->''Killing, pillaging, sieging, and razing villages is what I enjoy doing most in haven. When I started playing all the way back in 2013, I was "fortunate" to know before hand that Haven is a [=PvP=]/permadeath (WAY less forgiving in world 7). And honestly, that's what attracted me to this game in the first place and it's the reason I still play. I've KO'd, killed, and sieged countless amounts of players over the years and based on the vast majority of reactions people have, they genuinely had no idea what was happening.
-->-- Forum user's reply on [[https://www.havenandhearth.com/forum/viewtopic.php?f=48&t=73820&start=10 discussion]]'' about the games GuideDangIt and MisaimedMarketing issues.


''Haven & Hearth'' is a Java-based MMORPG, with much of the in-game world (primarily) inspired by Germanic mythology. Its most notable features are its persistent world featuring little to no natural resource regeneration, its permanent death feature, and its focus on player interactions such as villages trading and negotiations. It also features a fairly unorthodox leveling system: Players earn Learning Points (LP) for discovering and producing new items or using particular "curiosities", which add LP over time, which are then spent to purchase or upgrade skills; also, eating most food will add points to their "Food Event" bar, which will raise one stat at random (based on the types of food eaten) when full.

Received major update on August 28, 2015. Graphics were upgraded into full 3D, handful of other features were added. Both developers started spending more time on the development of the game and to facilitate this, [[AllegedlyFreeGame developers had to start asking for money]], first with almost universally hated and then revised payment model. Players now enjoy unlimited game time, but can pay to verify their accounts and subscribe for bonuses to LP/FEP gain and speed of certain actions.

Although the game is technically (still) in an alpha state, it features a fairly sizable playerbase and many large in-game communities of players (known as hearthlings). It can be played [[http://www.havenandhearth.com/portal/ here.]]

[[https://www.havenandhearth.com/forum/viewtopic.php?f=39&t=74635 Latest world started Octubre 13th, 2023.]]

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!!''Haven & Hearth'' features examples of the following tropes:

* AcceptableBreaksFromReality: Most things have a rather high degree of realism involved with them: animals don't drop leather, you need to skin them for bloody hide that has to hang on a drying frame for several RL hours, and then you have to place it on tanning tub for a full RL day. Many things, however, are much more merciful due to practical reasons.
** Silkworm eggs have indefinite shelf-life and only hatch if placed on a herbalist's table.
** Many things that would reasonably require metal, such as buckets and rowboats, do not.
* AdaptationalVillainy: Many small animals, that in real life would simply avoid humans, are aggressive to the point they can feel like Demonic Spiders for player lacking in combat skills or are otherwise unpreprared.
** Caves are full of GoddamnedBats that, despite ostensibly being just regular bats[[note]]Largest European bat weighs less than 100 grams. Outside of being a potential rabies vector, it shouldn't be able to harm a human.[[/note]] they can attack and maul players similar to much larger animals. At least there's an EncounterRepellant in the form of [[https://ringofbrodgar.com/wiki/Bat_Wing a cape]] that, when worn, prevents bat aggro.
** Real adders flee if they detect a human and generally bite as an absolute last resort, it takes considerable time and energy to produce their venom. [[note]]Bit of an apples to oranges comparison, but statistically only 50-150 people are bitten by an adder each year in Finland, a country of five million people where adders are absent only on sparsely populated arctic.[[/note]]
* AlliterativeName: The sausages' names. They include the Big Bear Banger, Chicken Chorizo, Delicious Deer Dog, Fox Fuet, Running Rabbit, Boar Baloney, and the Wonderful Wilderness Wurst.
** Types of cheese include Cave and Cellar Cheddar, Generic Gouda and Sunlit Stilton.
* AnachronismStew: Despite taking place in what is mostly an Iron Age Germany, there's handful of items that wouldn't really fit if taken back in time:
** [[UsefulNotes/PolesWithPoleaxes Hussar's Wings]].
** One of the curiosities you can craft is a Slinky. It wasn't invented until 1940s!
** Cash shop hats turn this up to eleven.
* AnnoyingArrows: Sort of. Slings and bows are generally the best way to deal with wildlife, but it takes a ''lot'' of work to take out even a fox without a high Marksmanship skill. Of course, actually getting the LP to raise the skill is a royal pain...
** Current metagame has Archery see little use in [[PlayerVersusPlayer PvP]], but this hasn't [[PVPBalanced always]] been the case.
** Above entries should probably be rewritten, but to put it shortly: developers have been struggling to create a version of Ranged combat that is both A) useful in [=PvP=] B) not completely broken OP.
* AllThereInTheManual: Despite some serious effort from the devs, reading the [[https://ringofbrodgar.com/wiki/Haven_and_Hearth_Wiki Wiki]] is considered mandatory.
* AntiPoopSocking: Crops and trees grow in real time, letting you set everything up and come back later.
** People managed to find PoopSocking aspect from farming, since harvesting them as soon as they grew into last stage means you raise their quality fastest. Devs addressed this by making harvested seeds gain increased growth rate from the time they spent in last stage.
* AsteroidsMonster: Cave slimes have a chance to create a clone if they take non-lethal damage. Clones seem reasonably weaker than originals. However combined with slimes spawning in groups to begin with, they can cause issues by their [[ZergRush sheer numbers]].
* BearsAreBadNews: While no longer the toughest creature in the game, the combination of spawning regularly in all forest terrains, unprovoked aggression, speed, and ability to "Execute" [[note]]Smaller animals are forced to always respect "KO protection" while larger animals only do some kind of RNG roll to decide whether to keep smacking.[[/note]] means they likely have one of the highest kill counts out of all creatures.
* BigEater: Eating at a table with quality cutlery, getting the munchies from smoking hemp, and participating to a bonfire party greatly decrease how much food will fill you up, letting you get more stats from it.
* BicolorCowsSolidColorBulls: Averted. Both sexes of Cattle can be bi or solid color depending on their "dna." Before that, [[PaleFemalesDarkMales cows were solid red-ish brown and bulls were solid black]]. Players actually [[TheyChangedItNowItSucks preferred the old system]] due to it's visual clarity compared having to measure horns and check for udders.
* BoringButPractical:
** Setting up industries of any type (wood farming, metal working, leather working) will require a lot of repetitive tasks, but unlocks plenty of useful quality resources.
*** Running said industries, especially if you want to generate and consume large amounts of food and curiosities, easily becomes a chore.
** Bat Dungeon is one of the most dangerous [[note]]Assuming the recently added Wolf lair isn't worse[[/note]] PvE challenges in the game. While there are various item rewards that can be worth the hassle, the permanent character buff you gain from seeing [[FinalBoss Night Queen]] die is - normal bats [[EncounterRepellant no longer attacking you]]. However bats are such a nuisance you definitely want this on a character that regularly mines or spelunks for cave herbs and clay. [[note]]Bat Wing, mentioned in above entry, gives the same effect, but now you need to not worry about having one and can use any other cape. "Openings" -system means that no matter how powerful your character, each bat takes at least two hits. They can slowly build up openings if you let them. At least players were given the ability to use Pick Axes as [[ImprovisedWeapon]]s.[[/note]]
* ConfusionFu: There are many combat styles, from basic fistcuffing to high-end swordmanship, passing by axe-grinding and dirty grappling tricks. And you can learn (and use) all of them at the same time.
* DeathIsCheap: Surprisingly for a game with permanent character death, this trope can apply.
** The more experienced players are often able treat it as [[DeathIsASlapOnTheWrist minor inconvenience]] and can even have enough perverse incentive to intentionally kill their characters (for example, to reset their FEP efficiency and get rid of wounds that could take weeks to heal even when treated.)
** Can easily be subverted with inexperienced/new players, who are of course more likely to die unintentionally. Possibly in a way that results in losing their corpse and Inheritance from burying. Most crucially, they might not even realize there is Inheritance system to recover some of their dead character's stats and start at their old Hearth Fire location (thus recovering their base if they had one), instead starting all over again by spawning fresh character in random wilderness.
* DeathOfAThousandCuts: it is possible to die from a collection of wounds that would individually be insignificant.
* DefeatMeansFriendship: You tame animals by, effectively, beating the crap out of them.
* DisproportionateRetribution: Often invoked by the sandbox [=PvP=] nature of the game.
* DualWielding: You can equip up to two small tools, though some require two hands to handle. Equipping two weapons doesn't do much in combat, except expanding your repertoire of ConfusionFu.
* FisherKing: Realms grant buffs to everyone within the Realm's area. These don't include any negative effects however but can be lost if the Realm is destroyed.
* ForeignQueasine: Early-game foods include roast grasshoppers, snails, and "rat-on-a-stick."
* GoodIsNotNice: [[VigilanteMan Rangers]] will severely punish lawbreakers, if they don't simply knock you out and grab any stolen goods to teach you a lesson [[VigilanteExecution they will simply execute you.]]
* GreyAndGrayMorality : Potential griefers can buy a variety of skills to break and enter, steal and rough up others for no particular reason, but often target only players who leave obvious gaps in their defenses or indiscriminately drain their turf's natural resources. Rangers live to punish crimes and locate enemies, but can also track down people who did as much as step foot into a private property and kill them in cold blood. There is a lot of squabbling about politics from and to both sides.
* InstantLeechJustFallInWater: More specifically, swamp water. They can be used medicinally but since they can damage players and can be forcibly placed on them, they are of course [[NotTheIntendedUse weaponized]] as well.
* LoadBearingBoss: All Dungeons work like this. However it is more of an immersive way to explain the Dungeon despawning, as a new exit appears in the Boss Room.
* LuckBasedMission: Many things depend on biome or pre-generated nodes. Players are spawned into world randomly.
** Certain quests to gain Credos (form of specialization) can ask you to experience certain event you get from seeing specific resource node. Problem is that whether or not you get the event when seeing one is completely based on RNG.
* MagikarpPower: Freshly spawned character will lose to ''ants'' without excessive cheesing. With enough stats, it's possible to defeat a bear completely naked (might be much harder since animals were given armor, but the main limit would be having to rely on unarmed finishing moves to deal damage.)
* MundaneUtility: Primary purposes of raising Strength attribute are: increase combat damage, mining power, and smithing cap. It also makes you slow down less when carrying objects overhead, [[AcceptableBreaksFromReality something you can do with anything set "liftable" regardless of your Strength.]]
* NoOntologicalInertia: Dough that's 99% on the way to becoming bread can be taken out of the oven, resetting it to completely unbaked dough. Also applies to clay in kilns and ore in smelters.
* NonStandardGameOver: Many things are unexpectedly lethal, or more lethal than something that intuitively should be more dangerous.
** Someone chasing you with a two-handed battle-axe can definitely kill you, but this comes with some serious limitations. See the One-Hit Kill example for details.
** Deep water, on the other hand, is [[SuperDrowningSkills invariably lethal]] if you are KO'd when trying to escape by swimming or if you get KO'd while on a boat and then attacker simply [[CuttingTheKnot breaks your boat]]. [[note]]Some people even claim to have used a fresh character, dressed in a old armor, to scare less savvy players into drowning themselves.[[/note]]
** Remember to check if attacker placed some leeches that are about to suck out your last hitpoints.
** You can die from eating too much peppered food.[[note]]Peppering food gave too much FEP bonus so it was nerfed by making it hurt your hard hitpoints with little feedback. This is almost universally thought of as band-aid on fundamentally bad mechanic.[[/note]]
* OneHitKill:
** Invoked with the [=PvP=] tactic designed to work around the three-tiered Hitpoints system and "KO Protection" by only using non-damaging moves, that still create openings, and then use "[[FinishingMove Cleave]]" to deal massive damage that, if sufficient, causes the target to simply die without entering the protected KO state.
** As alluded above, the combat system doesn't allow you to kill even the weakest enemy with a single combat move, you need to create an opening first. If you count those as "hits" this is an AvertedTrope.
* RocksFallEveryoneDies: Every few years or so, when major update requires it, the world is destroyed and remade anew.
** In the literal sense, if you're not careful when mining a section of the mine can collapse, potentially killing everyone unlucky enough to be caught beneath it.
* ShoutOut:
** When you discover a new item, sped up''Franchise/TheLegendOfZelda'' Item Get theme is played
** One of the high-end weapons is the [[VideoGame/DwarfFortress Battleaxe of the Twelfth Bay]]
* {{Squick}}: Ways to heal wounds include leeches and "Toad Butter" that includes toads but not butter.
* SufferTheSlings: Since bows were made the require leather and slings changed to requiring only a dried hide, slings are again the first ranged weapon the players have access to.
** Sling has the potential to serve as DiscOneNuke - even without risking medium prey like foxes or badgers, it is easy to one-shot all sorts of small animals that would otherwise be hard or impossible to catch like Rabbits, Mallards, various small birds.
** Slings require Archery skill, since it unlocks the "Shoot" -action. Also Marksmanship needs to be raised 1->3. However both total 1500 LP, equal to unlocking the skill "Boat Building."
* TheStoner: There are various drugs in the game, all mostly harmless: tobacco makes you relax, increasing the quality of certain fine crafts and alleviating fatigue, smoking hemp gives you the munchies, briefly turning you into a BigEater, eating certain mushroom buffs your Psyche, and opium heals certain wounds while inflicting one of it's own.
* SuperDrowningSkills: By default, [[YouHaveResearchedBreathing you can't swim]]. After unlocking the Swimming skill, you risk permanently killing your character every time you take a swim, although unlike in Legacy you start to take damage instead of instantly dying.
* YouHaveResearchedBreathing: Several of the higher-end skills include Rage (attacking other players), Trespassing (entering claimed territory), Theft, Vandalism (interacting with objects on claimed land) and Murder (killing other players). [[JustifiedTrope Justified]] with the perma-death system; the only players able to perform crimes are the ones who have everything to lose by being hunted down and revenge-killed by rangers.
** You have to learn how to swing a sword or poke with a spear by killing animals.
* YouKilledMyFather: If you create a new character to "inherit" a dead character, new character is considered their descendant. Therefore this trope can potentially be invoked.
* TheyChangedItNowItSucks: Common reaction from playerbase, as the "Eternal Alpha" -development mantra mandates the devs to make sweeping changes, even in the middle of a world.
* WoundedGazelleGambit: Utilized as Griefer tactic. Explained in detail [[https://www.havenandhearth.com/forum/viewtopic.php?f=48&t=73765#p913095 here.]]

[[folder:Legacy version exclusive tropes]]
* AgonyOfTheFeet: In Legacy version, players walking around bare-footed in the wilderness will constantly get the health- and stamina-draining "Thorn in the foot" debuff. Yeowch.
* BoozeBasedBuff: Drink a sip of wine or a mug of ale, and your stats and study capacity will increase for a while. Drink too much in a short time, though, and your stats will go down instead.
* CommonPlaceRare: Metal is extremely valuable, and can be found underground. The only way to get underground is via a cave entrance (rare and often claimed) or a mine hole (''extremely'' expensive to construct). Not only that, but mining is dangerous, and takes a high Strength and Mining level to get anything good from it.
** Sausages are extremely valuable food, but can only be made by sausage machines, which require costly skills and...metal. This also applies to everything else that needs metal, such as brick walls.
*** You can make Ceramic Meat Grinder combining various types of not-so-easily accessible clay, but it can not make all types of sausages.
* LuckBasedMission: Most basic commodities (such as food) are ''very'' hard to find if you start in certain environments, forcing you to rely on passing rabbits and rats or foraging for randomly-spawning roots and berries to survive.
* NoArcInArchery: All projectiles not only fly straight at the target (regardless whether they'll hit or miss), but will even fly up hills and through trees, rocks and walls.
* ShoutOut: The description of the Ranger skill references ''Series/WalkerTexasRanger''.
** The description of the Jewelry skill is likewise a reference to ''Literature/TheLordOfTheRings''.
* {{Squick}}: There are only two ways to recover your maximum HP in the game. The easier one is to attach leeches to your body until they bloat up. The other is bandaging your head (and the bandage becomes soaked with blood soon after).
* SufferTheSlings: Slings are ranged weapon of choice for most players, due to the extremely high LP investments needed to properly use a bow.
* SuperDrowningSkills: By default, [[YouHaveResearchedBreathing you can't swim]]. This is for your own safety; rivers are the only things in this game worse than bears.
** To elaborate: to be killed by a creature (including bears) they have to breach your defenses, then damage your HP enough to knock you out, then finish you off when you're down, and even then, you can reincarnate to recover your equipment and your skull to get some of your abilities back. But running out of Stamina in the water (which drains incredibly fast) is an instant kill that makes everything your character has on him/her [[PermanentlyMissableContent lost forever]].
* TheStoner: Certain opium-based "medicine" [[BottledHeroicResolve gives you a huge strength buff]] for a handful of seconds.
* TheyChangedItNowItSucks: The change in how LP is earned from world 4 to 5 has been...controversial to say the least.
[[/folder]]

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