Foraging

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Foraging
Foraging.png
Foraging
LP Cost 25
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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This skill uses Perception and Exploration to be able to see various plants, herbs, roots and berries that you can pick. This Skill can also allow you to raid ant hills.

In-Game Text

"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.

Notes

  • 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
Blueberries 55 1010 2020 Heath
Forest
Dandelion 1010 2020 4040 Heath
Moor
Grassland
Spindly Taproot 1010 2020 4040 Forest
Stinging Nettle 2525 5050 100100 Forest
Chantrelles 5252 104104 208208 Forest
Dewy Lady's Mantle 8080 160160 320320 Swamp
Wild Windsown Weed 8080 160160 320320 Thicket
Swamp
Beach
Moor
Heath
Grassland
Forest
Lady's Mantle 8080 160160 320320 Swamp
Thorny Thistle 9090 180180 360360 Mudflat
Stalagoom 100100 200200 400400 Cave
Bloated Bolete 110110 220220 440440 Grassland
Forest
Peculiar Flotsam 110110 220220 440440 Water Terrain
Four-Leaf Clover 130130 260260 520520 Moor
Heath
Grassland
Uncommon Snapdragon 144144 288288 576576 Heath
Moor
Grassland
Candleberry 160160 320320 640640 Swamp
Royal Toadstool 210210 420420 840840 Swamp
Inkweed 250250 500500 10001,000 Moor
Heath
Grassland
Gray Clay 270270 540540 10801,080 Water Terrain
Washed-up Bladderwrack 280280 560560 11201,120 Beach
Tangled Bramble 280280 560560 11201,120 Mudflat
Rustroot 500500 10001,000 20002,000 Forest
Chiming Bluebell 520520 10401,040 20802,080 Swamp
Cavebulb 525525 10501,050 21002,100 Cave
Frog's Crown 550550 11001,100 22002,200 Mountain
Cave Clay 600600 12001,200 24002,400 Cave
River Pearl Mussel 760760 15201,520 30403,040 Water Terrain
Feldspar 828828 16561,656 33123,312 Mudflat
Mountain
Moor
Glimmermoss 900900 18001,800 36003,600 Cave
Mountain
Blood Stern 12501,250 25002,500 50005,000 Forest
Edelweiß 16001,600 32003,200 64006,400 Mountain
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