|Skill(s) Required||Oral Tradition|
|Skill(s) Enabled||Plant Lore|
|Required By||Bloated Bolete, Blood Stern, Blueberries, Candleberry, Candleberry Wax, Cave Clay, Cavebulb, Chantrelles, Chiming Bluebell, Dandelion, Dewy Lady's Mantle, Edelweiß, Feldspar, Four-Leaf Clover, Frog's Crown, Glimmermoss, Gray Clay, Inkweed, Lady's Mantle, Peculiar Flotsam, River Pearl Mussel, Royal Toadstool, Rustroot, Spindly Taproot, Stalagoom, Stinging Nettle, Tangled Bramble, Thorny Thistle, Uncommon Snapdragon, Washed-up Bladderwrack, Wheat Seeds, Wild Windsown Weed|
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"High and low, up above and down below. The forest is a wild larder, and the heath an untamed apothecary, for those who know where to look."
Foraging gives you the ability to find and gather wild growing herbs, mushrooms, roots and flowers, usable for a wide variety of purposes, beyond their obvious utility in medicine and cuisine. Perception and Exploration are key values when looking for anything hard to find, and a well trained Survival skill will ensure that you harvest herbs with good results.
- The frequency of finding herbs is based on the multiplication of the viewer's Perception and Exploration skills (commonly called Per * Exp).
- The quality of the herbs is based on the soil beneath it, and Softcapped by the gatherer's Survival skill.
- There is a minimum value (required Per*Exp, see above) to start spotting each foragable good. Higher stats will increase the spotting chance, up to 4 times the minimum value, at which point all forageables of that type will be seen.
- It appears that whether forageable item is visible is calculated the moment it gets inside your sight range, and it's random with the chance depending on your Exploration * Perception value. It is possible that item becomes visible, and then "disappears" when you move out of sight range and come back. It simply means that you were less lucky with RNG the second time you came within range of the item, and it may appear again if you move away from sight range and come back. In other words - it seems that items don't have specific difficulty value set at spawn time, and instead it's randomly generated (ranging from base value to 4 * base value) separately for each character, each time it comes within range.
Table of Perception x Exploration collectables
Your forage level is defined as your perception stat times your exploration level.
The following table refers to the "levels" at which forageables are visible. There appear to be 100 levels of gradiation between the "First Seen" and "All Seen" levels, but this is unconfirmed.
It is known that you will start seeing forageables when your forage level is half of the forageable's base level and you will see all of a particular forageable when your forage level is double the base level. Quoting Loftar: "Rustroot's base level is 1000. Which means you'll start seeing them at 500 and see all of them at 2000."
|First Seen||Base Level||All Seen||Terrain|
|Dewy Lady's Mantle||8080||160160||320320||Swamp|
|Wild Windsown Weed||8080||160160||320320||Thicket
|Peculiar Flotsam||110110||220220||440440||Water Terrain|
|Gray Clay||270270||540540||10801,080||Water Terrain|
|River Pearl Mussel||760760||15201,520||30403,040||Water Terrain|