Havensake is an ARPG with combat mechanics, and there are several customizable elements that go into your characters' builds. Please note that all of your existing characters' stats, skills, hobbies, ranks, and rank boosts will be listed on their Character Card!
(This page mentions "age-up stats" and "age-up skills" - please refer to the bottom of the page for a drop-down menu of examples of how to note these into the group!)
[STATS]
Every character, including enemies, has their stats separated into 7 categories: The Flexible Stats (Strength (STR), Intelligence (INT), Stealth (STH), Charisma (CHA), Speed (SPD)); and the Static Ones (Arcane (ARC), and Toughness (TGH)).
For every age stage from kit-adult (not elder), your character will earn 5 stat points to distribute into the Flexible Stats as you wish, so long as each stat has at least 1 point into it. Static Stats will have a set amount of base points determined by your character's age.
The stats are distributed as such:
Kitten: 5 Flex Points (1 into each); 0 ARC; 5 TGH
Apprentice: 10 Flex Points; 5 ARC; 10 TGH
Adolescent: 15 Flex Points; 10 ARC; 20 TGH
Adult: 20 Flex Points; 20 ARC; 30 TGH
So, for example, a newborn kitten will always have the following stats:
STR: 1
INT: 1
STH: 1
CHA: 1
SPD: 1
ARC: 0
TGH: 5
Whereas an adolescent could look like this:
STR: 5
INT: 5
STH: 1
CHA: 1
SPD: 3
ARC: 10
TGH: 20
Just make sure the total stat points match your age category, and that each Flex Stat has at least 1 point!
(When your character ages up to the next category, you should note the group again delegating the 5 skill points your character receives ASAP. This is not mandatory, but it is mandatory to do before submitting a new character. It’s recommended to make sure your character is up to date before joining an event or dungeon!
(Unsure about how this works? Note the group with your character's name, tribe and profession, and we'll help you out!)
*Note that Toughness and Arcane are pools that grow in 5's. Every 1 point put into that category will be listed as 5.
Now, you're probably wondering what each stat does- good question! They are defined as such:
Strength (STR): Increases damage by 1 DMG die per 5 points.
Intelligence (INT): Accuracy increases with 2 per 5 points in the stat. May help with perception checks in dungeons.
Stealth (STH): Stealth attack dice upped by 2 per 5 points in the stat.
Charisma (CHA): Pacifying and taming increase by 20% per 5 points in the stat. May help with convincing NPCs in dungeons.
Speed (SPD): Every 5 points in the stat increases dodge chance by 15% and initiative by 1.
Arcane (ARC): Your character’s energy pool. Using a skill consumes arcane from this pool (denoted in every skill tree).
Toughness (TGH): Your character’s Hit Points (HP). Taking any kind of damage removes a certain number of HP. If this is depleted to 0 during a dungeon or similar campaign, your character faints.
[SKILLS]
Skills are unique to the 7 Tribes, with each Tribe having its own skill tree that is split into 2 branches- meaning there are 14 skill branches in total. Each branch has 20 skills available to master. Unless your character is a Silver, they will only be able to access one branch of their tree.
You can check out the links on the Placeholder page to find every Tribe's skill tree, or you can check out the Skill Comparison Sheet to look at them all at once!
Characters join with a certain amount of skills depending on their age category. They are as follows:
Kit: 0
Apprentice: 2
Adolescent: 3
Adult: 4
Kittens born into the group will not get any powers until they attend the Ceremony of Light on their 6th moon, when they officially become apprentices. At this point, they will learn the first skill on their tree, and may then learn any other skill from the first five on their tree. When they reach adolescence, they'll earn another free skill, and when they become adults, they earn another free skill.
Free skills can only be selected from skills 1-10 on a cat's branch, and your character must have one of these spaces available to claim the free skill. Please note the group when your character ages up to the next category to claim your skill! This can be done in tandem with their stat advancements.
Once your character has their first skill, you can begin to purchase new ones for them to learn! Skill purchases have a cooldown of one week, but you can eliminate the cooldown as often as you want with a perk from the EXP Shop. To do so, you must write or draw a piece of your character learning their new skill, pay for the skill, and pay for the cooldown. You can purchase multiple new skills at a time this way.
Skill Tiers are the four tiers your character can learn their skills from. Your character must learn at least 2 skills in one tier before they can begin to learn skills in the next tier.
Beginner Tier (Tier 1)
[Skills 1-5]
The skills in the Beginner Tier start with every branch's passive ability, Skill 1. Every cat will learn Skill 1 before learning any other skill in their tree. These skills are considered easy to learn and use, and are often used when training new apprentices.
A cat must learn at least 2 skills in Tier 1 to unlock the ability to learn skills in Tier 2.
Learned Tier (Tier 2)
[Skills 6-10]
The skills in the Learned Tier are trickier to learn and master than those in the Beginner Tier. Cats typically don't begin learning these skills until they're at least adolescent-aged, though some may learn sooner than others.
A cat must learn at least 2 skills in Tier 2 to unlock the ability to learn skills in Tier 3.
Advanced Tier (Tier 3)
[Skills 11-15]
The skills in the Advanced Tier are not for beginners! It isn't often that young cats learn these, but there have been some instances it's happened. They are very difficult to master, and require great confidence and control to use.
A cat must learn at least 2 skills in Tier 3 to unlock the ability to learn skills in Tier 4. These skills are not free to unlock, and cannot be used for your character's age-up skills!
Master Tier (Tier 4)
[Skills 16-19]
The skills in the master tier are for the most confident and capable of cats. To use a skill in this tier means a cat is truly skilled, and should be revered by their Tribemates! Apprentices and adolescents are advised against using them until their final couple moons of training.
These skills are not free to unlock, and cannot be used for your character's age-up skills!
God Tier (Tier 5)
[Skill 20]
The God Tier is reserved solely for Skill 20, the Primordial Form. Every branch of every tree has this skill, introduced during the war against Absinthe and Demogorgon. These forms can be extremely unstable and difficult to use, and can cause mass destruction without proper training.
A cat must be an adult and learn all 19 skills in their branch in order to unlock their Primordial Form. Cats under the age of 18 moons cannot learn this skill.
Keeping all of this in mind, here's a better layout of what kind of skills your character can join with:
Kit: -
Apprentice: Skill 1, +1 skill from Tier 1
Adolescent: Skill 1, +1 skill from Tier 1, +1 skill from Tiers 1-2
Adult: Skill 1, +1 skill from Tier 1, +2 skills from Tiers 1-2
So, your adolescent character could come in knowing skills 1, 3, and 6. However, they could not come in knowing skills 2, 7, and 14.
This all depends, of course, on your character being in the Tribes. Your character must have a tattoo and their True name to have access to any skills- meaning kittens aged 0-6 and any loner characters will not have any skills.
Wanderers will have their skills' effects halved. Nulls have their skills' effects halved and have a chance for their powers to glitch.
Exiles technically have skills, but, due to the severed connection to their Spirit, will not be able to use them.
[Skill Masteries]
Leveling up a skill is completely optional, but purchasing these will make your character more powerful. Skill level-up purchases do not have a cooldown, and you can level up as many skills for your characters as you can afford at any time, provided they have the skill already!
To level up a skill, check out the costs in the EXP Shop!
[Passive Skills]
Your character's passive skill is the first skill in their branch. It is the only skill that may affect their stats in some way, which is why it's listed here!
Passives are not affected by the Wanderer halving effect; however, exiles are still unable to access them.
Air-Tribe
Primary Passive: Adds 1-4 points in accuracy
Secondary Passive: Adds 1-4 points in speed
Earth-Tribe
Primary Passive: Adds 1-4 points in charisma
Secondary Passive: Increases dodge chance by 10-40%
Fire-Tribe
Primary Passive: Immunity to fire; reduces damage from fire-type moves by 2-8 dmg
Secondary Passive: Spots 1-2 weak points in an enemy, adding 2-8 dmg to their own strength
Light-Tribe
Primary Passive: Reduces damage taken by 2-8 dmg
Secondary Passive: Adds 1-4 points in stealth
Shadow-Tribe
Primary Passive: Adds 1-4 initiative
Secondary Passive: Adds 10-40% to death saving throws
Void-Tribe
Primary Passive: Adds 1-4 points in stealth
Secondary Passive: Increases dodge chance by 10-40%
Water-Tribe
Primary Passive: Reduces incoming water damage by 2-8 dmg
Secondary Passive: Adds 1-4 points in intelligence
[HOBBIES]
In terms of combat and stats, your character will begin with one hobby, but may learn/purchase up to three. These hobbies directly affect your character's stats; however, you must level them up for them to have an increased effect!
(Outside of official hobbies and stats/combat/etc, your character can be as multitalented as you want- these are just the ones that count on their cards!)
You can check out the EXP Shop for information on upgrading your character's hobbies (and purchasing additional ones), but, generally, they have these effects:
Novice: +1 to stat
Proficient: +2 to stat
Adept: +3 to stat
Master: +4 to stat
The hobbies available are as follows:
Swimming: Your character is better than others at swimming and is less likely to drown.
Collecting: Your character likes to collect a certain kind of object.
Gardening: Your character can plant beautiful gardens or harvest herbs.
Tracking: Your character is better than others at tracking down anything that moves.
Mischief: Your character is good at raising hell and tricking others.
Sneaking: Your character is light on their feet.
Music: Your character has a beautiful voice and can sing songs, make beats or produce music in other ways.
Painting: Your character can make paints and use them to create works of art.
Acrobatics: Extremely agile and fast, your cat can pull off some impressive maneuvers.
Racing: Your character enjoys going as fast as possible, measuring themselves against others.
Cooking: Your character can make some tasty meals.
Crafting: Your character is better than others at crafting objects and accessories.
Building: Your character can build structures.
Climbing: Your character is better than others at climbing trees or cliffs and is less likely to fall off.
Wrestling: Your character has a passion for wrestling others and sparring.
Writing: Your character can write stories and create whole new worlds through the power of imagination.
Spelunking: Your character takes cave exploration to a whole new level, diving through tunnels and crevices in search of adventure.
Hunting: Your character is better than others at hunting, fishing, and trapping wild prey animals.
Performing: Your character likes to dance, bedazzle, and put on a show!
Tinkering: Your character is skilled with handiwork and can repair, upgrade, and improve items.
Reading: Your character is passionate about reading the works of others and visiting fictional worlds through the wonderful world of reading.
Because each hobby only affects 1 stat, and your character can only have as many as 3 hobbies, there are 3 hobbies available per stat.
Hobbies are categorized into the following stats:
Strength: Collecting, Swimming, Wrestling
Intelligence: Gardening, Tracking, Writing
Stealth: Mischief, Sneaking, Spelunking
Charisma: Music, Painting, Performing
Speed: Acrobatics, Racing, Hunting
Arcane: Cooking, Crafting, Reading
Toughness: Building, Climbing, Tinkering
Your character can learn hobbies from any stat you want- they don't all have to boost the same stat, but they can if you want!
[RANKS]
Every Tribe has 5 ranks for your character to fit into. These ranks will serve as their jobs within their Tribe! Rank mechanics don't affect stats directly, but they will affect things like crafting, combat, taming, etc.
Loners have rank boosts determined by their method of gathering food.
Kittens will not have a rank boost; Leaders and deputies may choose from their Tribe's ranks for which boost suits them best, though typically they will retain whichever boost they had prior to their promotion, if applicable.
Rank Boosts are as follows:
Alchemists - Can transmute 2 materials of the same class and rarity twice per season
Aquatists - +20% taming/pacification with aquatic animals
Archaeologists - +20% chance for extra loot from dungeons
Architects - +2 accuracy
Cartographers - +2 stealth die
Chroniclers - +3 meditation bonus
Clerics - -2 ARC cost on skills
Collectors (Excavators, Jewelers) - Finds x more material than normal*
Crafters (Artisans, Blacksmiths, Oracles, Morticians) - 10% dismantling reduction + chance to save a material in dismantling*
Firewatch - -2 DMG from enemy attacks
Fishers - +2 to initiative
Foragers - +20% taming/pacification with flying animals
Healers/Herbalists - +2 healing bonus
Mages - 20% chance to cast a skill for free
Mediums - +20% taming/pacification with undead creatures
Rangers - +20% taming/pacification with land animals
Riftkeepers - Can reroll 1 search roll per season.
Scavengers - +2 bones found on investigation rolls
Soldiers/Hunters - +1dx DMG die
Tempests - 20% dodge chance
Tracers - Able to choose the material gained on a successful material roll, up to 2 times per season
Voyagers - +2 to investigation checks
Every season (2 months), your character will age up by 3 moons. Until they're an adult, your character will reach different age milestones fairly often- meaning they'll be earning new stat points and free skills when they do!
At 6 moons, your character will gain +5 points to put into STR/INT/STH/CHA/SPD as you wish, +5 ARC, and +5 TGH. They'll also learn Skill 1 in their tree, and an additional skill from Tier 1.
At 12 moons, your character will gain +5 points to put into STR/INT/STH/CHA/SPD as you wish, +5 ARC, and +10 TGH. They'll also learn an additional skill from Tiers 1 or 2.
At 18 moons, your character will gain +5 points to put into STR/INT/STH/CHA/SPD as you wish, +10 ARC, and +10 TGH. They'll also learn an additional skill from Tiers 1 or 2.
Here are examples of notes to send in when your character ages up!
[BASE NOTE FOR NEW APPRENTICES (6 moons)]
Title:
TRUENAME Age-Up Stats (your username here)
Body:
TRUENAME has reached 6 moons!
They'll be learning skills 1 and X in the [Primary/Secondary] [Tribe] branch!
Their new skills are as follows:
STR: x
INT: x
STH: x
CHA: x
SPD: x
ARC: 5
TGH: 10
[EXAMPLE NOTE FOR NEW APPRENTICES (6 moons)]
Title:
Kokomi Age-Up Stats (spacepurrs)
Body:
Kokomi has reached 6 moons!
Xe'll be learning skills 1 and 3 in the Primary Water-Tribe branch!
Xer new skills are as follows:
STR: 1
INT: 1
STH: 1
CHA: 2
SPD: 5
ARC: 5
TGH: 10
[BASE NOTE FOR ADOLESCENTS/ADULTS (12-18 moons)]
Title:
TRUENAME Age-Up Stats (your username here)
Body:
TRUENAME has reached [12/18] moons!
They'll be learning skill X!
Their new skills are as follows:
STR: x
INT: x
STH: x
CHA: x
SPD: x
ARC: x
TGH: x
[EXAMPLE NOTE FOR ADOLESCENTS (12 moons)]
Title:
Kokomi Age-Up Stats (spacepurrs)
Body:
Kokomi has reached 12 moons!
Xe'll be learning skill 6!
Xer new skills are as follows:
STR: 1
INT: 1
STH: 3
CHA: 5
SPD: 5
ARC: 10
TGH: 20
[EXAMPLE NOTE FOR ADULTS (18 moons)]
Title:
Kokomi Age-Up Stats (spacepurrs)
Body:
Kokomi has reached 18 moons!
Xe'll be learning skill 8!
Xer new skills are as follows:
STR: 1
INT: 1
STH: 5
CHA: 5
SPD: 8
ARC: 20
TGH: 30
Please feel free to use the templates provided when sending in your age-up notes!
As always, if you are still confused or have questions, please reach out to staff! ♥