Legacy:Foraging: Difference between revisions
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{{infobox | __NOTOC__ | ||
{{infobox legskill | |||
| cost = 25 | | cost = 25 | ||
| req = [[skillreq::Oral Tradition]] | | req = [[legacy-skillreq::Legacy:Oral Tradition|Oral Tradition]] | ||
}} | }} | ||
This skill uses Perception and Exploration to be able to see various plants, herbs, roots and berries that you can pick. This Skill | This skill uses [[Legacy:Perception|Perception]] and [[Legacy:Exploration|Exploration]] to be able to see various plants, herbs, roots and berries that you can pick. This Skill also allow you to raid [[Legacy:Ant Hill|ant hill]]s. | ||
=In-Game Text= | =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. | "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. | 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== | ==Notes== | ||
*The frequency of finding herbs is based on the multiplication of | *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 it | *The [[Legacy:Quality|quality]] of the herbs is based on the [[Legacy:Soil|soil]] beneath it, and [[Legacy:Hardcap|Hardcap]]ped by the gatherer's [[Legacy:Survival|Survival]] skill. | ||
*There is a | *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== | ==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." | |||
{{#ask: [[Category:Legacy Foraged]] OR [[Category:Legacy Forageables]] | |||
| mainlabel = Forageable | |||
| sort = legacy-perexp | |||
| sep = ,  | |||
| | |||
| ?legacy-perexp = First<br>Seen |+align=right | |||
| ?legacy-perexp_base = Base<br>Level |+align=right | |||
| ?legacy-perexp_quad = All<br>Seen |+align=right | |||
| ?legacy-terrain = Terrain | |||
}} | |||
Latest revision as of 06:56, 26 March 2020
Legacy Haven & Hearth page.
"The RoB Wiki currently hosts information for both the current Haven & Hearth world as well as the legacy server. Please be aware that information relating to legacy should be found on pages with "legacy" in the name. While our editors have done their best to get things sorted, please be aware there may be some pages that haven't been moved properly and may still be flagged that the information is legacy and may not apply to the current world."
- Just in case. There is a Legacy specific discussion page.
Foraging | |
---|---|
Foraging | |
LP Cost | 25 |
Skill(s) Required | Oral Tradition |
Skill(s) Enabled | None (Disabled Feature) |
Required By | Nothing (Disabled Feature) |
Back to Skills |
This skill uses Perception and Exploration to be able to see various plants, herbs, roots and berries that you can pick. This Skill 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 Hardcapped 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."
Forageable | First Seen | Base Level | All Seen | Terrain |
---|---|---|---|---|
Blueberries | 5 | 10 | 20 | Forest, Heath |
Dandelion | 10 | 20 | 40 | Forest, Heath |
Spindly Taproot | 10 | 20 | 40 | Forest |
Stinging Nettle | 25 | 50 | 100 | Forest |
Chantrelles | 52 | 104 | 208 | Forest |
Wild Windsown Weed | 80 | 160 | 320 | Swamp, Forest, Heath, Beach, Thicket |
Lady's Mantle | 80 | 160 | 320 | Swamp |
Dewy Lady's Mantle | 80 | 160 | 320 | Swamp |
Thorny Thistle | 90 | 180 | 360 | Mudflat |
Stalagoom | 100 | 200 | 400 | Cave |
Bloated Bolete | 110 | 220 | 440 | Forest |
Peculiar Flotsam | 110 | 220 | 440 | Water Terrain |
Four-Leaf Clover | 130 | 260 | 520 | Heath |
Uncommon Snapdragon | 144 | 288 | 576 | Heath |
Candleberry | 160 | 320 | 640 | Swamp |
Royal Toadstool | 210 | 420 | 840 | Swamp |
Inkweed | 250 | 500 | 1,000 | Heath |
Gray Clay | 270 | 540 | 1,080 | Water Terrain |
Tangled Bramble | 280 | 560 | 1,120 | Mudflat |
Washed-up Bladderwrack | 280 | 560 | 1,120 | Beach |
Frog's Crown | 450 | 900 | 1,800 | Mountain |
Rustroot | 500 | 1,000 | 2,000 | Forest |
Chiming Bluebell | 520 | 1,040 | 2,080 | Swamp |
Cavebulb | 525 | 1,050 | 2,100 | Cave |
Cave Clay | 600 | 1,200 | 2,400 | Cave |
River Pearl Mussel | 760 | 1,520 | 3,040 | Water Terrain |
Feldspar | 828 | 1,656 | 3,312 | Mountain, Moor, Mudflat |
Glimmermoss | 900 | 1,800 | 3,600 | Mountain, Cave |
Blood Stern | 1,250 | 2,500 | 5,000 | Forest |
Edelweiß | 1,600 | 3,200 | 6,400 | Mountain |