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At the point you're at, no. You can get quality as high as about 50 in shallow water. Acre Clay can also be that high I think. Later on there are complicated ways to make special clay that is higher quality if your ingredients are higher quality, but that's mostly for larger and more experienced villages.
You can craft 'Gildings' which you can apply to clothing with a gilding slot to give it a bonus depending on the gilding. The bonus may be lower than listed if the clothing quality is lower than the gilding's quality.
Others can explain it better (or probably better to look it up yourself on the website's forums), but basically attacks increase one or more of the four openings (blue, green, yellow and red) and then deal damage modified by the opening. Low openings mean you don't get any damage through, high openings let you deal higher damage. Restorations lower your openings so the damage the enemy deals is reduced or negated.
2. I need high quality clay for higher quality pots for higher quality trees
5. I know how gilding works. I meant is there any point to wearing clothing without stat bonuses built in as opposed to clothing with built in stat bonuses built in
7. This was the best guide I've been able to find on the matter and even then it's perplexing
https://www.havenandhearth.com/forum/viewtopic.php?f=42&t=40714&sid=aac1001c2d8b669f7079afd55fa98280#p560909
As for that last bit, I have 12 unarmed, 10 marksman, 20 exploration, 30 masonry, 20 carpentry, 23 Cooking, 44 farming, 37 survival, 7 lore
higher skills = better hit rate, so the reason you miss alot is do to low skills.
natural water is based off the node, your per and expl stats. same with clay the higher your stats the better Q you will find. typically acre clay doesnt go very high. natural shallow clay will go higher unless you craft it yourself.
i have never used the dig deeper as that only effects wells and frankly if your stats are as low as you show, stick to natural water supplies for now since you wont find good Q water until you level stats alot more
typically you can survive as a hermit on Q20-30 water no problem villages tend to build the high Q100+ wells
the lynx so far has not tried to murder me but its said to be hostile too
moose is a Fing murder ball though
"Cheeki Norsca"
if you have enough Will you can more than likely travel to it. bring a cart with 6 empty barrels before you travel to it and there is a free public well there with 91q water (it was 86 i think it was upgraded today) :D
fill up all 6 barrels of the water, put on your cart and tell everything back to your base.
that's what most of us are using for high q water
Better clay can he crafted. But you need to do mining for that, or trading. The highest Q I ever saw naturally was 56, and you can get a 10% bonus from credo. But ultimately you need to mine flint and quartz, or feldspar to make either coade clay, or bone clay, respectively.
3. Bulid a pyramid. No, there's nothing useful you can do with dirt, it's dirt.
4. too broad of a topic, different curios are useful on different stages of the game. Currently I recommend looking at feather trinkets and corndolly lanterns (you make them from standing grass), reed ships, dragonfiles, cave moth, waterstriders.
5. The point is gilding multiple slots on on item. Items that give bonuses are more expensive, and can be harder to gild. You can spam linen pants for cheap and throw gildings at them until you roll a 4-6 alot item, which will be far superior to 2 slot item that has built in stats.
6. Skill is irrelevant when it comes to hitting, your chance to hit is always 100% as long as you properly align your shots. You don't have to aim exactly at a target, you can aim behind it, arrow will hit the first thing it meets. Also don't try to aim at the object, you need to aim at the ground it stans on. You are clicking objects, not the ground below them or behind them, which is most likely why you miss.
7. Too broad of a topic, I recommend reading a guide. And probably after you figure out everything else.
Combat mechanics are very important to know for running away, but for hunting as a new player, bows are much easier to figure out.
its pretty easy killing boars and under with markspanship 15-20, bowQ 20ish, bone arrows Q20ish. dont recall missing unless i acturly missclicked.
More expensive clothes generally have a better chance to keep a gilding slot, but unless you really understand the nuance of the system its like 2-3% chance more. I say its generally better to stick to gear that also has built in stats, unless you have resources to burn. Grass cape and straw cape also have built in stats, should go for them!
Hold the button slightly. For like a second or so
Its a color matching game. Don't worry about striking, reeling off balance ect, just look at the colors.
In combat each combatant has 4 'shields' Green, Yellow, Blue, and red. An attack will 'open' one (or more) colors, meaning lower that shield, and attack one color, do damage if the shield is down.
You only need to break through one of these shields to kill whatever you're fighting.
As an example the first punch will never do damage, because the opponent has 100% green shield. But it also makes a green opening. So the next punch does a little dame, the third does a little more ect...
But you don't want YOUR shields to drop too low so use dodges/run and use dodges when one color gets about 40 or 50%
I do fine with a sling and only 10 marksman. Obviously higher skills are better, but you can still hunt with low marksman. I think the terrain is a big factor.
Other than that soil is mostly used for gardening. Except that for that you'll want to produce your own soil as mulch and not the one dug up from ground, as you mentioned.
Clay is an extremely valued commodity in H&H, traded for (relatively) high prices at markets. There are different kinds of clay, most of it is low Q, common and some of it you can craft some curios or decoration with. But there are these fix local resource spots around the world that spawn more or less valuable resources, I'm sure you've seen one here and there by walking around, like magic mushrooms that turn some recipes into super foods, salt, a root that heals all wounds and there is also one that gives you a cyan colored clay. This clay is so valuable that people will time their respawns to pick them off and even fight over them. Same goes for some of the other resources.
You need 45 of them just to create enough high Q clay to even build a bone kiln with it. And since much of the industry requires clay, you'll need a lot of it. Some noobs who doesn't know its value may just pave it, throw it away or similar. Same with stuff like salt, pearls, gold nuggets etc. The same clay can also be found in water puddles inside caves. But this requires rather high exploration stats, shallow water inside a cave which also is kinda rare and then the off-chances of it spawning by chance the time you check up on it.
The best way for gaining good LP is to maximize your int stat and go hunt. Create a set specifically to raise int, such that your int stat gets doubled in the early to mid game. Use a fox hat, hunt thieving magpies, gild moose buttons, stuff like that.
There are plenty of strategies for different curios, depending on your needs, how often you log in and how lazy you want to be. Curios that scale well include curios from farming, stuffed teddy bears, curios made from hides, entrails and bones, especially anything that uses the dream catchers, since their quality is relatively easy to increase. Also any curios made from any metals and precious metals scale hard.
Early on you are better off catching fireflies from swamps. Raiding ant hills is a bit like gambling, but can be worth it, same with cooking mussels to find pearls. If you already have a bit of exploration, searching for bloated mushrooms and for other foragable curios is a must.
Depending on how far you are, curios like glimmermoss or bluebell are top-tier.
There are a ton of clothes with base stats, like snake boots, bear cape and lynx cape. Anything that gives +Str like the bear clothing is excellent for mining. Clothes like lynx cape that give agi could in theory be used for combat, just like lynx claws which add damage to attacks, but most often you'll use the clothes that you can either mass collect or mass produce instead because good guildings that you'll unlock over time will give far higher stats than the base stats of any clothing give.
Bows and slings are tools for hunting. They will not hit anything unless you let the bar fill up properly and have good marksmanship stat. In previous worlds you would lure animals into shallow water and shoot them there, block their way with boats behind them sometimes. I can not think of any scenario in which I would use a bow currently, even for hunting. Bows do not scale well. If you invest into marksmanship, your hunter will be able to hunt small to mid animals, but fall off later. There is still the ranger bow and ranger cape in the game which are the trademarks of a marksman, but they are suboptimal in combat. You are better off learning the melee combat system.
Melee combat is simple. You have 4 colors, each of which act as a barrier for your character, and each char in the game has these 4 barriers up at all times unless they are attacked via melee. A melee hit of color blue will add "an opening", which just means the barrier of that color is going down. If your barrier of blue is at 30%, it means you'll take 70% damage from any attacks with the color blue. Your agility stat relative to the agility stat of the opponent decides how often you get to act before the enemy gets their turn. Some animals are naturally fast and thus harder to fight despite being weak, like the fox. Whereas others are so slow, like the boar, that despite being a stronger opponent, they are rather easy to fight. Although boars got armor added to them, which makes them a little tougher now. It's still much easier to run after a boar and finish it off than it is to chase a fox or a lynx over half a continent.
You want to do melee, you invest into unarmed combat, increase your agi, str and con, but mostly agi. You spam a fast move with high weight of any color like punch until the barrier of your opponent goes low, then you use a move of that same color that does high damage. Randomly when defeating animals you'll learn new moves and get copies of same moves, depending on the weapons you wore during combat. Wear a shield and punch some bats and you might get the shield up move. The copies of moves you use in particular are valuable, as each copy of a card in your combat deck adds even more weight (more barrier-damage so to say).
Melee combat is rather broken, you'll eventually have to opt for a weapon to use, for example sword + shield or 2-handed axe. There is this one move that you can spam for AoE red damage that is ridiculously fast, so preferably go with sword + shield and spam that move, you'll kill everything in seconds even if your stats are bad.
Once you start to get moves like sideswipe, sting or anything that requires a weapon in your hand and consumes "action points" or what they were called, you'll switch from investing into unarmed combat into close combat stats. The unarmed combat stats are not wasted by any means though, so don't worry about the investment when you think whether another point more or less should go in. You'll want that one move that can be used from a distance to gain you 1 action point. There are other moves and stances that will give you them, but they can be harder to obtain.