
	H	U	N	T	E	R	B	O	R	N

	A mod for the hunter who has nothing.
	
	 - by unuroboros (dragonsong)


V1.3.1 tips and spoilers, last updated February 7 2014

Contents
========

 1. Introduction
 2. Time formulas
 3. Hunting knife bonuses and effects
 4. Foraging
 5. New ingredients
 6. New effects
 7. Strange Brew
 8. Tea
 9. Scrimshaw
10. Blood and venom
11. The Lyart Cairn
12. Changelog


Introduction
============
In this readme, many of the nitty gritty technical details of Hunterborn will be explained. This can be useful as a technical reference and especially for troubleshooting, but shouldn't be necessary just to use the mod and have fun with it.

		!WARNING - SPOILERS!

Everything in this document should be considered a spoiler. Some of the information is even considered "secret" in the game, special features of Hunterborn that you are meant to discover through trial and error, or completely by surprise.

		!WARNING - SPOILERS!


Time formulas
=============
The time required to dress / skin / harvest / butcher a carcass has two components.

First, you receive a penalty equal to 3 * (20 - total cleans). This represents extra time needed due to inexperience, and comes down to zero at 20 or more cleans completed. If using a sharp rock, an additional 30 minute penalty applies. If using no tool at all (no claws, no rock, no knife) an additional 45 minute penalty applies - but only if you have turned on the hunting knife requirement. With the hunting knife requirement turned off (the default), Hunterborn always uses a baseline of the iron hunting knife.

Second, the size of the animal determines how long the action itself takes.

Sizes
-----
Size 1: Chicken, hare, mudcrab, skeever, slaughterfish.
Size 2: Deer, dog, elk female, fox, goat, giant mudcrab, wolf.
Size 3: Bear, elk male, horse, sabre cat. Chaurus, frostbite spider.
Size 4: Cow (due to bulk).
Size 5: Cave bear, snow bear, horker (due to bulk). Giant frostbite spider, troll, werewolf.
Size 7: Mammoth. Dragon.

Note the game distinguishes male and female elks, but there are no different genders for deer. (Only female elk drop small antlers.) Also, the "giant" mudcrabs (so called by the CK) are just the largest of the typical mudcrabs, not an actual giant.

Dressing, skinning, harvesting
------------------------------
For field dressing, time needed is: 5 * size
For skinning and harvesting, time needed is: (11 - skin|harvest level) * size

So for example, a hunter with 10 cleans and skinning level 5, harvesting level 4, and a sharp rock, will field dress a deer in 40 minutes; a 30 minute penalty plus 10 minutes. He skins the deer in 42 minutes; 30 minute penalty, plus 12 minutes. He harvests in 44 minutes. Obviously, the penalty (which goes away at 20 cleans) is the biggest part of the time needed. Not having a knife really adds up, too - having claws will be a big advantage at low levels.

Butchering
----------
Butchering uses a formula based on how much meat the carcass will yield. The meat yield is player defined: "Single cut" is just one piece of meat, "Conservative" is 12% animal weight, "Generous" is 25%, "Realistic" is 50%. Conservative / Generous / Realistic also get +- 10% animal weight, the custom setting does not.

Animal weights:
	Bear			200			Horker			2000
	Cave bear		400			Horse			1500
	Snow bear		600			Mammoth			12000
	Chicken			5			Mudcrab			10
	Cow				800			Mudcrab (lg)	20
	Deer			200			Mudcrab (gi)	40
	Dog				70			Sabre cat		400
	Elk female		250			Snowy sabre		500
	Elk male		300			Skeever			7
	Fox				10			Slaughterfish	5
	Snow fox		10			Wolf			80
	Goat			80			Ice wolf		90
	Hare			5

Monster weights:
	Chaurus			100
	Spider			50
	Giant spider	200
	Troll			300
	Frost troll		350
	Werewolf		200
	Dragon			1000

Hunterborn uses the U.S. definition of "pounds" for these values, though the game doesn't really specify a weight system. Google was used for average weights, further averaged between male / female weight. These numbers are meant to be realistic, even though at first look some of them seem amazingly high.

Hunterborn lets you butcher at a rate of 1 pound per in-game minute, and sections butchering into 100 minute segments. However, your penalty subtracts from this 100 minutes; so if you have a 30 minute penalty, only 70 minutes can be used for each butchering section. You receive a number of meat items equal to this allowance divided by the meat's weight; so for elk venison, which weighs 2 pounds per cut, a 70 minute section would yield 35 cuts of meat.

The penalty formula for butchering is a little different. 3 * (20 - total cleans) still applies. A sharp rock applies a 15 minute penalty, having nothing (with hunting knife requirement turned on) applies a 30 minute penalty.

The orcish and dragonbone hunting knives double your allowance. Even if you have a 60 minute "inexperience" penalty, you butcher 80 pounds of meat in your 40 minute allowance. If you have no penalty, you can bucher 200 pounds of meat (in 100 minutes) at a time.

On the first pass at butchering, you will always receive all of the additional consumable animal parts at no additional time cost; such as goat legs, mammoth snout, mudcrab legs, etc.


Skill levels
============
For skinning and harvesting, the quality of the pelt or the quality (and quantity) of mats are determined by a random 1d100 roll, plus bonuses from your hunting knife and your skinning/harvesting level. Foraging is similar, using a 1d100 roll, but your roll generally only affects whether you find anything at all, with penalties in harsher terrain.

For skinning and harvesting, if the base roll is 0, it's a critical failure, and you always receive inferior results.

The base roll is added to your experience total for that level. You "level up" based on these charts:

	Skinning			Harvesting			Foraging
	1		100			1		100			1		100
	2		300			2		600			2		450
	3		600			3		1000		3		900
	4		800			4		1500		4		1200
	5		1000		5		2000		5		1500
	6		1350		6		2700		6		2025
	7		1850		7		3600		7		2775
	8		2500		8		4700		8		3750
	9		3500		9		6000		9		5150
	10		5000		10		7500		10		6200

You can adjust your levels in the MCM on the Stats page, or with these console commands:
	set _ds_hunterborn_skinexp to X
	set _ds_hunterborn_skinlevel to X
	set _ds_hunterborn_harvestexp to X
	set _ds_hunterborn_harvestlevel to X
	set _ds_hunterborn_forageexp to X
	set _ds_hunterborn_foragelevel to X
You can also adjust your Total Cleans with:
	set _ds_hunterborn_totalcleans to X

Turning Hunterborn off (in the MCM) wipes all of these numbers of course.


Hunting knife bonuses and effects
=================================
			Skinning	Harvesting	Other
Claws		10			0			-
Sharp rock	0			0			+30 minutes to D/S/H/B
Bone		0			0			25% chance to break when used.
Stone		0			0			-
Iron		0			0			-
Steel		10			0			-
Dwarven		10			10			-
Elven		20			-10			-
Orcish		-10			20			Butchers twice as fast.
Glass		0			0			50% chance of doubled pelt / mats. (Including eyes, heart.)
Ebony		30			0			10% chance summon Shade of Hircine when skinning.
Daedric		30			20			5% summon Aspect of Hircine when skinning / harvesting.
Dragonbone	40			40			Butchers twice as fast.


Foraging
========
The foraging skill was pretty simple in 1.0... but 1.1 and above have changed that. It recognizes nine different zones which generally correspond to the holds of Skyrim; however, your current zone is not strictly defined by your X,Y coordinates on the Skyrim map (indeed, this isn't simple to determine at all with Papyrus scripting) but instead by a mix of weather regions and recognized locations. This means you may be in Falkreath hold but on a mountain pass you'll get forage results based on the Winterhold zone.

In Hunterborn 1.2, you can take advantage of "selective foraging" starting at forage level 1, and having a higher level increases the quantity (but not quality) of what you find.

The benefits gained at certain levels are:
	1		Can choose to forage for firewood, better sense of direction
	2		Can choose edibles
	3		Can choose bones, best sense of direction
	4		Can choose ingredients, 50% chance of +1 extra
	6		50% chance becomes 100% chance, of +1 extra
	8		Always receive +2 extras

The "extras" means one extra roll on the LeveledItem table for the category and zone chosen. (This isn't the same as simply doubling your original result.)

Firewood works a bit differently; with the Frostfall patch the LeveledItem table includes 1 or 2 deadwood, otherwise you can only receive 1 vanilla firewood (per roll). Your extra rolls on firewood are always equal to your forage level (e.g., your base result plus 3 extra results at forage level 3) which is intended to make forage a superior option to Frostfall's method of gathering wood... but only when you put in the time to raise your forage level.

You can also forage for snow, by choosing Edibles, when you have the RND patch installed. You'll receive an amount relevant for your region (it's much harder to find snow in the Rift than the Pale). The snow can be melted into RND's "water" item at the cookpot. Your chance to receive snow is an independent roll from your base success roll, making it realistically easier to find snow even at low forage levels.

Foraging takes an hour of game time. You don't get faster at it, rather you get better at using one hour of time to forage. Your base chance of success is rolling 76 or above on a 1d100. You receive a bonus of 5 * forage level (50 at level 10). Each zone also has a bonus/penalty applied to the roll:
	Eastmarch	+15
	Falkreath	+25
	Haafingar	-15
	Hjaalmarch	+0
	Pale		-25
	Reach		+0
	Rift		+20
	Whiterun	+10
	Winterhold	-20

Most mountain areas are considered Winterhold because of the weather definitions used.

The chance to forage a sharp rock is a flat 45%, whether or not your main roll succeeds, but only if you do not already have a sharp rock in your inventory.

Sense Direction (an ability only accessible as a hotkey) "levels up" with foraging. At forage level 0 you can only very crudely judge the four cardinal directions, but as soon as you hit level 1 you can discern the standard eight. At forage level 3 and higher, you can tell sixteen bearings, such as north-northwest.


New ingredients
===============

!! ARGH, THIS TABLE IS OUT OF DATE !!

							1			2			3			4
	Eye of Bear				Det			LDH			Expl		RegH2
	Polished Bear Eye		FSt3		ResFr		Expl		FHp2
	Eye of Fox				Path		FLA			WkFi		HS
	Polished Fox Eye		Disc		ResP2		WkFi		Invs
	Eye of Hare				RegS		FPic!		WkS			CurD
	Polished Hare Eye		FMrk		FLok!		WkS			FRes
	Eye of Mammoth			RegH3		FBlk2		Slow		FCry
	Polished Mammoth Eye	FHp3		ResS2		Slow2		FCry2
	Polished SC Eye			Invs		ResFi		DmgM		Prowl
	Eye of Wolf				NEye		DmgH		LDH			HS
	Polished Wolf Eye		FSnk		ResM2		Fear		HB
	
	Eye of Dragon			Det			RvgH2		Fear3		FDes2
	Polished Dragon Eye		FShou		ResM3		Fear4		FHA2
	Eye of Troll			RegH2		FBlk2		Slow		FCry
	Polished Troll Eye		FHp3		ResFi2		Slow2		ReS2
	Eye of Werewolf			FSnk2		ResP2		Fear2		HB
	Polished WW Eye			FUnar		ResM3		Frzy2		Invs2

	Bear Heart				Slow		DmgS3		RvgS2		RegS3
	Deer Heart				Fear		WkP2		DSR			ResFi2
	Goat Heart				Inep		Cons		Mudd		Thrill
	Mammoth Heart			Para2		LDH3		LDS2		ResP3
	Sabre Heart				FSnk2		DmgM3		RvgM2		ResM2
	Wolf Heart				Frzy		DmgH2		RvgH		RegH2
	
	Dragon Heart			Para3		LDH3		LDS3		ResFi3
	Troll Heart				Slow2		DmgS3		RvgS2		RegS3
	Werewolf Heart			Frzy3		DmgH2		RvgH2		RegH2

	Bear Tooth				ReM			FHA			FAlt		DMR
	FlawlessBear Tooth		DmgS		LDS			Para		F2H
	Large Bear Claws		RvgS		DSR			Fear2		FBar
	Canine Tooth			DmgH		LDH			WkFi		F1H
	Wolf Claws				RvgH		WkP			Slow		FMrk
	Flawless SC Tooth		DmgM		LDM			Mudd		FSnk
	Sabre Cat Claws			ReM			FHp			FIll		WkP
	Large SC Claws			RvgM		DMR			Frzy2		FLok!

	Doe Antlers				LDH			ResP		HB			LDS
	Great Antlers			RvgS		ResP2		FMrk		Slow
	Bull Horn				FCry		FSt			FHp			Frzy2

	Cured Skeever Hide		ReH			FHp			ResP		Prowl
	Boiled Skeever Tail		DmgH		Frzy		FSnk		Inep

	Charred Hawk Beak		DmgH2		LDH2		DmgM		RegS
	Dyed Hawk Feathers		CurD		FSt2		Thrill		DmgS

	Large Mudcrab Chitin	CurD		FLA			FHp			FSt
	Powdered MC Chitin		DmgH		RvgH		WkP			Cons
	Polished Scales			WatB2		ResFr		ResP		Frzy
	
	Bonesap					Disc		Para		RegH2		Slow2

!! ARGH, THIS TABLE IS OUT OF DATE !!

Legend
	Cons	Consumption					HB		Hunter's Boon
	CurD	Cure Disease				HS		Hircine's Sight
	Det		Detect Life					Inep	Ineptitude
	Disc	Discerning					Invs	Invisibility
	DmgH	Damage Health				LDH		Linger Dmg Health
	DmgM	Damage Magicka				LDM		Linger Dmg Magicka
	DmgS	Damage Stamina				LDS		Linger Dmg Stamina
	DMR		Dmg Mag Regen				Mudd	Muddle
	DSR		Dmg Sta Regen				NEye	Night Eye
	Expl	Exploit						Para	Paralysis
	F1H		Fortify 1 Handed			Path	Pathfinding
	F2H		Fortify 2 Handed			Prowl	Prowling
	FBar	Fortify Barter				RegH	Regen Health
	FBlk	Fortify Block				RegS	Regen Stamina
	FCry	Fortify Carry Weight		ReH		Restore Health
	FDes	Fortify Destruction			ReM		Restore Magicka
	Fear	Fear						ReS		Restore Stamina
	FHA		Fortify Heavy Armor			ResFi	Resist Fire
	FHp		Fortify Health				ResFr	Resist Frost
	FIll	Fortify Illusion			ResM	Resist Magic
	FLA		Fortify Light Armor			ResP	Resist Poison
	FLok!	Fortify Lockpicking*		RvgH	Ravage Health
	FMrk	Fortify Marksman			RvgM	Ravage Magicka
	FPic!	Fortify Pickpocket*			RvgS	Ravage Stamina
	FRes	Fortify Restoration			Slow	Slow
	Frzy	Frenzy						Thrill	Thrill
	FShou	Fortify Shouts				WkFi	Weakness Fire
	FSnk	Fortify Sneak				WkP		Weakness Poison
	FSt		Fortify Stamina				WkS		Weakness Shock
	FUnar	Fortify Unarmed				

	---#	Increased magnitude. Eg, RegH2 is double magnitude Regen Health.

* SkyRe changes the effects of FLok into "Ranger's Potion", and FPic into "Fortify Fingersmith".
** Requiem changes... a lot of things.

Polished eyes: Tanning rack. Requires a minimum harvesting level; hare 1, fox 1, wolf 2, sabre cat 2, bear 3, mammoth 4; werewolf 3, troll 4, dragon 5.
Hearts: High-quality mat drop.
Flawless teeth: Flawless teeth are a high-quality mat drop. There are no flawless canine teeth.
Large claws: Large claws are a high-quality mat drop. There are no large wolf claws.
Antlers: Female elk may drop doe antlers. Deer and male elk may drop great antlers.
Cured skeever hide: Cooking pot. Use a skeever pelt, skinned from same. Poor pelts cannot be used.
Boiled skeever tail: Cooking pot. Use skeever tail.
Charred hawk beak: Cooking pot. Use hawk beak.
Dyed hawk feathers: Cooking pot. Combine hawk feathers with inkwell.
Large mudcrab chitin: Appears only on giant mudcrabs.
Powered mudcrab chitin: Cooking pot. Use large mudcrab chitin.
Polished scales: Tanning rack. Use slaughterfish scales.
Bonesap: Scrimshaw, harvest level 3. Combine bonemeal (scrimshaw: bones) with spriggan sap (cooking: taproot).

Note that horses and cows may also drop hearts, but these are not alchemy ingredients. Instead they are consumables, are filling meals for RND, and grant (respectively) 10% move speed bonus for 1 hr, +10 carry for 1 hr.


New effects
===========
Consumption
Wastes away <mag> health and stamina, per second, over <dur> seconds.

Detect Life
Nearby living creatures can be sensed while you are outdoors.

Discerning
Within <dur> seconds, you will discern an effect of the first ingredient you consume.

Exploit Weakness
Once affected by this poison, further venoming causes the victim to stagger. Lasts <dur> seconds.

Flare
(Created with 3 torchbug thorax at the cooking pot.)
Illuminates the target for <dur> seconds.

Hircine's Sight
For <dur> seconds, you can focus to see farther when aiming a bow. Same mechanic as Eagle Eye perk.

Hunter's Boon
Bows do <mag>% more damage. Lasts 10 minutes. The effect ends indoors.

Ineptitude
For <dur> seconds, may cause stumbling.

Muddle
Any spells cast for the next <dur> seconds cost double mana.

Pathfinding
Very briefly, you sense the path to your goal. Same mechanic as Clairvoyance.

Prowling
You are <mag>% harder to detect. Lasts 10 minutes. The effect ends indoors.

Thrill
Imbued with the thrill of the hunt, you move more swiftly and your stamina regenerates <mag>% faster. The effect ends indoors.


Strange Brew
============
By mixing Nord mead and a wolf eye at the cooking pot, you create Strange Brew. While under its effects, you are able to create special poisons, also at the cooking pot. However, you must create each one in turn before the next recipe is "unlocked", the *next* time you are under the effects of Strange Brew.

Hircine's Agony
	1x Nord mead, 2x great antlers, 2x wolf claws
Combines Slow, Lingering Damage Health, and Weakness to Poison.

Hircine's Cloak
	1x wolf heart, 2x polished sabre cat eye
When this poison strikes a target, you become briefly invisible.

Blood of the Hunt
	1x bear heart, 1x deer heart, 1x goat heart, 1x mammoth heart, 1x wolf heart
For <dur> seconds, bows do <mag>% more damage but you suffer from a blood-burning poison. This has a base duration and magnitude of 30 seconds and 50%, so it is incredibly powerful against a single opponent or a difficult group, but you'll be taking constant damage from the poison. Use judiciously!


Tea
===
Recipes to brew tea at the cookpot were added in 1.3. These continue the theme of Hunterborn acting as a bridge for RND and Frostfall: they reduce thirst and warm you up. They have a few additional effects too, but are fairly low-power since the ingredients are pretty easy to come by.

Exposure reduction works by directly modifying your exposure value in Frostfall, since (as of FF version 2.5) there are no buffs or effects that do the same; alcohol provides only temporary exposure reduction and the "Strong Brew" buff it places in your current effects would be... misleading for tea. :)  Because Frostfall's intention is to require effort and planning to stay warm, this exposure reduction can't be repeated by drinking more tea - as long as the Hot Tea effect is active on your character, you won't gain any benefits from drinking any others or any more.

All teas reduce exposure by 10 points; except Wheat Boon, which reduces 20 points.

In the recipes listed below, water is not included but is a required ingredient with the RND patch. Nirn Spring Tea is the exception.

Juniper Tea
	3x juniper berry, 1x honeycomb (RND: 1x honey instead)
1 stamina per second for 5 minutes.

Lavender Tea
	2x lavender, 3x purple mountain flower
1 magicka per second for 5 minutes.

Moon Dance Tea
	1x moon sugar, 2x luna moth wing
For 5 minutes, every 9 seconds there is a 33% chance of the Blink effect, and a 33% chance of the Haste effect. Blink is 3 seconds invisibility, Haste is +66% movement speed.

Mountain Flower Tea
	1x blue mountain flower, 1x purple mountain flower, 1x red mountain flower
Only reduces exposure.

Nirn Spring Tea
	1x Nirnroot, 1x Sleeping Tree Sap
Fortify magicka 25 points for 3 minutes, regenerate magicka +25% for 5 minutes, resist magic 50% for 2 minutes. With RND, it *increases* thirst.

Snowberry Tea
	3x snowberry, 2x red mountain flower
Resist frost 10% for 5 minutes, which indirectly helps resist exposure.

Ten Dragons Tea
	10x dragon's tongue
+50% health regen for 5 minutes. Requiem compatible.

Wheat Boon Tea
	3x wheat, 1x hanging moss
15% chance to Cure Disease. (Because of the 5 minute Hot Tea effect, you can't drink several in a row to increase your chances.)


Scrimshaw
=========
There are many recipe "categories" for Scrimshaw; most of the items in each category have the same ingredients.

Bone bits: Used in other recipes - to make hunting knives, or to make crude / cruel bone arrows. Bone bits can be fashioned from antlers, claws, teeth, horns, tusks, and large / small animal bones.

Bone Meal: This standard Alchemy ingredient can be created with 3 bone bits. This requires harvest level 1.

Bonesap: This is an Alchemy ingredient unique to Hunterborn. It is created by combining Spriggan Sap and Bone Meal, and requires harvest level 3. The Bone Meal can be created from animal bones as above, and Spriggan Sap - normally unavailable as a drop in the game - can be boiled out of Taproot (3 at a time) using a cookpot at harvest level 2. Bonesap is an alternate source of the Discerning effect, with three applications available per Taproot, making Spriggans a desirable target for Hunters specializing in alchemy.

Arrows: Require 5 bone bits and a piece of firewood (or 2 large animal bones), to produce 10 arrows. The arrow recipe automatically upgrades with your harvest level:
	Level	Arrow		Damage
	-----	-----		------
	0-2		Crude		Worse than iron
	3-4		Hunter's	Same as iron
	5-6		Honed		Better than steel
	7-8		Stalker's	Same as dwarven
	9+		Perfect		Better than elven
The damage values are based on vanilla in Hunterborn.esp, and are adjusted in the Requiem patch for that mod's progression.

Weapons: These require different kinds of animal bones (all count as "high quality" mats, needing harvest level 4+); the sword and axe require superb animal bones, which can be harvested from sabrecats, bears, male elk, horses, and mammoths; the club and bow require mammoth parts. These are identical to Forsworn weapons in both look and damage - including adjustments made in the Requiem patch - except the mammoth bone club, which is a warhammer (using the same model as the in-game giant club) and hits about as hard as an orcish.
	Club: 1 enormous mammoth bone, 3 leather strips. Harvest level 3.
	Sword: 1 superb animal bone, 1 large animal bone, 3 leather strips. Harvest level 3.
	Axe: 1 superb animal bone, 2 large animal bones, 2 leather strips. Harvest level 4.
	Bow: 1 superb mammoth tusk, 4 leather strips. Harvest level 5.

Engraved bones: 1 large animal bone produces 1 engraved bone. There are three varieties which each may cure two diseases: Hircine for Ataxia and Rockjoint, Julianos for Brain Rot and Witbane, and Kynareth for Bone Break Fever and Rattles. Each bone has a 70% chance of being effective and is single-use. If effective, the bone will cure both diseases, not just one. If the player isn't infected (and the roll is successful) you receive a 1 hour blessing instead; Hircine grants 2 stamina regen per sec and 15% frost resist, Julianos 1 magicka/sec and 10% magic resist, Kynareth 1 health/sec and 10% fire resist. You cannot stack blessings from different bones.

Amulets: 3 small animals bones and 1 leather strip per amulet. These require harvest level 1. The amulets are named after traditional full moon names: http://www.farmersalmanac.com/full-moon-names/
	Wolf: Resist fire 10%.
	Snow: Carry +10.
	Worm: Resist frost 10%.
	Pink: Double harvest results.
	Flower: Fortify Restoration 10%.
	Strawberry: Stamina +10.
	Buck: Movement speed +5%.
	Sturgeon: Fortify Illusion 6%.
	Harvest: Forage rolls get +10.
	Hunter's: Damage from animals -10%.
	Beaver: Health +10.
	Long Nights: Night Eye while worn.

Rings: 1 small animal bone per ring. These require harvest level 2.
	Lucky: Doesn't do a damn thing.
	Jagged: Fortify one-handed 8%.
	Thorned: Fortify marksman 8%.
	Smoothed: Muffle (magnitude 0.8).

Hunting knives: The bone and stone hunting knives are crafted with Scrimshaw. The bone knife requires 1 large animal bone. The stone knife requires 1 sharp rock and 1 bone knife, and harvest level 1. When field dressing, skinning, or processing, there is a 25% chance the bone knife will break.

Cache marker: 1 large animal bone. No level requirement. Used to create a hunter's cache, see the main readme for info. (Note that this feature has to be turned on in the MCM.)

Mortar and pestle: 2 large animal bones and 1 small animal bone. Requires harvest level 4. This recipe only shows up when the Frostfall patch is installed. You create the same mortar and pestle item from Frostfall (lets you use Alchemy anywhere) so this is just a more convenient way of getting it than searching in every damn shop from Dragonreach to Riften.

Ritual rings: Not telling. ;)


Blood and venom
===============
With Monster Hunter enabled, you'll be able to extract either venom or blood from monsters. Chaurus and (Frostbite) spiders yield venom; dragons, trolls and werewolves yield blood, though dragons do not yield blood unless the "Corporeal dragons" option is checked, in the MCM.

Venom by itself can be used as a poison. When combined with the same kind of venom and some other ingredient, the venom "levels up". These recipes use the cookpot and require levels in harvesting:

				Level	Ingredients
	- SPIDER
	Potent		1		2x venom
	Virulent	2		1x venom, 1x potent venom, 1x bleeding crown
	Deadly		3		1x virulent venom, 1x spider egg
	- CHAURUS
	Potent		2		2x venom
	Virulent	4		1x venom, 1x potent venom, 1x falmer ear
	Deadly		6		1x virulent venom, 1x chaurus egg

Troll and werewolf blood can be used to create either a beneficial potion or a poison. These recipes again use the cookpot. A single ingredient is used to determine the outcome; for example, for troll's blood the two ingredients are either fire salts (potion) or troll fat (poison). The strength of the result is determined by your harvesting level: weakest at level 1, strongest at level 5 or above.

	TROLL +		Fire salts		=	Regeneration
				Troll fat		=	Poison (dmg health)
	WEREWOLF +	Luna moth wing	=	Invisibility
				Eye of wolf		=	Fear

Dragon's blood is different. Rather than using ingredients and your harvesting level, you gain access to different recipes by learning new dragon shouts. This means you'll be able to brew dragon's blood even at a fairly low levels without much extra time spent hunting, if you're following the game's main quest... and you aren't using mods that turn dragon encounters into an instant quickload until level 20+. These potions and poisons can be quite powerful, because you'll only produce two per dragon slain.

	Animal Allegiance	Summons a Shade of Hircine (level 16 wolf-thing that wants to KILL EVERYTHING)
	Aura Whisper		Living Circle (similar to Guardian Circle)
	Become Ethereal		Prolonged Invisibility
	Disarm				Disarming Venom
	Dismay				Deadly Fear Poison
	Elemental Fury		Elixir of Furious Speed (similar to the shout)
	Fire Breath			Firebloom (similar to Fire Storm)
	Frost Breath		Venom of Torpor (slow and poison)
	Ice Form			Deadly Paralysis Poison
	Kyne's Peace		Kyne's Peace (similar to the shout)
	Marked for Death	Deadly Lingering Poison
	Slow Time			Slowed Time (similar to the shout)
	Storm Call			Boiling Storm (similar to the shout)
	Throw Voice			Ghost's Passage (invis + sneak + muffle)
	Unrelenting Force	Venom of Explosive Force (powerful knockback)
	Whirlwind Sprint	Elixir of Swiftness (+100% speed / 30 secs)

There is additionally one dragon's blood recipe that requires no shouts learned. Combine two polished fox eyes with dragon's blood to produce a potion of Arcane Metabolisis, which produces a Discern-like effect that does not expire after one use, but instead costs an increasing amount of health: 25 health for the first ingredient consumed / effect learned, then 50 for the next, then 100, 200, etc.


The Lyart Cairn
===============
Solaf, proprietor of Gray Pine Goods in Falkreath, will receive a single copy of this book once Hunterborn is activated. It is inexpensive. Reading the book provides access to several new cooking recipes; however, you can remove this requirement for the recipes in the MCM. If Solaf isn't carrying the book, toggle the MCM option for the book's requirement - toggling it back on should manually deliver a copy immediately to Solaf.

The text of the book alludes to the recipes themselves. There are also two secret recipes that are unlocked by reading the book and then drinking Strange Brew: Root Bear, and Sweetwolf.


Changelog
=========

=== 1.3.1 ->

	Release [2014-02-07]
		BUGFIX: Small game (mudcrab, hares) not working (bad index shift from reserved spot for boars)
		BUGFIX: SkyRe QL recipes prompt kept appearing
		BUGFIX: Pelt values could not be changed from MCM (because of Flawless)
		BUGFIX: Vale animals were not providing any loot
		BUGFIX: Foraging in the Vale (and endless script loop)
		Added MCM option to re-run init scripts
		Added a few extra bone bits recipes (superb and drained bones)
		Lots more tracing in Papyrus log
		Ebony and Daedric knives have skinning bonus 30
		Knife with 30+ now needed to skin a Flawless

=== 1.3 ->

	Release [2014-01-23]
		BUGFIX: Advance game time rollover bug
		BUGFIX: Without SkyRe, lockpicking mysteriously levels up
		BUGFIX: Missing vendor keywords on many ingredients
		Added 4 script-generated recipes for SkyRe Quality Leather Armor when QL option enabled in MCM
		Arrows updated; "cruel bone arrow" removed, recipe gets more powerful with harvesting level
		Bone weapons; made with Scrimshaw, harvesting levels 3 - 5
		Requiem patch updates:
			Adjusted damage on new arrows
			Adjusted damage on new bone weapons
		Flawless pelts for all animals, 5% chance at skinning level 9, 10% chance at level 10
		Races that can use "claws as knives" is now a FormList, modder-friendly
		Reweigh vanilla meats option now defaults to off... will be deprecated in some future version
		Cooking overhaul:
			Benefits stamina regen only now, no health regen (except on Dragon Blood-Pudding)
			Stamina regen change makes food Requiem compatible
			All foods made Frostfall compatible ("Hearty Meal" buff)
			All recipes conditionalized, only visible at cookpot with a primary ingredient on hand
		Added teas to cooking:
			* Ten Dragons is hp/sec, Juniper is stam/sec, Lavender is mag/sec
			* Nirn Spring is fort mag, mag/sec, resist mag
			* Snowberry is resist frost
			* Wheat Boon has 15% chance to cure disease
			* Mountain Flowers just warms
			* Moon Dance randomly makes you invisible or faster for just 3 seconds
			Buffs do not stack and cannot be re-applied until they expire
			RND: Reduce thirst (except Nirn Spring)
			Frostfall: All teas remove 10 exposure points (Wheat Boon: 20) - cannot stack
		Hotkeys for all animal carcass actions (not for Monster Hunter), and Forage / Scrimshaw / Taxonomy
		Sense Direction, only available as a hotkey
		3 Rites of Hircine; no documentation, obfuscation intended

=== 1.2 ->

	Release [2014-01-01]
		BUGFIX: Cleaned up "dirty" region edits in Tes5Edit
		BUGFIX: For many werewolf bugs, basic solution of blocking any HB action when in werewolf form
		BUGFIX: SkyRe Gatherer: Add SkyRe Leather feature, an option to remove the perk, and a warning when HB detects it
		Added a Requiem patch ESP, currently very basic (fixes troll loot, boosts damage on bone arrows)
		Hunting knife overhaul:
			Now using keywords instead of arrays for knife bonuses
			Knives are now optional and not required by default
			Knives on merchants code rebuilt, simplified, and finally working
			New MCM settings for the above; knives on merchants, make knives required, and claws-as-knife
		MCM setting to hide 'Manual Loot'
		Spider venom fix completed (finalized 1.1.2's fix)
		Can now Search (manual loot) monsters with weapons unsheathed
		Harvesting can yield troll skull
		Selective foraging (starting at forage level 1, can choose what to forage for)
		Can forage for snow when RND is detected
		MCM reports detection of all other related mods (RND, FF, SkyRe, Requiem), for troubleshooting
		Custom compatibility settings in MCM no longer disable skinning and harvesting levels
		Updated Frostfall patch: Deadwood from Forage, mortar and pestle recipe
		Added Hunter's Cache, craftable storage, created with Scrimshaw
		Engraved bones now confer a buff if not curing a disease
		Value of many cooked goods updated to be more useful as merchandise

=== 1.1.2 ->

	Release [2013-07-08]
		BUGFIX: Polished Dragon Eye's Fort Shouts magnitude changed from 10 to 0.10
		BUGFIX: Missing ClothingRing keyword on rings
		BUGFIX: Prevented repeatable Skin (etc) as a default action
		Switched spider venom back to vanilla (needed as ingredient and on some quests)
		Clarified description on Bone Amulet of the Pink Moon
		Took a "stab" at fixing hunting knives on vendors (but still buggy)
		New recipes: Bone Meal, Spriggan Sap, Bonesap

=== 1.1.1 ->

	Release [2013-06-16]
		BUGFIX: RND raw dragon meat not working as meal
		BUGFIX: Dirty region edit from beta Forage
		BUGFIX: Sharp rock not working for Scrimshaw while dagger in inventory
		New alt recipes for crude / cruel bone arrows using large animal bone instead of firewood
		Foraging for sharp rock much easier
		Adjusted some potion and ingredient costs (some were worthless, some were way too valuable)

=== 1.1 ->
	
	Release [2013-06-04]
		BUGFIX: AoH summoning message
		BUGFIX: GetHuntingKnife kwDagger fix
		Toggling Cookbook option adds / removes cookbook from Solaf
		
	beta 3 [2013-05-19]
		BUGFIX: Taxonomy fixed
		Scrimshaw
			Engraved bones = harvest level 0; amulets = 1; rings = 2
				RND integration
			Bone Amulets http://www.farmersalmanac.com/full-moon-names/
				" Pink = harvest bonus
				" Harvest = forage bonus
			Stone knife, recipe
		Monster Hunter
			Blood: Troll, Werewolf, Dragon; make into potion or poison
			Leather recipes
			Cooking recipes
			Taxonomy integration
			Frostfall integration (pelts)
			RND integration
		Forage update
			Location based
			Local ingredients
			Forage experience / level
		Knives on hunting vendors, via code
		
	beta 2 [2013-05-06]
		BUGFIX: Process (butcher) takes 60x too long
		BUGFIX: Process works indefinitely (skin / harvest)
		BUGFIX: Fix Papyrus log nags
		BUGFIX: Automatic Variants (new option, armor not removed... hacky fix)
		Each monster has its own toggle
		Scrimshaw
			Engraved Bone of
				" Julianos = Brain Rot + Witbane
				" Hircine = Ataxia + Rockjoint
				" Kynareth = Bone Break Fever + Rattles
		Monster Hunter
			Chaurus: chitin, eggs; venom; meat ("chaurus pie")
			Spider: eggs; venom; meat
			Troll: fat; skin; eyes, heart, blood; meat
			Werewolf: skin ([DG] wolf pelt?); eyes, heart, blood; meat (wolf + human flesh)
			Dragon: scales, bones; eyes, heart, blood; meat
			
	beta 1 [2013-04-20]
		BUGFIX: Start / Stop HB quest
		BUGFIX: Missing Dragonbone recipe
		BUGFIX: Food and soup sounds
		2x Fox Eyeballs, fixed polished eyeballs dropping
		Can pick up \ manual loot carcass (as default action) even with weapon drawn
		No anim, no blood options
		Second stage default options
		SkyRe Wayfarer leveling option
		Slower Harvest leveling
		Animal bone -> small / large bones (and new texture)
		FOmod installer
		Stats tab
		New option to process completely
		Higher quality pelts and mats much harder to get!
		Scrimshaw
			Bone bits (moved here)
			Crude bone arrows (moved here)
			Cruel bone arrows [stagger] (Harvest Level 6+)
			Rings; Lucky Bone Ring, Jagged (1H), Thorned (Marks), Smoothed (Muffle)
			Bone Knife Weapons\Shiv\Shiv.nif
			Bone Amulets
				Bone Amulet of the Wolf Moon = resist fire
				" Snow = carry
				" Worm = resist frost
				" Flower = resto 10%
				" Strawberry = +stam
				" Buck = movement speed
				" Sturgeon = illus 10%
				" Hunter's = Kyne's Blessing
				" Beaver = +health
				" Long Nights = night eye

=== 1.0 ->

	Release [2013-03-25]
		BUGFIX: Elk Male drop Great Antlers
		BUGFIX: Dropped carcasses sometimes fall through floor
		BUGFIX: Stuck state when dressing with weapon drawn
		BUGFIX: Custom meat bug
		BUGFIX: Stuck carcass bug
		Higher yield on bone arrows
		Some ingredient rebalancing (large mudcrab, strange brews)
		Added Hunter's Bedroll
		Dress takes longer with no knife

	RC4 [2013-03-23]
		BUGFIX: Edited LI's: Dog, Goat, Hare, Horse
			(OnOpen sanity check, Taxonomy last resort)
		BUGFIX: Default-ing works correctly in MCM
		Consolidated mat drop
		Custom meat yield option
		Taxonomy
		Compat options to include and combine custom misc / mats / pots
		DG compat (Vale animals)
		HF compat (goat horns, mudcrab legs)
		SkyRe compat

	RC3 [2013-03-15]
		BUGFIX: SetGoldValue on pelts in startup routine
		BUGFIX: Fix meat drops, LI instantiation system
		BUGFIX: CarcassArray should not .Delete
		New option for mat yield
		'Cleaned' (and added) ingredients

	RC2 [2013-03-13]
		BUGFIX: Fixed 'small game' toggles, now actually work besides just on start / stop
		BUGFIX: Fixed diminishing spawns
		BUGFIX: Added missing Skewered Skeever recipe
		BUGFIX: Missing translation files
		BUGFIX: SetWeight needed on game start
		Rebalanced cooking recipes to better align with RND
		Forage added non-silent
		Changed meat yield option
		Combat requirement option
		'Cannibal' animation
		Added animal bones, mats are now guaranteed drops
		Change Skin / Harvest level formula, exp
		Any dagger == iron hunting knife
		Sharp rock
		Remove 'cleaned' carcasses
		Khajiit / Argonian claws
