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6 changes: 3 additions & 3 deletions docs/custom-systems/archaeology.md
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Expand Up @@ -41,7 +41,7 @@ Double-click a clue in your backpack to attempt to interpret it.
**All other clues** (expedition notes, journal pages, book pages, digging permits) — requires **70+ Inscription**. Same skill check range (70–130). Failure doesn't consume the clue.

!!! tip "Skill Check Range"
The check is capped at 100. so higher-than-70 skill improves your success rate.
The check is capped at 100. so higher-than-70 skill improves your success rate.

On success, the clue is marked as interpreted. A gump window opens showing the flavor text, which contains the **X and Y coordinates** of your dig site. The clue also records who decoded it.

Expand Down Expand Up @@ -80,7 +80,7 @@ Use the **Brush** the same way.
- The clue is **consumed** at this stage regardless of outcome

!!! warning "Wrong Tool"
Using the wrong tool for the current stage gives the message `"This doesn't seem like the right tool for this stage."` No charge is consumed.
Using the wrong tool for the current stage gives the message `"This doesn't seem like the right tool for this stage."` No charge is consumed.

## Artifact Find Chance

Expand All @@ -103,7 +103,7 @@ Dig zones spread throughout the ruins of Britain.
Dig zones spread across the Ruins of Moonglow, including the bank area and surrounding ruins.

!!! note "Future Regions"
Minoc, Trinsic, and Yew dig regions are defined in the system but not yet active in-game. Their artifact tables are also drafted. These may be enabled in a future patch.
Minoc, Trinsic, and Yew dig regions are defined in the system but not yet active in-game. Their artifact tables are also drafted. These may be enabled in a future patch.

## Common Artifacts (All Regions)

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13 changes: 13 additions & 0 deletions docs/custom-systems/index.md
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Expand Up @@ -94,6 +94,19 @@ Combine Magery and Spirit Speak to unlock a fundamentally different summoning ex
- Dispel resistance: up to 50% vs players, 80% vs NPC auto-dispel, 99% vs NPC-cast dispel
- Bonus healing on spirit summons: up to +50% at GM Spirit Speak

### [Ship Holds](ship-holds.md)

On New Dawn, ships aren't simply ways to fish or get to an island. Here, they are your _home away from home_.

**Key Features:**

- Each ship is assigned a hold when placed, accessible via single-click while anchored
- Holds have a max weight and item count, viewable from the ship model inside the hold
- Decorate your hold using the ship model decorator tool
- Items in your ship's hold do not decay
- Use your bunk bed to initiate a quick 30-second logout
- Anyone who can board your ship can access and loot your hold — keep valuables in a house or bank

### [Achievement System](achievements.md)

Track your accomplishments and earn rewards through a comprehensive achievement system covering various gameplay aspects from combat to exploration to crafting.
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38 changes: 38 additions & 0 deletions docs/custom-systems/ship-holds.md
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@@ -0,0 +1,38 @@
# Ship Holds

On New Dawn, ships aren't simply ways to fish or get to an island. Here, they are your _home away from home_.

The feature is live as of June 2026, but you can view a [teaser trailer](https://www.youtube.com/watch?v=5r1qNKQ83bo) that was released prior to learn a bit more.

## Important Note

!!! warning "Important Note About Ship Holds"
Your ship's hold isn't a floating house, in the sense, where you can lock items down, kick/ban people, and have various levels of access like you can with a normal house.

‼️**If someone can get onto your boat, they can get into your hold. If they get into your hold, they can take your stuff.**‼️

If you have something of value, *keep it in your house*, locked down, or in the bank. Getting your ship's hold cleared out because someone got onto your ship is a risk you accept out on the high seas.

## How to Start

When you place a ship, it will be assigned a ship hold. With your anchor down, you can single-click your hold and select "Enter Ship Hold"

## Restrictions

- Ship holds have a max weight and item count which you can se from your ship model in the hold
- While you can have 2 ships per account, you can only have 1 ship with a hold across all 6 of your boats (1 hold per Discord account)
- You can't access the ship's hold when your ship is moving, or the anchor is up
- You can't raise the anchor of your ship if any mobiles are in the ship's hold
- You can't drydock your ship if your ship's hold has any mobiles or items in it
- You can't enter your ship's hold when in combat, when casting a spell, or on a mount
- You can't cast recall or gate from inside a ship's hold

!!! note
The system will continue to grow and change as feedback and metrics come back on its use.

## Other Features

- You can access the ship hold decorator tool by double-clicking the ship model
- You can use detect hidden on your ship, which doesn't enhance your ability like it does in a house to reveal hidden people, however it will identify if any of your planks are locked or unlocked
- Items in your ship's hold do not decay
- You can use your bunk bed to initiate a 30 second process where you can immediately log out
246 changes: 246 additions & 0 deletions docs/game-mechanics/gardening.md
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# Gardening

New Dawn's gardening system lets you grow and cross-pollinate a wide variety of decorative plants. Seeds are planted in pots, cared for over several days, and bred with other plants to unlock new varieties and color combinations. All fully grown plants are **purely decorative** — they exist to beautify your home and nothing more.

---

## Getting Started

Plants are grown in **plant pots**, purchased from the provisioner. Before you can plant a seed, the pot needs to be prepared:

1. Buy an empty plant pot from the provisioner.
2. Find a bare patch of earth (roadside dirt works) and fill the pot with soil.
3. With a **jug of water** in your pack, double-click the pot to open the plant gump, then click the water jug icon **twice** to soften the soil.
4. Double-click your seed and target the pot to plant it.

Once planted, the pot needs to be **locked down in your house** or carried in your **backpack** for the plant to grow.

### Growth Checks

| Location | Frequency | Notes |
| --------------------------- | ------------------------- | ------------------------------------- |
| Locked down in a house | Once per day at server up | Plant will sicken if left untended |
| Character's backpack | Every 23 hours | Only while the character is logged in |
| Secure container / bank box | Never | Plant will neither grow nor sicken |

---

## Seeds

### Basic Seeds

The most common seeds drop from **Bog Things** and their **Boglings**. They come in four starting colors — **Red**, **Blue**, **Yellow**, and **Plain** — and grow into one of the three first-generation plant types. These seeds are the foundation of the cross-pollination system.

### Rare Seeds

Rare colored seeds yield plants in unusual colors, including **Black** and **White** which can also emerge as mutations from regular breeding. Plants grown from rare seeds are endpoint decoratives — they cannot be cross-pollinated and produce no seeds.

### Bonsai Seeds

Found on creatures in the **Tokuno Islands**, bonsai seeds grow into miniature decorative trees in five rarity tiers:

- Common
- Uncommon
- Rare
- Exceptional
- Exotic

Like rare seeds, bonsai plants cannot be cross-pollinated and produce no seeds.

---

## Plant Types and Generations

There are **17 breedable plant types** arranged across four generations. Higher generation plants can only be unlocked through cross-pollination.

### Generation 1

| Plant |
| ---------------- |
| Tribarrel Cactus |
| Fern |
| Campion Flowers |

### Generation 2

| Plant | Parents |
| ----------- | ----------------------- |
| Water Plant | Tribarrel Cactus × Fern |
| Lilies | Campion Flowers × Fern |

### Generation 3

| Plant | Parents |
| ------------------- | ------------------------------ |
| Prickly Pear Cactus | Tribarrel Cactus × Water Plant |
| Small Palm | Water Plant × Fern |
| Rushes | Lilies × Fern |
| Snowdrops | Lilies × Campion Flowers |

### Generation 4

| Plant | Parents |
| ------------- | -------------------------------------- |
| Barrel Cactus | Tribarrel Cactus × Prickly Pear Cactus |
| Snake Plant | Water Plant × Prickly Pear Cactus |
| Century Plant | Water Plant × Small Palm |
| Ponytail Palm | Small Palm × Fern |
| Elephant Ears | Fern × Rushes |
| Pampas Grass | Rushes × Lilies |
| Bulrushes | Lilies × Snowdrops |
| Poppies | Snowdrops × Campion Flowers |

---

## Cross-Pollination

When a plant reaches **day 7** of its growth cycle it begins producing pollen and can be cross-pollinated. Left alone, it will self-pollinate by day 9, producing seeds that grow into an identical copy of the parent. To create a hybrid you must manually pollinate it with pollen from a different plant before that happens.

**How to cross-pollinate:**

1. Open the plant gump of the pollen donor and navigate to **Page 2**.
2. Click the **Cross-Pollinate** button — this gives you a targeting cursor.
3. Target the receiving plant. That plant will now produce hybrid seeds.

!!! info "One Pollination Per Plant"
A plant can only be pollinated once. You can still collect pollen from an already-pollinated plant to use on others, but the pollinated plant itself cannot receive pollen again.

### Calculating the Offspring Type

Each of the 17 breedable plants has an assigned number. Add the two parent numbers together, then divide by two. If the result is a whole number, that is the offspring. If the result is a decimal (odd sum), there is a **50/50 chance** of either adjacent plant type.

**Example:** Prickly Pear Cactus (3) × Ponytail Palm (8) = 11 ÷ 2 = 5.5 → offspring is either a Water Plant (5) or a Century Plant (6).

| # | Plant |
| --- | ------------------- |
| 1 | Tribarrel Cactus |
| 2 | Barrel Cactus |
| 3 | Prickly Pear Cactus |
| 4 | Fern |
| 5 | Water Plant |
| 6 | Century Plant |
| 7 | Small Palm |
| 8 | Ponytail Palm |
| 9 | Snake Plant |
| 10 | Elephant Ears |
| 11 | Campion Flowers |
| 12 | Lilies |
| 13 | Snowdrops |
| 14 | Rushes |
| 15 | Pampas Grass |
| 16 | Bulrushes |
| 17 | Poppies |

### Color Mixing

Colors combine like paint. Crossing two plants of **different** colors always produces a **dull** result; crossing two plants of the **same** color produces a **bright** version.

| | Red | Blue | Yellow | Purple | Green | Orange | Plain |
| ---------- | ---------- | ----------- | ------------- | ------------- | ------------ | ------------- | ----- |
| **Red** | Bright Red | Purple | Orange | Red | Red | Red | Plain |
| **Blue** | Purple | Bright Blue | Green | Blue | Blue | Blue | Plain |
| **Yellow** | Orange | Green | Bright Yellow | Yellow | Yellow | Yellow | Plain |
| **Purple** | Red | Blue | Yellow | Bright Purple | Blue | Red | Plain |
| **Green** | Red | Blue | Yellow | Blue | Bright Green | Yellow | Plain |
| **Orange** | Red | Blue | Yellow | Red | Yellow | Bright Orange | Plain |
| **Plain** | Plain | Plain | Plain | Plain | Plain | Plain | Plain |

**Key rules:**

- Primary colors: **Red, Blue, Yellow**
- Secondary colors: **Purple, Green, Orange**
- Two different primaries → secondary color
- Primary + secondary (or two different secondaries) → primary color
- Anything × **Plain** → Plain
- **Black** and **White** are rare mutations; plants of these colors produce no seeds and cannot be bred further

---

## Caring for Your Plants

Each daily growth check evaluates your plant's overall health. Neglected or improperly treated plants will sicken and may die. Double-click the pot at any time to open the plant gump and check its status.

### Plant Gump — Page 1

#### Growth Stage (Top Left)

Tracks days 1–9. The plant reaches maturity at **day 7** (pollen becomes available). At **day 9** it self-pollinates if you haven't done so, the counter stops, and the plant can be set as decorative.

#### Growth Result (Top Right)

| Icon | Meaning |
| -------- | ----------------------------------- |
| Red ! | Plant is in an invalid location |
| Red − | Plant is unhealthy and did not grow |
| Yellow − | Growth check hasn't happened yet |
| Blue + | Grew successfully |
| Green + | Accelerated growth (fertile soil) |

#### Watering

Apply water each cycle using a **jug of water** in your backpack:

| Status | Meaning | Action |
| -------- | ----------------- | ----------------------------- |
| Yellow − | Needs water | Click jug icon once |
| Red − | Very thirsty | Click jug icon twice |
| + | Correctly watered | Nothing needed |
| Red + | Overwatered | Do not water again this cycle |

#### Insect Infestation

Treat with **Greater Poison Potions** in your backpack:

| Icon | Severity | Clicks Required |
| -------- | -------- | --------------- |
| Yellow + | Minor | 1 |
| Red + | Severe | 2 |

#### Fungus Infection

Treat with **Greater Cure Potions** in your backpack:

| Icon | Severity | Clicks Required |
| -------- | -------- | --------------- |
| Yellow + | Minor | 1 |
| Red + | Severe | 2 |

#### Poisoned

Caused by over-applying Greater Poison Potions. Treat with **Greater Heal Potions** (1 or 2 clicks depending on severity).

#### Diseased

Caused by over-applying Greater Cure Potions. Treat with **Greater Heal Potions** (1 or 2 clicks depending on severity).

#### Strength Supplement

Using one **Greater Strength Potion** per day builds the plant's resistance to insect and fungus problems.

#### Remove Plant (Bottom Right)

Opens the option to remove the plant from the pot.

!!! warning "Removing a Plant"
Removed during seed or sapling stage: the seed is returned to your backpack along with the empty pot. Removed after the sapling stage: **the plant is destroyed** and only the empty pot is returned.

---

### Plant Gump — Page 2

#### Pollination State

| Symbol | Meaning |
| ------- | ---------------------------------------------- |
| − | Not yet producing pollen (below day 7) |
| Red X | Cannot be cross-pollinated |
| Red ! | Pollen available — ready to collect or receive |
| Green + | Already pollinated |

#### Seed State

Displayed as `harvested / remaining`. Once the display reads `0/0` the plant will produce no further seeds. Click the harvest icon below to collect them.

#### Set Decorative (Top Right)

Only appears after day 9. Clicking this converts the plant into a permanent **decorative item** placed in your backpack that needs no further care.
33 changes: 17 additions & 16 deletions docs/patches/index.md
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Expand Up @@ -6,22 +6,23 @@ Welcome to the New Dawn patch notes archive. All server patches and updates are

### Release Patches (1.0+)

| Patch Version | Release Date |
| ------------------------------------------ | ----------------- |
| [SERVER PATCH 1.12](patch-1.12.md) | June 10th, 2026 |
| [SERVER PATCH 1.11.1](patch-1.11.1.md) | May 14th, 2026 |
| [SERVER PATCH 1.11](patch-1.11.md) | May 13th, 2026 |
| [SERVER PATCH 1.10](patch-1.10.md) | April 19th, 2026 |
| [SERVER PATCH 1.9](patch-1.9.md) | April 6th, 2026 |
| [SERVER PATCH 1.8](patch-1.8.md) | March 23rd, 2026 |
| [SERVER PATCH 1.7](patch-1.7.md) | March 12th, 2026 |
| [SERVER PATCH 1.6](patch-1.6.md) | March 3rd, 2026 |
| [SERVER PATCH 1.5](patch-1.5.md) | February 25, 2026 |
| [SERVER PATCH 1.4](patch-1.4.md) | February 22, 2026 |
| [SERVER PATCH 1.3](patch-1.3.md) | February 17, 2026 |
| [SERVER PATCH 1.2](patch-1.2.md) | February 13, 2026 |
| [SERVER PATCH 1.1](patch-1.1.md) | February 9, 2026 |
| [SERVER PATCH 1.0](patch-1.0.md) | January 23, 2026 |
| Patch Version | Release Date |
| -------------------------------------- | ----------------- |
| [SERVER PATCH 1.13](patch-1.13.md) | June 28th, 2026 |
| [SERVER PATCH 1.12](patch-1.12.md) | June 10th, 2026 |
| [SERVER PATCH 1.11.1](patch-1.11.1.md) | May 14th, 2026 |
| [SERVER PATCH 1.11](patch-1.11.md) | May 13th, 2026 |
| [SERVER PATCH 1.10](patch-1.10.md) | April 19th, 2026 |
| [SERVER PATCH 1.9](patch-1.9.md) | April 6th, 2026 |
| [SERVER PATCH 1.8](patch-1.8.md) | March 23rd, 2026 |
| [SERVER PATCH 1.7](patch-1.7.md) | March 12th, 2026 |
| [SERVER PATCH 1.6](patch-1.6.md) | March 3rd, 2026 |
| [SERVER PATCH 1.5](patch-1.5.md) | February 25, 2026 |
| [SERVER PATCH 1.4](patch-1.4.md) | February 22, 2026 |
| [SERVER PATCH 1.3](patch-1.3.md) | February 17, 2026 |
| [SERVER PATCH 1.2](patch-1.2.md) | February 13, 2026 |
| [SERVER PATCH 1.1](patch-1.1.md) | February 9, 2026 |
| [SERVER PATCH 1.0](patch-1.0.md) | January 23, 2026 |

### Pre-Release Patches (Alpha/Beta)

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2 changes: 1 addition & 1 deletion docs/patches/patch-1.12.md
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Expand Up @@ -122,7 +122,7 @@ The following flowers make the bees happy:
- To harvest honey, you must have a hive tool (which can also be purchased at the beekeeper)
- Cooking recipes now require honey extracted from hives, not NPC bought
- After you extract honey, you can use taste ID to identify the type of honey (quality)
- Your item identification skill also helps in your ability to idendity the honey
- Your item identification skill also helps in your ability to identify the honey
- Honey comes in a variety type types (with the correct flowers increases the chances

Clover, Wildflower, Buckwheat, OrangeBlossom, Lavender, Heather, Sourwood, Tupelo
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