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The UnReal World Unofficial FAQ Ver 2.0
By: Lap931 a.k.a. Layne Phillips;
There are several other contributers in this FAQ and they are given credit for everything they added.
This document Copyright 2002 and all parts is the ownership of Layne Phillips and any authors that have submitted to it.

UnReal World?
-------------

Q: What is URW?
A: The UnReal World is a nonlinear role-playing game set in far northern Europe long long ago. The game allows you to go about as you please and just have fun. URW is also a part of the Rogue-like Games Webring (for more information on Roguelike Games go to underdogs.org or

Q: Where can I get URW?
A: You can download the shareware version for free at http://www.jmp.fi/~smaarane/urw.html

Q: How much does the registered version cost?
A: Only $20.

Getting Started
---------------
THIS IS MEANT AT AN ALTERNATIVE TO USING GOALS 1 AND 2 WHICH CAN BE A BIT VAGUE AND CONSTRICTIVE.

Q: Alright, I started the game and hit "Create a new character". What now?
A: When you create a character you have a whole slew of options. Once you pick your stats (just try and get em high) you are put into a character creation screen that lets you Select a tribe, name, and portrait. Set the season to spring.


NOTE: The game is random. Items you get are usually random in some way. Some weapons are complete random and some objects like traps are partially random. Ex: You get a small lever trap one time and the next a fox trap. Alright now I orginally had a really crappy list of hard to decipher stats for each tribe but PD has made an amazing list of how stats effect skills and what skills each tribe is good at. Here it is:

Introduction

If you're the kind of roleplay gamer that spends hours studying the math and numbers behind the scene, you might find the following information somewhat interesting. I haven't done any extensive checking and some of the information might be completely wrong, but it'll give you the big picture.

Table 1: The Skills

The level of skill mastery is made up by the average of three stats (with a couple of exceptions), multiplied with the number of points distributed under creation. In gameplay, the skills increase gradually by use.

The 25 skills are calculated as follows:

 Physician:   (Intelligence + 2 * Touch) /3 
 Cookery:   (Touch + 2 * Smell/taste) /3 
 Ritual:   (Hearing + Will + Intelligence) /3 
 Survival:   (Dexterity + Strength + Intelligence) /3 
 Timbercraft:   (Agility + Dexterity + Strength) /3 
 Fishing:   (Touch + Dexterity + Will) /3 
 Weatherlore:   (Touch + Smell/taste + Eyesight) /3 
 Foraging:   (Smell/taste + Eyesight + Intelligence) /3 
 Hideworking:   (Touch + Smell/taste + Dexterity) /3 
 Tracking:   (Smell/taste + Hearing + Eyesight) /3 
 Woodcarving:   (Touch + Dexterity + Will) /3 
 Climbing:   (Agility + Dexterity + Strength) /3 
 Skiing:   (Agility + Dexterity + Strength) /3 
 Swiming:   (Agility + Endurance + Strength) /3 
 Dodge:   (5 * Agility) /3 
 Shield:   (Agility + Dexterity + Strength) /3 
 Dagger:   (Touch + 2 * Dexterity) /3 
 Sword:   (Strength + 2 * Dexterity) /3 
 Club:   (Dexterity + 2 * Strength) /3 
 Axe:   (Eyesight + Dexterity + Strength) /3 
 Flail:   (Touch + Dexterity + Strength) /3 
 Spear:   (Strength + 2 * Dexterity) /3 
 Bow:   (Eyesight + Dexterity + Strength) /3 
 Crossbow:   (Touch + Eyesight + Dexterity) /3 
 Unarmed:   (Agility + Dexterity + Strength) /3 

In addition to the skills, there are two other variables of interest:

Mobility = 5 * Speed

Encumbrance = 2 * [weight carried] / Endurance
 - or -
1% Encumbrance = Endurance / 2

Ex:
Endurance = 12, Speed = 14
Mobility = 5 * 14 = 70%, 70 * (12 / 2) = 420lb
Your maximum load weighs 420lb (without wounds etc)

The mobility modifier affects every physical action, so it's a very good idea to keep rolling those dices until you get decent Endurance and Speed.

Table 2: The Cultures

Each of the 10 different cultures start out with a predefined distribution of skill points. You get another five points to open unknown skills, or to improve already known skills.

The different stat-combinations are multiplied with these skill points to make up the final skill values.

Kaum - 0 Kaumolainen  Sart - 4 Sartolainen  Kuik - 7 Kuikka tribe  
Drii - 1 Driikiläinen  Isla - 5 Islander  Owl  - 8 Owl tribe  
Kies - 2 Kiesseläinen  Koiv - 6 Koivulainen  Seal - 9 Seal tribe  
Reem - 3 Reemiläinen      
    
A Physician  
B Cookery  
C Ritual  
D Survival  
E Timbercraft 
F Fishing  
G Weatherlore 
H Foraging  
I Hideworking 
J Tracking  
K Woodcarving 
L Climbing  
M Skiing  
N Swiming  
O Dodge  
P Shield  
Q Dagger  
R Sword  
S Club  
T Axe  
U Flail  
V Spear  
W Bow  
X Crossbow  
Y Unarmed  
 total  

Kaum Drii Kies Reem Sart Isla Koiv Kuik Owl  Seal 
 1     1    1    1    1    1    1    1    1    1 
 3     3    3    3    3    3    3    1    1    1 
 4     4    4    4    4    4    4    4    4    4 
 4     .*   2    3    2    2    2    2    5    2 
 3     1    1    2    1    2    1    1    3    1 
 2     2    3    2    2    3    2    3    3    4 
 2     2    2    2    2    2    2    4    4    4 
 .*    .*   3    2    .*   .*   4    4    4    2 
 1     .    1    4    2    .    .    2    4    1 
 3     .    3    1    2    .    .    .    .    . 
 .     2    .    1    .    .    .    1    1    1 
 4     4    4    4    4    4    4    4    4    2 
 2     2    2    2    2    2    2    2    2    2 
 .     2    2    1    1    4    1    2    .    . 
 3     3    3    3    3    3    3    3    3    3 
 3     2    3    3    3    3    3    .**  .**  .** 
 4     3    4    3    3    4    4    4    1    4 
 3     2    3    2    3    3    3    .**   .** .** 
 4     4    4    4    4    4    4    4    4    4 
 2     2    3    3    2    2    2    3    3    3 
 1     1    1    1    1    1    2    1    1    1 
 3     3    2    1    1    3    4    1    2    1 
 2     2    2    2    3    2    3    3    3    2 
 3     2    3    3    3    3    3    3    3    3 
 3     3    3    3    3    3    3    3    3    3 
 60   50   62   60    55   58   60   56   59   49 
 


*) Survival and Foraging get 1 additional point when opened.
**) Shield and Sword get 2 additional points when opened.



All cultures get the same amount of skill points in
Physician(1), Ritual(4), Skiing(2), Dodge(3), Club(4) and Unarmed(3).



The culture also limits the rolling of stats.


Table 3: Skills sorted by stats

Intelligence:  Physician, Ritual, Survival, Foraging 
Will:  Ritual, Fishing, Woodcarving 
Strength:  *Club, Survival, Timbercraft, Climbing, Skiing, Swiming, Shield, Sword, Axe, Flail, Spear, Bow, narmed 
Endurance:  Swiming, Encumbrance 
Dexterity:  *Dagger, *Sword, *Spear, Survival, Timbercraft, Fishing, Hideworking, Woodcarving, Climbing, Skiing, Shield, Club, Axe, Flail, Bow, Crossbow, Unarmed 
Agility:  **Dodge, Timbercraft, Climbing, Skiing, Swiming, Shield, Unarmed 
Speed:  **Mobility 
Eyesight:  Weatherlore, Foraging, Tracking, Axe, Bow, Crossbow 
Hearing:  Ritual, Tracking 
Smell/taste:  *Cookery, Weatherlore, Foraging, Hideworking, Tracking 
Touch:  *Physician, Cookery, Fishing, Weatherlore, Hideworking, Woodcarving, Dagger, Flail, Crossbow 

*) 2x
**) 5x

About the process of creating the tables

Nothing useful here - just me rambling.. you have been warned..

While creating a new character, I noticed that most levels where factors of two or three - and when distributing a point, they were raised 50% and 33% respectively. After some testing, I found these factors to be constant in each culture.
Then I tried to make some educated guesses at what stats the skills were made up from. After half an hour I thought that, just maybe, Timbercraft were the average of Agility, Dexterity and Strength - it did make some sense at least. I'm not afraid of numbers, but I suffer from chronic indolence, so I wrote a little prog (in PhP of all languages..) that could verify my results and perhaps help me find the other answers.
I didn't think out a strategy, just made the prog go through all the possible solutions in a 3d matrix, and I was surprised to see that it found 24 of the 25 skills.



The missing skill was Dodge, and as you've probably noticed, the initial value is usually rather high, and the only common denominator being 3. Since I couldn't add a point to dodge, I couldn't be sure of the initial factor, but 3 seemed a reasonable choice. The other factor wasn't that obvious. The values I'd gathered to do my calculations on, ranged from 30 to 90 - or 10 to 30 if divided by 3.
You'd need to add at least two stats to get 30, but I don't think it's possible to get stats as low as 5 (at least with Kaumolainen) which is needed to get 10. This lead me to believe that it was either based on a single stat, some hidden stats, a randomized value or some conditional calculation.
I sorted the datas with Dodge in descending order to see what other stats also descended. Agility seemed like a good choice - just multiply with 5 to get the Dodge value. But then there were those numbers like 78 that didn't have 5 as a factor - all of them 1 or 2 below the expected result.



When I wrote my little PhP prog, I decided to 'floor' all the results. As you can observe with the inaccurate conversion between metric and british measures, (most of) the calculations in the game are done with integers. This turned out to be correct for the 24 other skills, so why not the Dodge skill too.
What threw me off the track for a while was the fact that you multiply the Agility with 5, then you divide by 3 - and then multiply it with 3 to get the Dodge mastery value. During these calculations we loose the decimals and end up with an answer [0,2] below the expected result.
With an Agility of 16 you would get 16*5=80, 80/3=26.67 which is rounded down to 26. Your Dodge mastery value would then be 26*3=78.
Why go through all the trouble first dividing by 3 and then multiplying with 3, you might ask. The answer is that those 3's are not the 'same'. The first is a part of calculating the base value of Dodge (Agility *5/3), the second is the scaling factor - which doesn't have to be 3 (for any or all cultures).



With the 25 skills pinned down, I noticed that the stat Speed wasn't used with any of them. As the Mobility is five times the Speed, it didn't demand much thinking. Then I took notes on when the Encumbrance went from one percent to another. The Endurance stat was a factor, and the correlation was easy enough to spot. I might be wrong about that one, as I'd been up all night by then. (Gathering the data in a win2k enviroment where you'll have to restart if you accidently hits Alt-tab while playing since the Vesa doesn't feel like returning control to the windows gdi, was a long, tireing task..)

I guess I've satisfied my need to tell you about my non-existing life by now.

You've been a great audience.. thank you...

-PD

I'd really like to thank PD for that excellent analysis. Now back to the the rest of the FAQ.
-------------------

Now if you think thats too complicated just look for a tribe that mentioned a strength you are interested in. If you like fishing, go for kuikka-tribe etc. Some good skills to improve are your main weapon (whatever one you'd like that is already realitvely good), timbercraft, tracking, survival, fishing, and cookery. The other skills are not useless but they are just not as useful. But then again everything depends on your play style.

Q: Woah! There's a hell of a lot of options now!
A: That's right. Now there are a ton of scenarios and goals to pick in the screens ahead. I suggest not doing the 4th goal type and doing the village scenario. Just play the standard UnReal World for now. Chose a random map with as many towns and caves as possible.

Getting on your feet
--------------------

Q: What now?
A: Walk around get a feel for the movement. Check over all the controls using "SHIFT /". If you selected an actual goal listen to what it says to do. If you don't have an actual goal selected then zoom in on the square of terrain your at. Walk near some trees and hit ALT-J. Collect some branches. Do this several times til you have about 50 branches. Drop the branches on the ground and move a square away. Hit ALT-J again and start your branches on fire. If you have any uncooked meat cook it over the fire now using ALT-B. Walk around and find a square of "thicket". You can find one by hitting /. Then use "ALT-K" and cut down the thicket. Pickup the slender trunks using ; or ,. If you chose a mission-based goal do those, if not you must decide what kind of player you are going to be:

Nomad: This character does not stay in one place. This is for the adventurous type and is more dangerous than staying put. This character has good survival skills as well as combat ones. This life is always fresh and constant moving keeps you busy and makes it hard to keep a lot of possesions. The problem with not being able to carry much is remedied by becoming a herder with many animals or just having a bull or two with you. Having livestock with you also remedies the lonliness a lone nomad has (on ALL levels) 
Merchant: This character is usually a wuss. Not much for the fighting, more for the making of items and trading with towns. Usually stays in one area. 

Hunter: Has the option of staying in one area or roaming like a nomad. Hunts aniamls down himself. Should have bow/crossbow and some meelee skills as well as good hideworking. 

All player types should find an axe of some kind. A shovel is nice too but everyone needs an axe sooner or later.

Q: I can't find an axe. Where can I get one?
A: Depending on what tribe and scenario you chose you might start out with one. Doing certain gaols/missions sometimes gives you one but the only way to get an item you can't find or make is to just keep looking. Random encounters can have new items assosiated with the characters involved and there are usually tons of towns each with a lot of items. A lot of it is just luck but remember NEVER enter a town with weapons equiped...or else!

Q: I inspected this person and I found that the person has the item I'm looking for! How can i get it?
A: Well you could kill the person but this is usually a bad option. Try trading with that person. Hit SHIFT-3 and select talk to and then barter.

Q: I have no money so how can I buy things?
A: URW is based on a barter system. You give items for items. Keep hitting A until you get a trade thats good once you selected the item you wish to barter for.

Q: I got some good equipment. What now?
A: Now its time to get busy, but what you do from here on depends on what you want to do and what type of player you are. Hunters should start getting even better equipment. Merchants should try making some goods and maybe trying to settle an area and nomad types should get out into the world. I suggest everyone should try and get the best iron and mail armor possible as well as some cloth incase you need to make bandages out of them later on. Try and find a rope of some kind (NOT A CORD). Ropes are great if you find a peaceful creature. by hitting "a" (apply) and then selecting a peaceful creature you now have yourself a pet that will fight for you and carry your extra luggage. To pack stuff on an animal drop the stuff on the floor, stand over it, hit SHIFT-3 then select pack an animal and select an animal. Unpacking is easy enough.

Making Stuff
------------

Q: I want to make stuff.....uh how do I do it?
A: First hit SHIFT-S. This brings up your character skills screen. All you have to do is look at the left column and notice the letters next to each of the skills. Hitting ALT-(and then the letter) will open up that skill. Many of these skills are used in making things so try a lot of them out. After your done hit SHIFT-m. This opens the item making menu. Look at all the recipes and try making a few things. Try making a wooden cup or bowl. First hit ALT-e then chop down a large tree. Hit ALT-e again and chup the trunk into blocks. Pickup a block and then use the make menu to make yourself a cup. Try filling the cup with water when you are near some (use SHIFT-3).

Q: I made myself more items than I know what to do with. What now?
A: Go use those items to trade for items you can't make or desperatly need.

Q: I want to make a house. How?
A: Hold your horses mister, that's for a later part of this FAQ.

Q: How do I make metal armor?
A: You can't.

Surviving the Elements and Other Scary Things
---------------------------------------------

Q: It's so cold I haven't been able to sleep and the dark is scary. How do I get warm?
A: Well you have a few of options. You could make a fire using the survival skill. You could build a shelter using the survival skill (which is better since a shelter lasts forever). You could also get a full suit of warm clothing like fur (which I doubt you will be able to get so soon) or you could just be a bum and walk into some persons house and sleep in their bed (they dont mind).

Q: I woke up because I heard something. What should I do?
A: These encounters could be a curse or a blessing so the best things to do are to either climb a tree (if you have good climbing skills) and look around or hide using the h key and try to figure out what it is. If its an animal you think you can take on kill it with whatever method you see fit. If you are going to use close combat remember to use what is logical for your weapon (spear-point hammer-blunt sword-slash) and try to go for the body or head. If you get in trouble or there are multiple enemies its best to run. You only live once and theres no loading your character in URW. If it is a friendly person try and barter with them and make sure you pick up any thing you like off the floor as the person will pick up anything it finds that it walks over.

Q: I'm injured from a fight! Help!?
A: Make a bandage out of a piece of clothing and hit ALT-A. Select your worst injuries and bandage them (you must be near water or have a container of water). The wound will heal in time but take it easy for a while.

Q: I can't move! Why?
A: Carrying too much weight or being to injured (or both) can put you to a halt. Remember that you can only have a maximum of 65% total hinderances (fatigue, carry limit, injury, starvation) before you can no longer move. So either drop something or rest up.

Q: I got a disease? Help!?
A: The only cure is rest and food and water. It can take some time.

Getting Lots of Food and Water
------------------------------

Q: I can't keep living off scraps constantly roaming around like an animal! How can i get more food?
A: There are several ways. One would be to track an animal on the wilderness screen using ALT-j and then kill it, skin it (ALT-i), and cut it for meat (The skins can later be cured or tanned and are worth a lot to people. It takes time to prepare them but its worth it. The foreign traders that barter rare metal items only accept tanned skins). Another option is to do a lot of fishing or better yet lay a net in the water (the nets can get up to around 50 fish each couple of days). You can also find or buy an animal and milk it (This is an unlimited amount of food and drink. NOTE: New to version 2.6 is the inability to milk bulls. I know we will all miss the delicious salty milk that the bulls used to provide. I've had two characters live mainly off tasty bull milk.). 

Q: I want more. Where can I get more faster?
A: Well, you could set traps in the woods. I suggest going to a remote square, zooming in and making a trap fence. A trap fence is where you make a long line of fence along the middle of the map with only a few openings. You fill these openings with traps and bait them. Come back later and you will probably have a dead animal in one.

Q: I have so much food it spoils. How do I stop this?
A: Cooking food makes it last longer. If your fortunate enough to have salt making salted meat lasts even longer (I suggest saving salt for near winter since salt is VERY rare and valuable). Trade some food to other people too. If you have a pet/animal pack the food onto them. Food packed on animals never goes bad.

Q: I hate having to walk to the lake every five minutes. How do I get more water?
A: The only solutions are waiting until it rains or filling up lots of containers with water so you dont have to make as many trips, unless you don't want to live that is.

Q: I've run out of storage and can't find another pack animal. How can I get more room?
A: Look at the next section.

Starting a Home of Your Own
---------------------------

Q: Why make a home?
A: Because home is where the heart is and there's no place like home. Having a home means you have a place to store things and live comfortably. Even a nomad will make a temporary home every now and then. Having a home gives you almost infinite storage and a safe place to sleep, work, and cook.

Q: Where do I build?
A: Well most of this is personal preference. Always build near some sort of body of water especially if you like to fish. A popular location is an island. Islands protect from forest fires but they also trap creatures there. On land if a bear enters your home square it will eventually just leave, on an island this is not possible.

Q: I've got my contruction hat on and I'm ready. Now what?
A: Try to clear out a 4X4 square area so you have a nice area to work with. Fence off the entire area and do not use gates anywhere in the fence. The reason you are making a fence is because you don't want any friendly person picking up stuff you drop and you don't want to have your house built and then have to leave because raiders invade you. Gates are not needed because perople can open them defeating the purpose. Gates are only to be used in housing animals. Now make sure you have a LOT of stored food and water nearby since you will need it unless you plan on doing work on your house very very slowly. Do not try to start the groundworks of your house. First, make yourself a shelter since this will take a long time and then cut down every big tree you see and turn the trunks into logs. you need about 70. Put the logs next to the building site and then hit the build a cottage button inside the make menu (the storeroom-just storage sauna- in my opinion is just worse than a cottage). The groundwork should have formed. The area you are in is now classified as a settlement and the encounter rate for this square increases a lot. This is why you shouldn't build the groundwork first. Continue building until the house is finished and now you have a warm place to be safe. Remember, the fence is key. Even if you build on an island that seems like no one will ever get to build a fence. People and animals will always find a way to get to your settlement. 

Q: I'm under siege! Lots of enemies are outside my fence! How can I get rid of them?
A: You either fight them, run, or use traps to kill them (my favorite method). Use a shovel to dig pit traps. Improve the traps to include spikes (use the make menu) and then cover it. Make fence accordingly to make the only path to your house a trap. You can always use ALT-l to climb over the fences yourself. A good idea is to just incorporate traps into your fence when you first build it.

Adventure
--------

Q: I want some adventure! Where to?
A: Well adventure means danger and unless you want to die I suggest you get some friends. To get some you can talk to people and ask them to join. They will usually only join when you deliver to them food and water. Once you get your posse together you can take on some bigger baddies and maybe even that camp of raiders you saw. If you can't get any friends do to acne or extreme gas then rope an animal or two. Having an army of friends or animals can allow even a sissy merchant to kill hard enemies. Adventuring can give you a lot of stuff so be prepared to carry some extra stuff. Also before you go adventuring make sure your not injured, starved, or too overweighted. Try to have good armor and a good idea is to find a cave. Caves offer a wide variety of animals and free items just laying on the floor. 


Winter
------

Q: I keep being injured or dying of cold. Got any tips?
A: There's a reason I suggested starting in spring. Winter is hell. There are few animals to hunt, you have to break open ice just to get a drink, its slow to move, and worst of all theres the freezing temperatures effect on your body. For these reasons trying each different scenario starting in the winter is a whole new story. Even a simple scenario such as the hunting one where your father dies gets a lot harder when your lost with little food and nowhere to sleep. Try building a house in the winter...it is VERY hard. Here's a list of tips:

-Get skis if you have an ok skiing skill. They let you move faster.

-Don't try going very far away from shelter or warmth.

-If you can't find a village to warm up in and are forced to camp out do these things ASAP: 1. Gather wood of any kind and start a fire. Stay near the fire anytime you start to get really cold. 2. Build a shelter next to the fire. 3. Get more wood. You will never have enough firewood but try to keep some nearby.

-Use traps instead of hunting since hunting requires you to be out for a long time.

-Ice fishing is a good way to get food.

-Frostbite kills and so does illness so don't underestimate them.

-Make or buy an entire suit of fur clothing. Lots of linen and wool can work too but fur is the best. If you have full warmth (check warmth in the armor protection screen SHIFT-a) you can go for a long time in the cold.

-If you started in a season before winter prepare for it. Have all the equipment you need ahead of time along with a lot of food.

Rituals
-------

Q: What is with rituals?
A: All rituals are things you do that appease the gods or ask for a favor from them.

Q: How do I gain more?
A: Over time you will just learn of their existance.

Q: The ritual I'm doing isn't doing anything. What gives?
A: All rituals do something you just might not notice. If the gods are angry you might be raided by baddies. If you did a ritual that involved good luck with a task you have a better chance of succeding at that specfic task. Sacrifices, greetings, and asking for permissions all appease the gods.

Death
-----

Q: I died. =(
A: That sucks. Make a new character and learn from your mistake.

Misc.
-----

Q: Theres a forest fire! How do I put it out?
A: You don't. Just evacuate the area.

Q: I found a mushroom. Can I smoke it?
A: ......maybe.....

Q: Why can't my pet rabbit carry as much as my cattle?
A: Think about it.

Tips/Tricks
--------------------
-Never underestimate good armor. Even a squirrel can hit you in an unprotected area and knock you out.

-Skins, salt, and tea are as good as gold.

-If you die and are a llama you can alt-tab and copy your savegame directory out and copy it back later. (This only works if you have not gone past the black screen yet.)

-Prepare for winter.

-Try and trade only for things you can't make.

-Do what your character does best. Mine has 0% swimming so I stay out of the water.

-Don't rush things. URW takes time. Don't rush in and take a band of raiders unless you are very tough and don't feel the need to build a house if the location doesnt seem right.

-The hindrance procentage (starvation, fatigue, injury, overweighted) is a negative modifier to just about everything you do so make sure its as close to 0 as possible.

-Rituals are powerfull tools. Do not forget to appease the gods and to ask for favors.

-You don't need any swimming if you have the "Summon the Great Pike" Ritual.

-Be prepared for anything.

-If you are forced to abandon your home or possesions for some reason (a bug, raiders, etc.) don't worry. You can always rebuild.

-Sleeping and cooking in someone elses house is a cheap way to get out of the cold and rain.

-Try to stay near at least one village.

-Food packed on an animal never goes bad.

-Punts and rafts are a good alternative to pack animals if your near water.

-Too many items in one area can result in any more items that are dropped to just disappear so keep your land relatively clean.

-You can destroy garbage using SHIFT-d.

-Use the 3 key when attacking. It saves a lot of time.

-If you get really bored from playing for a long time change your goals using F5 or walk to the edge of the entire map and you can move to an entirely different map.

-Check your armor coverage so that you get decent protection from all types of attacks while stilling being warm.

-Don't enter town with weapons wielded.

-Use the in-game help browser.

-Try doing different scenarios and season with different character types to keep things interesting. Having a set goal (especially the advanced adventure goal) is not only fun but a good way to learn more things about the game.

-Animal fat is good for making tanned hides as well as eating.

-You can use pit traps with spikes while in town to kill people. Just make a spiked pit and whne someone walks by just push them in. People get pretty mad though but it can give you the edge you need to take out an entire town.

-Always skin a carcass before you cut it.

-Hiding is preferable to death.




Submitted Tips

By: Chewd

bandages -- should be the very first thing you make, personally if the game starts me out with nothing but a pair of pants & a knife, im gonna make bandages out of those pants.

pit traps -- be very careful not to fall into your own trap, it smarts!

lynx -- avoid them at all costs

dog -- leash the dog & have a protector (this does not hold true for "wild dogs" or "wolves")

bull -- see dog

packing animals -- animals can hold huge weights if its all the same stuff & its all in one stack. i once got my dog to carry 40 logs this way

which brings me to..

free lumber -- cut down the trees that are just on the other side of the zone line, they will magically reappear the next day


By: Faurric

- If you're using a knife only as a tool, pack the lightest one you can find. If you leave this knife in your first inventory position, it can speed up selection when making things.

- If you're using an axe only as a tool, save a pound and carry a throwing axe instead on a hand axe. It cuts down trees just fine.

- When you first make a handful of javelins, they'll stack together. After a number of uses some javelins will be at 99% and some will be at 98%, etc. They'll take up two or three slots instead of just one. You may want to throw away these worn javelins and make new ones. Remember, you have two carrying limits - weight and number of items.

- If you have to skimp on armor, I'd recommend going light on 'point' protection and heavy on 'tear' protection. Only two things seem to have point attacks: deer (antlers) and Njerpezi.

- Climbing skill is much more useful in v2.6. The ability to see larger animals and people when climbing trees in the region view make it worth investing a skill point in climbing. 

- Most people in the UnReal World are polite and will not touch your things. Just remember, if you want to keep something, don't leave it on the ground. Hang it on a fence or on a cabin wall and almost everyone will respect your property.


- people should know when the game says "someone has hunted/fished here recently", stop and take a look. 
There will almost always be tree trunks and either abandoned fish or lean-to shelters. The fish or shelter can be critical to early game survival. Also, a character can eventually collect enough tree trunks for a cabin by looking around these sites. 


THE FOLLOWING WAS CREATED BY FAURRIC!!!!

Living in the UnReal WorldYou find yourself lost in the woods...

Most people in the UnReal World live with their family or clan. You are different. As the game begins, you are separated from your family, voluntarily or not, and you will never see them again. You are 16, thrust into the world on your own. If you are going to survive, you must not panic. Stay calm, consider your situation and your immediate needs for survival.

The following user's guide has three sections. The first section addresses starting a game. The second section contains basic how-to information. The third section is a skills list, with some additional detail. 

This manual was written for version 2.6 of the UnReal World game. Some commands or capabilities may change in later versions, but this should give a good idea of what is possible.

Keystrokes are shown in brackets like this:  and are case sensitive. If you must make successive keystrokes it is indicated like this: <#>. Note there are alternate ways to do some things. For example, skills can be accessed by their shortcut key, such as , or can be accessed from the skills screen (use < S > to get to the skills screen and navigate using your arrow keys).

Section I. Starting Your First Game. 

Character creation in the UnReal World has 9 steps: picking a name; selecting culture or tribe; selecting a portrait; selecting the starting season; determining character attributes; selecting initial skill improvements; selecting the campaign map; selecting the starting situation; and generating creatures. The name and portrait picks are self-evident; the other items are discussed below.

- Tribe selection will give you some choice in skills and equipment. Islanders, for example, may start with punts and nets. Kaumolainen is a good culture for the novice player because these people have good hunting and fighting skills.

- You choose the season in which your game starts. This will affect your game difficulty. Winter is deadly cold, with short days, long nights, and snowdrifts that make walking exhausting. Spring features chilly nights and frequent rain showers, but will give you the most time prepare for your first winter. Summer has usually has nice weather, although weather in the UnReal World can be unpredictable. Autumn/Fall is colder, with shorter days, and allows you only 3 months to get ready for winter.

- Determining attributes. While you may pick the first character rolled up by the game, you can also reroll until you get a character that you want to play. Different characteristics will affect starting scores for skills.

- During character creation, you are allowed to upgrade or open 5 skills. You will want at least one decent weapons skill - you may want to increase your best starting combat skill. Because your starting weapons may vary, you might want to put a pick against knife, club, or spear as insurance. You will always start with a knife - it is a basic item and critical to survival. You can also craft a club or javelin with your starting knife. Javelins (which require the spear skill) can be used as both missile and melee weapons.

- After picking your skills you will randomly generate a campaign map or load an existing map. Note that you need villages and caves to finish some quests.



- Your situation will vary depending on the starting conditions you select during character creation. You must choose a starting scenario, which can alter beginning possessions as well as risk/reward encountered immediately upon entering the game. The starting scenario is somewhat like choosing a difficulty level.

- Next, you need to randomly generate or load creatures for the game. This happens in the background - you won't see the effects of this immediately.

Finally, as you start your game, you'll be allowed to choose from 4 quest paths. While the game recommends quest path 0 (the UnReal World) for the starting player, quest path 1 (roaming and wilderness survival) is also a good choice. The quest paths serve as tutorials of a sort, and you'll be given items or spiritual insight for the successful completion of some tasks within each quest path. At the end of each quest path you'll get a special reward and then given the opportunity to select another (or the same) quest path. Note that once you start a quest path, you can't change it. However, if you choose quest path 0 you can choose another quest path at any time by using .

Section II. So You Want to ...

Movement.

Movement States.

- There are 3 basic movement states: walking, running, and crawling. Walking is the default. Walking uses the directional commands shown at the  help screens.

- You may wish to run to catch fleeing game or to escape a dangerous enemy. To toggle between walking and running, click . When running, you move faster, but will become fatigued.

- You may be knocked down in combat or may fall prone due to exhaustion. Also, iif you wake in the night due to a disturbance, you will be prone. Once you are down, you must crawl instead of walk, using the same directional commands. You are much easier to hit when you are prone, so you will usually want to climb to your feet as soon as possible using the <#> rise command. You cannot run when prone. 

Special Movement.

- Swimming. To swim, stand next to a body of water and use the swimming skill  to start swimming. You can drown if you're a poor swimmer.

- Boating. To move using a raft or punt you must have the craft and a sesta, a type of poling stick. To launch a raft or punt,  drop the vehicle on the bank of a lake (in either regional or area view). Stand on the craft, then pply the sesta to move away from the shore. Once you're on the water, use normal movement commands. Note that any items stacked with the raft move with it - you can move very heavy loads on waterways.

- Skiing. To ski, you must have skis and a ski pole. pply the skis to put them on, then ield the ski stick. Note that wielding the ski stick limits you to one-handed weapons, but moving without the ski stick is somewhat difficult. Skiing is much more quick and efficient than walking through snow, which will rapidly fatigue you.

- Climbing. To climb, use  and indicate which direction you want to climb. You can climb over fences and large rocks with little difficulty. You can climb large trees for observation at either the regional or area maps. Climbing a tree carries a risk of falling and being hurt. You can also climb up chasms in caves if you can't find a stairway, with some risk of falling. You can climb mountains, but this can be very dangerous.

- Hiding. To hide, toggle . It takes a little time to hide and you can't do it while being observed by another creature (except leashed animals and party members). Attacking from ambush will prevent a target from dodging or parrying your attack - provided you hit. Animals have differing abilities to detect hidden players. Once you are hidden, you can move at a walk. Stay close to trees or other concealment to remain hidden.

Body Functions.

Eating.

- To eat something in your inventory, press , then select the item.

- You can eat cooked food safely. Ham, beef, vegetables, hot/cold meals and bread are all safe foods. Some berries and mushrooms can make you sick or kill you. You cannot eat spoiled food safely.

- You will need to eat about two meals a day (two pounds of meat). As time passes, your hunger gage bar will creep to the right. If the hunger bar gets totally filled, you will start starving. Starvation will give penalties that will increase daily - you can starve to death or get killed in this weakened state. Eating food will cause your hunger bar to slide to the left. Nothing is gained from eating when already full - it just expends food. 

Drinking.

- To drink, press  (think "quaff" or "quench"). You can drink from an adjacent pond or lake, catch raindrops if it is raining (you must be outside, not under a shelter), or drink something from a container in your inventory.

- Water will quench your thirst. Milk or soup quenches your thirst and has food value as well. Tea quenches your thirst and acts as a stimulant.

- To fill a container with water, stand next to a water source and press <#>, then select the container. To fill a container with milk, use <#> while standing next to a milk animal (sheep or cattle). Containers are filled with soup or tea during the cooking sequence, so have a spare container ready.

- Your thirst gage bar will move to the right as time passes. If the bar gets totally filled, you may fall unconscious from dehydration. You can die quickly if you don't drink enough. 

Rest.

- If you get fatigued from running or carrying a heavy load, press <.> repeatedly to rest.

- To just past time, press <->. Keep an eye on your hunger/thirst bars as well as things happening around you. Press  to get out of this mode. 

Sleep.

- To sleep, use <#>< s >. You will sleep until fully rested or awakened by an encounter or spiritual insight. You cannot sleep in the rain or if you are too cold.

- If it is raining, build a shelter or move inside a structure to sleep. You can also sleep inside a cave if you know it is safe.

- If it is too cold to sleep, build a fire to keep warm or seek shelter in a cave or structure.

- You will get a warning when you need rest. If you keep going, you will eventually collapse and fall prone. You can still crawl in this state, but will eventually pass out. You are very vulnerable when prone and totally vulnerable when unconscious - it is dangerous to go without sleep too long.

Basic Survival.

Fire.

- Fire is necessary for warmth, cooking, and some crafts. To build a fire, rop wood on the ground where you want the fire, then stand next to it and use survival skill  to build a fire.

- Branches, twigs, firewood, wood blocks, or whole tree trunks can be used in fires; the fuel will determine the burning time. You can ield and hrow additional fuel onto an existing fire.

- Fire burns other things, too. Any foodstuffs, wooden bowls, etc, stacked with the fire will be consumed - gone forever.

- If fire is needed for a cooking or craft process, you will only need the fire burning at the beginning of the process. If the fire subsequently burns out, you can still finish cooking.

- If fires are built on two sides of a burnable object, it may spread. Once a fire starts to spread, it can travel to fences, standing trees, or structures. If this happens, try to isolate the fire by removing fuel around it.

- If you eventually build a cabin, it will have a small fireplace that is an excellent fire source for cooking and crafts. This fireplace does not need to be refueled.

Basic Shelter.

- The most basic shelter is a bough-covered lean-to. To build this you will need three slender tree trunks, twenty spruce twigs, and a cutting weapon in your inventory. Follow the steps below:

- To get slender tree trunks, stand next to a thicket and use the timbercraft skill  to fall a tree. You do not need an axe to cut wood from thickets. Cutting down a thicket will provide one to five slender trunks.

- To get spruce twigs, stand next to a pine or spruce tree (not a beech tree or thicket). Use survival skill, , and gather twigs. Continue doing this until you have 20 twigs. Any spare twigs can be used for fires.

- To build your lean-to shelter, stand next to the planned location and use the survival skill  again. This time choose "construct a shelter", identify the building components, and indicate the direction. 

Getting Food.

- To forage, press . You must be in the area view. You will be told if vegetarian food is in the immediate area. You may be whisked to the closest food if your skill is good enough, otherwise, you will have to move around to find it. Mushrooms, peas, turnips, and berries are some of the foods that can be gathered this way. Forage items are persistent - if you don't pick them up they will not spoil and you can return to the site later for more food. However, if you pick up a food item and drop it, it will spoil normally. 

- To fish, press  while adjacent to a body of water. You must select your method of fishing: spears, clubs, and nets can be used as well as fishing rods. The method used will affect what type of fish you catch. Nets are left in place to be collected later and can yield large catches.

- Hunting usually requires killing an animal through ranged or melee combat, but sometimes animals will die in traps. To prepare game, you will normally skin the animal first. Stand next to or above the animal, press , and identify a cutting weapon to use. Snakes and grouses cannot be skinned. After skinning the animal, butcher the carcass using <#>. Again, you must be adjacent to the carcass and have a cutting weapon for this to work.

- You can barter for other foods like bread and oatmeal at villages or with people you meet.

Preparing Food.

- All food preparation is done with the  command. You must have the food items in your inventory. Most food will be roasted or salted. You cannot prepare more than 40 pounds of meat or fish at once, and all items must be from the same line of your inventory.

- Food spoilage is based on the preparation of the food (raw, roasted, salted) and the temperature. Uncooked meat will spoil in a few days in the summer.

- Salted food will last somewhat longer than roasted food, but each batch of salt meat or fish will require 1/10 pound of salt, regardless of how much meat is prepared. Salting meat takes about half the time as roasting the same amount of meat.

- Soup, tea, meat dishes, and vegetarian dishes are some of the more advanced meals you can cook. Most advanced meals use one or more food items and they may also require pots or containers. Some dishes may be more nutritious, pound for pound, than plain meat. Others may satisfy thirst as well as hunger.

Section III. Skills

Skills can be accessed from the Skill Table (press < S >) or using quick keys  through .

Basic Skill Tree.

Skill Subordinate Task Area/Region

Alt-a (Physician) (Single Task - Treat Wounds) Both

Alt-b (Cooking) 1 - Meat Dishes Both

2 - Fish Dishes Both

3 - Soups and Drinks Both

4 - Other Dishes Both

Alt-c or F4 (Ritual) Multiple Rituals Ritual Dependent 

Alt-d (Survival) C - Collect Branches Area

G - Get Spruce Twigs Area

B - Build Fire Area

S - Shelter Construction Area

Alt-e (Timbercraft) 1 - Fell a Tree Area

2 - Cut Trunk into Blocks Area

3 - Cut Block into Firewood Area

4 - Cut Trunk into Log Area

5 - Remove (Alder/Willow) Bark Area

Alt-f (Fishing) (Single Task - Fish/Set Nets) Both

Alt-g (Weatherlore) (Single Task - Predict Weather) Both

Alt-h (Foraging) (Single Task - Find Edible Plants) Area 

Alt-i (Hideworking) S - Skinning A Carcass Area

1 - Curing a Skin Both

2 - Tanning a Skin Both

Alt-j (Tracking) (Single Task - Find/Follow Tracks) Region

Alt-k (Woodcarving) (Single Task - Decorate Wooden Item) Both

Alt-l (Climbing) (Single Task - Climb Object) Both

Alt-m (Swimming) (Single Task - Swim) Both

Skills Alt-n (Skiing), and Alt-o (Dodge) through Alt-z (Unarmed) are automatically checked during combat or movement.

Regional view is zoomed out; area view is zoomed in.

Detailed explanations.

Physician skill will require water, bandages, splints, etc to treat differing wounds. Using the Blood-Staunching Ritual before attempting treatment may enhance the effects.

Cooking Menus

Roast Meat: Fire + Raw Meat

Salt Meat: Salt (1/10 lb) + Raw Meat

Meat Dish: Roast Meat (2 lb) + Bread (1 lb) + Water

Roast Fish: Raw Fish + Fire

Salt Fish: Raw Fish + Salt (1/10 lb) + Knife

Tea: Water + Pot + Fire + Tea + Container

Berry Soup: Berries (x3) + Water + Pot + Fire + Container

Boiled Mushroom: Water + Pot + Fire + Mushroom

Fish Soup: Raw Fish (x4) + Vegetable (x2) + Knife + Water

+ Pot + Fire + Container

Vegetable Soup: Vegetable + Berries + Water + Pot + Fire + Container

Vegetarian Dish: Fire + Bread + Vegetable (x2) + Water