat and 1 veggies. A Soup is worth 3 nutrition but spoils after 24 hours. Must be cooked.
Axe - Produced from wood and iron by blacksmiths. Used to cut trees.
Pickaxe - Produced from wood and iron. Used to mine ores.
Shovel - Produced from wood and iron. Used to dig clay and to farm.
Hammer - Produced from wood and iron. Used to build stuff
Sickle - Needed to efficiently harvest wheat.
Shears - Produced from iron. Used to harvest wool.
Kitchenware - Made from iron. Used to cook food.
Nets - Made from fiber by weavers. Boosts fishing.
Winter Clothing - Made from fiber or leather by weavers. Provides 2 warmth.
Medical Supplies - Made from herbs and fiber. Used to heal wounds.
Elegant clothing - Made from fiber by weavers. Provides 1 Warmth and restores 1 faith per day.
Machine Parts - Made from iron by smiths. Used to build advanced buildings.
The Bible - Cannot be made.
Skill Books - Cannot be made. There is 1 type of skill book for every kind of skill. You can bring some of these with you to the new world.
Pickaxe - Produced from wood and iron. Used to mine ores.
Shovel - Produced from wood and iron. Used to dig clay and to farm.
Hammer - Produced from wood and iron. Used to build stuff
Sickle - Needed to efficiently harvest wheat.
Shears - Produced from iron. Used to harvest wool.
Kitchenware - Made from iron. Used to cook food.
Nets - Made from fiber by weavers. Boosts fishing.
Winter Clothing - Made from fiber or leather by weavers. Provides 2 warmth.
Medical Supplies - Made from herbs and fiber. Used to heal wounds.
Elegant clothing - Made from fiber by weavers. Provides 1 Warmth and restores 1 faith per day.
Machine Parts - Made from iron by smiths. Used to build advanced buildings.
The Bible - Cannot be made.
Skill Books - Cannot be made. There is 1 type of skill book for every kind of skill. You can bring some of these with you to the new world.
Note: Axes, Pickaxes, Sickles, hammers, shears and medical supplies also count as weapons.
Bow - Made from wood. Used to hunt animals and other humans with arrows.
Arrows - Made from wood. Used to hunt animals with bows.
Spears - Made from wood. Used to hunt and fight. Can also help a little when fishing without a net.
Sword - Made from Iron. Used to fight in close quarters.
Rifle - Made from Wood and Iron. Used hunt animals and other humans with munitions.
Munitions - Made from Gunpowder and Iron. Used to hunt animals with rifles.
Leather Armor - Made from leather by tailors / Wavers, Has an armor of 1 and provides 1 warmth.
Iron Armor - Made from Iron by smiths. Has an armor of 2.
Bow - Made from wood. Used to hunt animals and other humans with arrows.
Arrows - Made from wood. Used to hunt animals with bows.
Spears - Made from wood. Used to hunt and fight. Can also help a little when fishing without a net.
Sword - Made from Iron. Used to fight in close quarters.
Rifle - Made from Wood and Iron. Used hunt animals and other humans with munitions.
Munitions - Made from Gunpowder and Iron. Used to hunt animals with rifles.
Leather Armor - Made from leather by tailors / Wavers, Has an armor of 1 and provides 1 warmth.
Iron Armor - Made from Iron by smiths. Has an armor of 2.
Most activities require you to have a skill, or merely benefit from having a relevant skill. You can gain skills from books, with practice or from others. Most skills have a skill point cost. More expensive skills take more time to learn and cost more skill points at the start. Skills may be learned via practice, reading, or being taught. Once you have all the skill points needed for a skill, you gain the skill.
Nobody can have more then 12 skill points invested in skills at a time. You can unlearn old ones to learn new ones.
The list of skills available from the start:
TIER I. (Costs 2 skill points)
Wood Working - Can be practiced any time.
Mining - Requires a pickaxe to practice.
Growing - Can be practiced any time.
Hunting - Requires any weapons to practice.
Fishing - Can be practiced any time.
Masonry - Can be practiced any time.
Tailoring / Weaving - Can be practiced any time.
Fighting - Requires any weapon to practice.
Shooting - Requires a ranged weapon to practice. Every time you practice with a gun, you'll lose 1 munitions.
Exploring - Reduces the risk involved in exploration. May not be practiced.
TIER 2. (Costs 3 skill points)
Smithing - Requires a Smithy to practice.
Preaching - Requires a Bible to practice.
Sneaking - Helps you perform hidden actions and break doors. Can be practiced freely. Can also be kept hidden from others.
Botanics - Needed to gather herbs. Can be practiced freely.
Investigating - Improves results from searching.
TIER 3. (Costs 3 skill points)
Doctoring - Needed for healing other settlers. Requires Botanics to practice.
Machining - Needed for building advanced buildings and operating machines. Requires woodworking or smithing skill to practice.
Additionally, new skills may be "Discovered" as the game progresses.
Nobody can have more then 12 skill points invested in skills at a time. You can unlearn old ones to learn new ones.
The list of skills available from the start:
TIER I. (Costs 2 skill points)
Wood Working - Can be practiced any time.
Mining - Requires a pickaxe to practice.
Growing - Can be practiced any time.
Hunting - Requires any weapons to practice.
Fishing - Can be practiced any time.
Masonry - Can be practiced any time.
Tailoring / Weaving - Can be practiced any time.
Fighting - Requires any weapon to practice.
Shooting - Requires a ranged weapon to practice. Every time you practice with a gun, you'll lose 1 munitions.
Exploring - Reduces the risk involved in exploration. May not be practiced.
TIER 2. (Costs 3 skill points)
Smithing - Requires a Smithy to practice.
Preaching - Requires a Bible to practice.
Sneaking - Helps you perform hidden actions and break doors. Can be practiced freely. Can also be kept hidden from others.
Botanics - Needed to gather herbs. Can be practiced freely.
Investigating - Improves results from searching.
TIER 3. (Costs 3 skill points)
Doctoring - Needed for healing other settlers. Requires Botanics to practice.
Machining - Needed for building advanced buildings and operating machines. Requires woodworking or smithing skill to practice.
Additionally, new skills may be "Discovered" as the game progresses.
The Weather
Every day, There will be some kind of weather condition which will influence the daily life and the well-being of the settlers. Every kind of weather comes with a Temperature rating from 2 to -3 or from 2 warm to 3 cold. Cold can be countered by warmth, which can be gained by resting in homes and wearing winter clothing. If a settler rests in cold, will lose stats
Health
Health points represent a settler's physical condition. Low HP means injuries, open wounds, bleeding. By default, all settlers have 10 max HP and start out with 10 HP. If a settler has less then 3 HP, he/she will lose 1 Vitality every hour. If he/she has 0 to -5 HP, he/she will lose 1 vitality for ever HP he/she is missing every 30 minutes and cannot fight or perform any action. If a settler has less then -5 HP, he/she will die instantly.
Vitality
Vitality represents health of the internal organs and the immune system. Starvation, a lack of sleep, the cold and disease decreases vitality. Eating well and care by doctors can increase vitality. By default, All settlers have 10 max Vitality and start out with 10 Vitality. If a settler runs out of vitality, he/she will begin to lose 3 faith for every vitality he/she loses. If both faith and Vitality runs out, the settler will die.
Faith
Faith represents health of the mind. Lack of sleep, being in the cold, the death of other settlers, starvation and witnessing horrors decrease faith. Listening to Preachers, alcohol and relaxing can increase Faith. By default, all settlers have 10 starting faith and start out with 10 Faith. If someone loses all their faith but still has Health and Vitality, he / she will be driven insane and pass under the OP's control until they become sane again.
There is a special kind of injury, Grave Injuries. They can be easily gained during combat. Grave injuries can only be fixed by surgery. Every kind of grave injury has some special effects.
Every day, There will be some kind of weather condition which will influence the daily life and the well-being of the settlers. Every kind of weather comes with a Temperature rating from 2 to -3 or from 2 warm to 3 cold. Cold can be countered by warmth, which can be gained by resting in homes and wearing winter clothing. If a settler rests in cold, will lose stats
Health
Health points represent a settler's physical condition. Low HP means injuries, open wounds, bleeding. By default, all settlers have 10 max HP and start out with 10 HP. If a settler has less then 3 HP, he/she will lose 1 Vitality every hour. If he/she has 0 to -5 HP, he/she will lose 1 vitality for ever HP he/she is missing every 30 minutes and cannot fight or perform any action. If a settler has less then -5 HP, he/she will die instantly.
Vitality
Vitality represents health of the internal organs and the immune system. Starvation, a lack of sleep, the cold and disease decreases vitality. Eating well and care by doctors can increase vitality. By default, All settlers have 10 max Vitality and start out with 10 Vitality. If a settler runs out of vitality, he/she will begin to lose 3 faith for every vitality he/she loses. If both faith and Vitality runs out, the settler will die.
Faith
Faith represents health of the mind. Lack of sleep, being in the cold, the death of other settlers, starvation and witnessing horrors decrease faith. Listening to Preachers, alcohol and relaxing can increase Faith. By default, all settlers have 10 starting faith and start out with 10 Faith. If someone loses all their faith but still has Health and Vitality, he / she will be driven insane and pass under the OP's control until they become sane again.
There is a special kind of injury, Grave Injuries. They can be easily gained during combat. Grave injuries can only be fixed by surgery. Every kind of grave injury has some special effects.
GENERAL
Practice - Learn through experimentation. It takes 16 hours and 2 faith to earn a skill point this way. Some skills require special conditions to be practiced.
Read Skill Book - Learn skill points from a skillbook. 6 hours invested = 1 skill point gained towards the skill the book is about.
Learn from others - If someone is willing to teach you, you can gain 1 skill point in 4 hours.
Teach skills - Allows 1 other settler to learn skill points from you. Takes 4 hours.
Explore - Venture into the unknown to find out what's there. Requires you to move into an undiscovered area, takes up 12 hours of time. Will reveal the area to you and everyone within two days. Dangers lurk in the dark parts of the map, so you have been warned.
Preach - Takes 1 hour (for both the preacher and his listeners), Requires a bible and preaching skills. Can be performed once per day. Increases faith by 1 of the preacher and everyone who listens in. Triple faith gain in a chapel.
Rest - Takes 10 - 0 hours. You MUST rest once per day (but you can rest for 0 hours). You can only rest between 6 PM and 8 AM. If you rest 10 hours, you regain 1 HP. If you rest 8 hours, nothing happens. If you rest 7 or 6 hours, you lose 1 faith. If you rest 5 or 4 hours, you lose 1 vitality and 1 faith, If you rest less then that, you lose an additional 1 faith and 1 vitality for every 2 hours you skip. If you rest in the open or a cramped house, you lose 1 faith. Additionally, you lose 1 vitality if for every point of Cold that your settler cannot counter with warmth while sleeping..
Fight - Takes 30 minutes per 10 combat turns. Every time you engage in combat, you must invest 30 minutes. If you ran away from a battle, you will end in another area at the end of the fight free of charge.
Eat - Takes 30 minutes per unit of food consumed. At the end of every day, every settler's vitality and faith changes depending on how much food he/she consumed.
0 Nutrition: -3 Vitality, -3 Faith.
1 Nutrition: -2 Vitality, -2 Faith
2 Nutrition: -1 Vitality IF vitality is above 2, no vitality change if you have 0, 2 or 1 vitality. -1 Faith.
3 Nutrition: No change
4 Nutrition: +1 Vitality.
5 Nutrition: +1 Vitality, +1 Faith.
6 Nutrition: +1 Vitality, +1 Faith, +1 HP.
Drink - Takes 30 minutes per drink drunk. Consume 1 Alcohol to restore 2 faith. You restore 1 additional faith if you drink at a town hall.
Travel - Takes one hour, move from one area to a neighboring area. Note: Travel to buildings/locations in the area where you currently are takes no time.
Trade/take/drop items and resources in your area - Takes 0 minutes.
Sneak - Takes ? minutes. Perform an activity in secret. Any consequence of the activity that does not directly influence other settlers will remain hidden from everyone. Other consequences will be revealed. For instance, if you steal a sword from someone, they will know that their sword is missing, however, nobody will know that you have the sword unless you get searched. Any secret activity you perform will take time from resting, unless you have the Sneaking ability. Your stats will be updated to reflect secret actions in two days.
Spy - Takes ? minutes. Requires sneaking skills. Can only be performed in secret. While you are spying, you cannot be seen by anyone except for those that are awake and have investigating skills. Spying counts as an activitiy and no other activities can be performed while spying. Spying lets you be at a location and find out what's going on in there without being noticed by non-investig
Searching/Investigating - 1 hours. Search a specific building or location for clues or hidden items OR 30 Minutes if you search a person (Note: Cannot be performed without the consent of the person you search! He will also lose 30 minutes as a result of the search). OR 2 hours if you search an area in general. Only those with investigating skills can find clues but anyone can find hidden items that resulted from secret actions.
Pick Locks - 2 hours without, 30 minutes with sneaking. Break into a locked building.
Guard - ? hours - Keep an eye on a building and its contents. If anyone tries to break in, you will immediately enter combat with them (except for those spying, though if they stop spying and try to do something else, they will be noticed by you).
RESOURCE GATHERING
Gather - Search for edible plants in forests. If you have the Botanics skill, you may also find Herbs. You cannot Gather in the winter. Takes 6 hours. The more often settlers gather in the same area, the less the food yield.
Hunt - Takes 6 hours. Search the forests for wild animals and hunt them down in combat. Hunting may yield wild animals that will then have to be butchered within 24 hours, otherwise they will begin to rot.
Chop Wood - Takes 16 hours - 4 hours if you have an axe, also requires a forest with trees. Gain 2 Wood as a result if you don't have wood working skills, 3 if you do.
Mine Ores - Takes 16 hours - 12 If you have a hammer OR - 8 hours if you have a pickaxe. Requires a discovered source of minerals. It is dangerous to mine ores without mining skills, though not extremely so. Gain two of the resource you are mining.
Dig Clay - Takes 16 hours - 12 Hours if you have a shovel. Gain 4 Clay as a result.
Burn Brick - Takes 1 Hours, consumes 4 wood and 4 clay, Gain 4 bricks.
Shape Stone - Takes 10 Hours, requires Mining Skill, 2 Hours with Hammer, consumes 1 Stone to make 1 Brick
Fishing - Takes 8 Hours. Isn't guaranteed to yield fish. A good fishing location, the Fishing skill and tools greatly improve fishing yields.
CONSTRUCTION
Build Campfire - Takes 30 minutes, 1 free plot of land and costs 2 wood. Place a campfire that lasts 12 hours. Up to 3 settlers can rest by a campfire. Campfires provide +1 Warmth.
Dig Hole - takes 4 hours without a shovel, 30 minutes with a shovel, 1 plot. You can store up to 5 items in a hole. Holes dug immediately adjacent to the seaside may be filled by the tide, and if worked for two hours can produce one Salt every second day.
Remove Hole - Takes 4 hours without a shovel, 30 minutes with a shovel. Remove a hole.
Place Trap - 2 hours, 1 Fiber, 1 Wood, an empty hole, Wood working or hunting skills. A trap useful for catching animals. A Trap is "destroyed" each time it catches an animal.
Build with Wood - Takes 16 Hours, 6 Hours less if you have a Hammer, 6 Hours less if you have the Woodworking Skill. Consumes 2 Wood, Produces 1 Wood Build points (WBP).
Build with Clay - Takes 16 hours, 8 hours if you have a shovel. Consumes 2 Clay, Produces 1 Clay build points (CBP).
Build with Bricks - Requires a hammer and Masonry skill. Takes 4 hours, consumes 2 Bricks to produce 1 Brick Build points (BBP).
Build with Iron - Requires a hammer and Smithing skills. Takes 4 hours. Consumes 2 Irons and produces 1 Iron Build points (IBP).
Build with Machine parts - Requires a hammer and Machining skill. Takes 6 hours, consumes 2 Machine parts and 1 iron to create 1 Machine Build points (MBP)
FOOD
Cook Food - 1 hour, Requires kitchenware and consumes 1 wood. Turns 2 meat or fish into cooked meat (or spiced cooked meat if you add 1 minerals or use preserved meat), bake 2 potatoes, make 2 soup... and so on. Bread is an exception. It requires a bakery but there you can make 2 breads out of 2 flour and 1 wood in 1 hours.
Preserve Meat - 1 Hours, Turns 1 meat/fish and 1 Salt into 1 preserved meat.
Butcher animal - 1 Hours. Butcher a dead wild animal and get meat/leather/fiber based on what animal you killed.
AGRICULTURE
Plant Seeds - Takes 16 hours, -6 hours if you have a shovel -6 if you have growing skills. Plants either 1 Grain, 1 Potato or 1 Vegetable on 2 plots of land, hoping that it will grow one day.
Nurture crops - Takes 8 hours - 6 hours if you have growing skills. Sometimes, your crops may require some assistance in growing. Crops should be tended every second day to grow optimally.
Harvest Potatoes - 4 hours without a shovel, 1 hours with a shovel. Dig up 4 potatoes from a grown potato plant.
Harvest Veggies - 6 hours without a shovel, 2 hours with a shovel. Dig up 3 Veggies from a grown Vegetable plant.
Harvest Wheat - 10 hours without a sickle or shears, 6 hours with shears, 1 hours with a sickle. Gain 2 Fiber and 8 grains from a grown plot of wheat.
SMITHING/CRAFTING
Craft Tools - 8 hours - 4 hours with a hammer, consumes 2 wood and 1 iron, requires smithing skills and a free smithy. Produce an axe, a hammer, a sickle, a showel, shears or a pickaxe as a result.
Smelt Kitchenware - 12 hours - 4 hours with a hammer. Consumes 3 wood and 2 iron. Requires smithing skills and a free smithy. Produce kitchenware as a result.
Craft Machine parts - 6 hours, consumes 3 wood and 2 Iron, Requires a hammer, smithing skills and a smithy.
Craft Bows - 8 hours, Requires wood working skills, consumes 1 wood and 1 fiber. Produce 1 bow as a result.
Craft Arrows - 2 hours, requires wood working skills, consumes 1 wood, produce 3 arrows as a result.
Craft Spear - 8 hours, -4 hours with wood working skills, consumes 1 wood, produce a spear as a result.
Forge Swords - 6 hours, a hammer, smithing skills and a free smithy, consumes 3 wood and 1 iron. Produce a sword as a result.
Smith Guns - 12 hours -5 hours if you have machining skills, requires a hammer, smithing skills and a smithy, consumes 4 wood and 1 iron.
Create Armor - 12 hours, Requires a hammer, smithing skills and a smithy. Consumes 6 wood and 4 Iron, Produces an Iron Armor as a result.
Pack Munitions - 2 hours, Requires a smithy, consumes 1 gunpowder and 1 iron, produces 5 munitions as a result.
TAILORING
Craft Medical Supplies. - 4 Hours, Requires Shears and either Weaving skills or Doctoring skills. Turn 1 fiber and 1 Herbs into 2 Medical supplies.
Tailor Winter Clothing - 8 hours, Requires Shears, Weaving skills and a Tailor's workshop. Produce 1 winter clothing from 2 Fiber or 2 Leather.
Wave Elegant clothing - 8 hours, Requires Shears, Weaving skills and a Tailor's workshop. Produce 1 Elegant clothing from 2 Fiber.
Fix Tattered Clothes - 4 hours, Requires Shears, Weaving skills and a Tailor's workshop. Restore a Cloth's functionality with 1 fiber.
Make Fishing Net - 8 hours, Requires Shears and Weaving skills. Produce 1 Fishing net from 3 fiber.
DOCTORING
Heal Wounds - Takes up 1 hours (for both the doctor and his/her patient) and 1 medical supplies. Restores 5 HP on a chosen settler if performed by a doctor, Restores 2 Health but reduces faith by 2 if not performed by a doctor (the pain).
Cure Disease - Takes up 2 hours and uses up 1 Herbs. Weakens the disease the settler is suffering. Doctors and Botanists do a better job.
Perform Surgery - Takes up 3 hours and uses up 1 medical supplies. Requires doctoring skill and a doctor's office. Removes an grave injury from a fellow settler.
Practice - Learn through experimentation. It takes 16 hours and 2 faith to earn a skill point this way. Some skills require special conditions to be practiced.
Read Skill Book - Learn skill points from a skillbook. 6 hours invested = 1 skill point gained towards the skill the book is about.
Learn from others - If someone is willing to teach you, you can gain 1 skill point in 4 hours.
Teach skills - Allows 1 other settler to learn skill points from you. Takes 4 hours.
Explore - Venture into the unknown to find out what's there. Requires you to move into an undiscovered area, takes up 12 hours of time. Will reveal the area to you and everyone within two days. Dangers lurk in the dark parts of the map, so you have been warned.
Preach - Takes 1 hour (for both the preacher and his listeners), Requires a bible and preaching skills. Can be performed once per day. Increases faith by 1 of the preacher and everyone who listens in. Triple faith gain in a chapel.
Rest - Takes 10 - 0 hours. You MUST rest once per day (but you can rest for 0 hours). You can only rest between 6 PM and 8 AM. If you rest 10 hours, you regain 1 HP. If you rest 8 hours, nothing happens. If you rest 7 or 6 hours, you lose 1 faith. If you rest 5 or 4 hours, you lose 1 vitality and 1 faith, If you rest less then that, you lose an additional 1 faith and 1 vitality for every 2 hours you skip. If you rest in the open or a cramped house, you lose 1 faith. Additionally, you lose 1 vitality if for every point of Cold that your settler cannot counter with warmth while sleeping..
Fight - Takes 30 minutes per 10 combat turns. Every time you engage in combat, you must invest 30 minutes. If you ran away from a battle, you will end in another area at the end of the fight free of charge.
Eat - Takes 30 minutes per unit of food consumed. At the end of every day, every settler's vitality and faith changes depending on how much food he/she consumed.
0 Nutrition: -3 Vitality, -3 Faith.
1 Nutrition: -2 Vitality, -2 Faith
2 Nutrition: -1 Vitality IF vitality is above 2, no vitality change if you have 0, 2 or 1 vitality. -1 Faith.
3 Nutrition: No change
4 Nutrition: +1 Vitality.
5 Nutrition: +1 Vitality, +1 Faith.
6 Nutrition: +1 Vitality, +1 Faith, +1 HP.
Drink - Takes 30 minutes per drink drunk. Consume 1 Alcohol to restore 2 faith. You restore 1 additional faith if you drink at a town hall.
Travel - Takes one hour, move from one area to a neighboring area. Note: Travel to buildings/locations in the area where you currently are takes no time.
Trade/take/drop items and resources in your area - Takes 0 minutes.
Sneak - Takes ? minutes. Perform an activity in secret. Any consequence of the activity that does not directly influence other settlers will remain hidden from everyone. Other consequences will be revealed. For instance, if you steal a sword from someone, they will know that their sword is missing, however, nobody will know that you have the sword unless you get searched. Any secret activity you perform will take time from resting, unless you have the Sneaking ability. Your stats will be updated to reflect secret actions in two days.
Spy - Takes ? minutes. Requires sneaking skills. Can only be performed in secret. While you are spying, you cannot be seen by anyone except for those that are awake and have investigating skills. Spying counts as an activitiy and no other activities can be performed while spying. Spying lets you be at a location and find out what's going on in there without being noticed by non-investig
Searching/Investigating - 1 hours. Search a specific building or location for clues or hidden items OR 30 Minutes if you search a person (Note: Cannot be performed without the consent of the person you search! He will also lose 30 minutes as a result of the search). OR 2 hours if you search an area in general. Only those with investigating skills can find clues but anyone can find hidden items that resulted from secret actions.
Pick Locks - 2 hours without, 30 minutes with sneaking. Break into a locked building.
Guard - ? hours - Keep an eye on a building and its contents. If anyone tries to break in, you will immediately enter combat with them (except for those spying, though if they stop spying and try to do something else, they will be noticed by you).
RESOURCE GATHERING
Gather - Search for edible plants in forests. If you have the Botanics skill, you may also find Herbs. You cannot Gather in the winter. Takes 6 hours. The more often settlers gather in the same area, the less the food yield.
Hunt - Takes 6 hours. Search the forests for wild animals and hunt them down in combat. Hunting may yield wild animals that will then have to be butchered within 24 hours, otherwise they will begin to rot.
Chop Wood - Takes 16 hours - 4 hours if you have an axe, also requires a forest with trees. Gain 2 Wood as a result if you don't have wood working skills, 3 if you do.
Mine Ores - Takes 16 hours - 12 If you have a hammer OR - 8 hours if you have a pickaxe. Requires a discovered source of minerals. It is dangerous to mine ores without mining skills, though not extremely so. Gain two of the resource you are mining.
Dig Clay - Takes 16 hours - 12 Hours if you have a shovel. Gain 4 Clay as a result.
Burn Brick - Takes 1 Hours, consumes 4 wood and 4 clay, Gain 4 bricks.
Shape Stone - Takes 10 Hours, requires Mining Skill, 2 Hours with Hammer, consumes 1 Stone to make 1 Brick
Fishing - Takes 8 Hours. Isn't guaranteed to yield fish. A good fishing location, the Fishing skill and tools greatly improve fishing yields.
CONSTRUCTION
Build Campfire - Takes 30 minutes, 1 free plot of land and costs 2 wood. Place a campfire that lasts 12 hours. Up to 3 settlers can rest by a campfire. Campfires provide +1 Warmth.
Dig Hole - takes 4 hours without a shovel, 30 minutes with a shovel, 1 plot. You can store up to 5 items in a hole. Holes dug immediately adjacent to the seaside may be filled by the tide, and if worked for two hours can produce one Salt every second day.
Remove Hole - Takes 4 hours without a shovel, 30 minutes with a shovel. Remove a hole.
Place Trap - 2 hours, 1 Fiber, 1 Wood, an empty hole, Wood working or hunting skills. A trap useful for catching animals. A Trap is "destroyed" each time it catches an animal.
Build with Wood - Takes 16 Hours, 6 Hours less if you have a Hammer, 6 Hours less if you have the Woodworking Skill. Consumes 2 Wood, Produces 1 Wood Build points (WBP).
Build with Clay - Takes 16 hours, 8 hours if you have a shovel. Consumes 2 Clay, Produces 1 Clay build points (CBP).
Build with Bricks - Requires a hammer and Masonry skill. Takes 4 hours, consumes 2 Bricks to produce 1 Brick Build points (BBP).
Build with Iron - Requires a hammer and Smithing skills. Takes 4 hours. Consumes 2 Irons and produces 1 Iron Build points (IBP).
Build with Machine parts - Requires a hammer and Machining skill. Takes 6 hours, consumes 2 Machine parts and 1 iron to create 1 Machine Build points (MBP)
FOOD
Cook Food - 1 hour, Requires kitchenware and consumes 1 wood. Turns 2 meat or fish into cooked meat (or spiced cooked meat if you add 1 minerals or use preserved meat), bake 2 potatoes, make 2 soup... and so on. Bread is an exception. It requires a bakery but there you can make 2 breads out of 2 flour and 1 wood in 1 hours.
Preserve Meat - 1 Hours, Turns 1 meat/fish and 1 Salt into 1 preserved meat.
Butcher animal - 1 Hours. Butcher a dead wild animal and get meat/leather/fiber based on what animal you killed.
AGRICULTURE
Plant Seeds - Takes 16 hours, -6 hours if you have a shovel -6 if you have growing skills. Plants either 1 Grain, 1 Potato or 1 Vegetable on 2 plots of land, hoping that it will grow one day.
Nurture crops - Takes 8 hours - 6 hours if you have growing skills. Sometimes, your crops may require some assistance in growing. Crops should be tended every second day to grow optimally.
Harvest Potatoes - 4 hours without a shovel, 1 hours with a shovel. Dig up 4 potatoes from a grown potato plant.
Harvest Veggies - 6 hours without a shovel, 2 hours with a shovel. Dig up 3 Veggies from a grown Vegetable plant.
Harvest Wheat - 10 hours without a sickle or shears, 6 hours with shears, 1 hours with a sickle. Gain 2 Fiber and 8 grains from a grown plot of wheat.
SMITHING/CRAFTING
Craft Tools - 8 hours - 4 hours with a hammer, consumes 2 wood and 1 iron, requires smithing skills and a free smithy. Produce an axe, a hammer, a sickle, a showel, shears or a pickaxe as a result.
Smelt Kitchenware - 12 hours - 4 hours with a hammer. Consumes 3 wood and 2 iron. Requires smithing skills and a free smithy. Produce kitchenware as a result.
Craft Machine parts - 6 hours, consumes 3 wood and 2 Iron, Requires a hammer, smithing skills and a smithy.
Craft Bows - 8 hours, Requires wood working skills, consumes 1 wood and 1 fiber. Produce 1 bow as a result.
Craft Arrows - 2 hours, requires wood working skills, consumes 1 wood, produce 3 arrows as a result.
Craft Spear - 8 hours, -4 hours with wood working skills, consumes 1 wood, produce a spear as a result.
Forge Swords - 6 hours, a hammer, smithing skills and a free smithy, consumes 3 wood and 1 iron. Produce a sword as a result.
Smith Guns - 12 hours -5 hours if you have machining skills, requires a hammer, smithing skills and a smithy, consumes 4 wood and 1 iron.
Create Armor - 12 hours, Requires a hammer, smithing skills and a smithy. Consumes 6 wood and 4 Iron, Produces an Iron Armor as a result.
Pack Munitions - 2 hours, Requires a smithy, consumes 1 gunpowder and 1 iron, produces 5 munitions as a result.
TAILORING
Craft Medical Supplies. - 4 Hours, Requires Shears and either Weaving skills or Doctoring skills. Turn 1 fiber and 1 Herbs into 2 Medical supplies.
Tailor Winter Clothing - 8 hours, Requires Shears, Weaving skills and a Tailor's workshop. Produce 1 winter clothing from 2 Fiber or 2 Leather.
Wave Elegant clothing - 8 hours, Requires Shears, Weaving skills and a Tailor's workshop. Produce 1 Elegant clothing from 2 Fiber.
Fix Tattered Clothes - 4 hours, Requires Shears, Weaving skills and a Tailor's workshop. Restore a Cloth's functionality with 1 fiber.
Make Fishing Net - 8 hours, Requires Shears and Weaving skills. Produce 1 Fishing net from 3 fiber.
DOCTORING
Heal Wounds - Takes up 1 hours (for both the doctor and his/her patient) and 1 medical supplies. Restores 5 HP on a chosen settler if performed by a doctor, Restores 2 Health but reduces faith by 2 if not performed by a doctor (the pain).
Cure Disease - Takes up 2 hours and uses up 1 Herbs. Weakens the disease the settler is suffering. Doctors and Botanists do a better job.
Perform Surgery - Takes up 3 hours and uses up 1 medical supplies. Requires doctoring skill and a doctor's office. Removes an grave injury from a fellow settler.
Every time a building is finished, Everyone who took part in the construction receives a key. Keys can be freely copied and given to other settlers, even in secret.
HOUSING
Clay Hut - 3 CBP, 1 WBP, 1 Plot of land. Houses up to 1 person comfortably. Stores up to 10 items. Has no keys. +1 Warmth. Can be outfitted with a fireplace (costs 1 BBP) so you can burn wood to generate heat like in Cottages.
Wooden Lodge - 3 WBP, 1 plot of land. Houses up to 1 people comfortably. Stores up to 20 items. +1 Warmth. Can be outfitted with a fireplace (costs 1 BBP) so you can burn wood to generate heat like in Cottages.
Cottage - 1 CBP, 2 WBP, 2 BBP, 2 plots of land. Houses up to 2 people comfortably. Stores up to 35 items. +1 Warmth. Allows you to burn 1 wood per day to increase warmth by 1 for a day.
Manor - 3 WBP, 6 BBP, 1 IBP 3 plots of land. Houses up to 5 people comfortably. Stores up to 100 items. +1 Warmth, Allows you to burn 2 wood per day to increase warmth by 2 for a day. If a Manor isn't overcrowded, settlers living here gain 1 Faith every time they rest here. If 2 or less settlers live here, they restore 2 faith every time they rest.
Townhouse - 5 BBP, 2 WBP, 1 IBP, 1 Plots of land. Counts as 3 separate houses, each with 25 Item storage, comfortable housing for 1 person, +1 Warmth and all 3 houses can be made an additional 2 point warmer by burning 2 wood for 1 day. If you build a townhouse next to an existing townhouse, the BBP cost is reduced by 2. Whenever you are in a townhouse, your neighbors (Including those living in nearby townhouses) can immediately come to your assistance if you get attacked. Finally, Every townhouse can be outfitted with a Smithy, Tailor's workshop, Brick burner, Doctor's office, or bakery. Outfitting costs the default price of the building - 1 Plot of land and 1 WBP. If a settler lives in a non-overcrowded townhouse, he/she restores 1 faith every day.
INDUSTRY/AGRICULTURE
Smithy - 1 WBP, 2 BBP, 1 IBP, 2 Plots of land. Allows tools, iron armor, swords, guns and machine parts to be crafted. Only 1 smith can work in a smithy at a time. 10 inventory space.
Tailor's workshop - 3 WBP OR 1 BBP and 1 WBP, 1 plots of land. Allows Tailors/weavers to use leather and Fiber to make cloths. (Only 1 can work at a time). 10 inventory space.
Brick Burner - 1 CBP, 1 WBP, 1 IBP 2 plots of land, 10 inventory space.
Pasture - 2 WBP. Safeguards 20 plots of land from wild animals... more or less. Animals inside are less likely to die.
Small Pasture - 1 WBP. Same as pasture but only protects 8 plots of land.
Bakery - 1 BBP, 1 CBP, 1 WBP, 1 IBP, 1 plots of land. Lets you cook up to 2 flour and 1 wood into 2 Bread in 1 hours.
Wind/Watermill - 3 WBP, 1 BBP, 1 IBP, 1 MBP, 2 plots of land. A Machinist can work here for 1 hours to turn 4 grains into 4 flour or 2 Wood into 4 planks (Planks can be used to replace wood anywhere and everywhere.)
Distillery - 1 WBP, 2 BBP, 2 IBP, 1 MBP, 2 plots of land. A Machinist can work here for 4 hours to turn 2 grains and 2 wood into 3 Whiskey/Beer/whatever you name it.
Mine - 2 WBP, 1 plots of land. Can only be built in a "Mountains" area. Opens up a new source of ore.
SERVICE/INFRASTRUCTURE
Doctor's Office - 4 WBP OR 2 BBP and 1 WBP, 1 plots of land. Healing injuries and treating diseases, If performed here have halved time cost. Required for surgeries.
Warehouse - 4 WBP OR 2BBP and 1 WBP, 2 plots of land. Stores up to 300 items.
Pier - 4WBP or 4 BBP, 1 plots of land. Allows ships to dock and serves as a fishing ground. Comes with 50 storage space and resists storms if built out of bricks.
Chapel - 5 WBP or 4 BBP and 1 WBP, 2 plots of land. If its built out of wood and Preaching is performed here, It doubles its efficiency. If its made with bricks and wood, it triples in efficiency, meaning that everyone involved will gain 3 faith per preaching.
Park - 2 WBP, 1 CBP, 1 BBP, 5 plots of land. Allows settlers to relax. Relaxing takes 2 hours and restores 1 Faith or 1 Vitality. Can only be performed once per day per settler.
Town Hall - 2 WBP, 3 BBP, 1 MBP, 2 plots of land. Gives settlers a place where they can discuss politics. Also comes with a clock tower that allows every settler to spend an extra 2 hours every day.
Graveyard - 2 BBP, 3 plots of land. Provides 10 dead settlers a final resting place. Allows funerals to take place. A funeral has to be led by a preacher. It takes 30 minutes and restores 1 faith to everyone attending, including the preacher. During a funeral, a dead person is buried.
HOUSING
Clay Hut - 3 CBP, 1 WBP, 1 Plot of land. Houses up to 1 person comfortably. Stores up to 10 items. Has no keys. +1 Warmth. Can be outfitted with a fireplace (costs 1 BBP) so you can burn wood to generate heat like in Cottages.
Wooden Lodge - 3 WBP, 1 plot of land. Houses up to 1 people comfortably. Stores up to 20 items. +1 Warmth. Can be outfitted with a fireplace (costs 1 BBP) so you can burn wood to generate heat like in Cottages.
Cottage - 1 CBP, 2 WBP, 2 BBP, 2 plots of land. Houses up to 2 people comfortably. Stores up to 35 items. +1 Warmth. Allows you to burn 1 wood per day to increase warmth by 1 for a day.
Manor - 3 WBP, 6 BBP, 1 IBP 3 plots of land. Houses up to 5 people comfortably. Stores up to 100 items. +1 Warmth, Allows you to burn 2 wood per day to increase warmth by 2 for a day. If a Manor isn't overcrowded, settlers living here gain 1 Faith every time they rest here. If 2 or less settlers live here, they restore 2 faith every time they rest.
Townhouse - 5 BBP, 2 WBP, 1 IBP, 1 Plots of land. Counts as 3 separate houses, each with 25 Item storage, comfortable housing for 1 person, +1 Warmth and all 3 houses can be made an additional 2 point warmer by burning 2 wood for 1 day. If you build a townhouse next to an existing townhouse, the BBP cost is reduced by 2. Whenever you are in a townhouse, your neighbors (Including those living in nearby townhouses) can immediately come to your assistance if you get attacked. Finally, Every townhouse can be outfitted with a Smithy, Tailor's workshop, Brick burner, Doctor's office, or bakery. Outfitting costs the default price of the building - 1 Plot of land and 1 WBP. If a settler lives in a non-overcrowded townhouse, he/she restores 1 faith every day.
INDUSTRY/AGRICULTURE
Smithy - 1 WBP, 2 BBP, 1 IBP, 2 Plots of land. Allows tools, iron armor, swords, guns and machine parts to be crafted. Only 1 smith can work in a smithy at a time. 10 inventory space.
Tailor's workshop - 3 WBP OR 1 BBP and 1 WBP, 1 plots of land. Allows Tailors/weavers to use leather and Fiber to make cloths. (Only 1 can work at a time). 10 inventory space.
Brick Burner - 1 CBP, 1 WBP, 1 IBP 2 plots of land, 10 inventory space.
Pasture - 2 WBP. Safeguards 20 plots of land from wild animals... more or less. Animals inside are less likely to die.
Small Pasture - 1 WBP. Same as pasture but only protects 8 plots of land.
Bakery - 1 BBP, 1 CBP, 1 WBP, 1 IBP, 1 plots of land. Lets you cook up to 2 flour and 1 wood into 2 Bread in 1 hours.
Wind/Watermill - 3 WBP, 1 BBP, 1 IBP, 1 MBP, 2 plots of land. A Machinist can work here for 1 hours to turn 4 grains into 4 flour or 2 Wood into 4 planks (Planks can be used to replace wood anywhere and everywhere.)
Distillery - 1 WBP, 2 BBP, 2 IBP, 1 MBP, 2 plots of land. A Machinist can work here for 4 hours to turn 2 grains and 2 wood into 3 Whiskey/Beer/whatever you name it.
Mine - 2 WBP, 1 plots of land. Can only be built in a "Mountains" area. Opens up a new source of ore.
SERVICE/INFRASTRUCTURE
Doctor's Office - 4 WBP OR 2 BBP and 1 WBP, 1 plots of land. Healing injuries and treating diseases, If performed here have halved time cost. Required for surgeries.
Warehouse - 4 WBP OR 2BBP and 1 WBP, 2 plots of land. Stores up to 300 items.
Pier - 4WBP or 4 BBP, 1 plots of land. Allows ships to dock and serves as a fishing ground. Comes with 50 storage space and resists storms if built out of bricks.
Chapel - 5 WBP or 4 BBP and 1 WBP, 2 plots of land. If its built out of wood and Preaching is performed here, It doubles its efficiency. If its made with bricks and wood, it triples in efficiency, meaning that everyone involved will gain 3 faith per preaching.
Park - 2 WBP, 1 CBP, 1 BBP, 5 plots of land. Allows settlers to relax. Relaxing takes 2 hours and restores 1 Faith or 1 Vitality. Can only be performed once per day per settler.
Town Hall - 2 WBP, 3 BBP, 1 MBP, 2 plots of land. Gives settlers a place where they can discuss politics. Also comes with a clock tower that allows every settler to spend an extra 2 hours every day.
Graveyard - 2 BBP, 3 plots of land. Provides 10 dead settlers a final resting place. Allows funerals to take place. A funeral has to be led by a preacher. It takes 30 minutes and restores 1 faith to everyone attending, including the preacher. During a funeral, a dead person is buried.
To attack someone, move to the area where he/she is and declare that you attack him. If you have sneaking skills and you are attacking, you can choose to bypass the ranged turn. Combat ends either when all but 1 combatants are DEAD or when everyone involved agree to end combat.
Combat is divided into turns. Every turn, everyone involved in the combat can perform one action. In the first turn of combat, only ranged weapons can be used in fighting action. After that, any weapon can be made use of. For every 10 turns of combat that took place (always rounded up), 30 minutes is deducted from the time of the settlers involved.
Available actions:
Fight: Deal 2 HP damage if bare-handed, 3 HP with spears, tools and arrows, 4 HP with a sword or a gun. If you have fighting skills, Your Bare-handed, tool and sword damage is increased by 1. If you have shooting skills, Archery and rifle damage is increased by 1.
Reload: Reload a Rifle.
Evade: Reduce incoming damage by 2 HP.
Taunt: Taunt your opponent. Gives your next attack 1 HP extra damage.
Encourage: Requires preaching skills. Gives another settler's next attack an extra 2 HP damage. A settler can only be ecnouraged once every 30 minutes.
Heal: Only doctors can heal. Restore 1 HP he lost during this battle to a fellow settler. You can only heal 3 times every 10 turns of combat. Does not work on dead settlers.
Run: Escape the combat and move to another, neighboring area.
Every unit of Armor reduces the damage you receive FROM EVERY ATTACK by 1.
Additional Actions will become known later on.
Combat is divided into turns. Every turn, everyone involved in the combat can perform one action. In the first turn of combat, only ranged weapons can be used in fighting action. After that, any weapon can be made use of. For every 10 turns of combat that took place (always rounded up), 30 minutes is deducted from the time of the settlers involved.
Available actions:
Fight: Deal 2 HP damage if bare-handed, 3 HP with spears, tools and arrows, 4 HP with a sword or a gun. If you have fighting skills, Your Bare-handed, tool and sword damage is increased by 1. If you have shooting skills, Archery and rifle damage is increased by 1.
Reload: Reload a Rifle.
Evade: Reduce incoming damage by 2 HP.
Taunt: Taunt your opponent. Gives your next attack 1 HP extra damage.
Encourage: Requires preaching skills. Gives another settler's next attack an extra 2 HP damage. A settler can only be ecnouraged once every 30 minutes.
Heal: Only doctors can heal. Restore 1 HP he lost during this battle to a fellow settler. You can only heal 3 times every 10 turns of combat. Does not work on dead settlers.
Run: Escape the combat and move to another, neighboring area.
Every unit of Armor reduces the damage you receive FROM EVERY ATTACK by 1.
Additional Actions will become known later on.
Application: (If you made it this far, congratulations)
- Code: Select all
Settler's Name:
Appearance:
Biography:
Skills: (Five Points Initially)
Items: (Four of these, or two items and an Animal. No Weapons or Armor)
Trait:
Your settler can carry 6 items/weapons/resources at any time and wear 1 additional item.
Traits:
Tough: +2 starting and max HP
Healthy: +2 Starting and max Vitality
Faithful: +2 Starting and max Faith.
Learned: + 2 Starting skill points.
Rube: -2 Starting Skill Points, +3 Max Skill Points
Wealthy: +1 Starting items.
Resourceful: +2 Inventory capacity.
Old: -1 Max HP, Faith and Vitality. +3 starting skill points.
Settler's Name: Petyor Illyich Yashnev
Appearance: A tall dark-haired giant of a man, Petyor wears his beard close-cropped, but full, and wears rugged leathers from his time as a Caucasus frontiersman.
Biography: An outdoorsman since birth, he lived in the mountains of the Caucasus for many years until on a trip to sell furs he heard of the new World. Saving his money, he purchased passage on a coastal barque to London, where he set sail for the new horizons.
Skills: Woodworking, Fishing
Items: Axe, Hammer, Skill Book: Smithing, Elegant Clothes
Trait: Rube
Appearance: A tall dark-haired giant of a man, Petyor wears his beard close-cropped, but full, and wears rugged leathers from his time as a Caucasus frontiersman.
Biography: An outdoorsman since birth, he lived in the mountains of the Caucasus for many years until on a trip to sell furs he heard of the new World. Saving his money, he purchased passage on a coastal barque to London, where he set sail for the new horizons.
Skills: Woodworking, Fishing
Items: Axe, Hammer, Skill Book: Smithing, Elegant Clothes
Trait: Rube