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===Herbalism=== As a Task, a player can cultivate herbs/plants from the Greenhouse Botania. ====Greenhouse Botania==== The greenhouse Botania initially holds 4 pots. When a player performs the herbalism task, they may do one of the following: * Propagation: Any unoccupied pot in the Greenhouse Botania can have herbs placed in it, where this player selects up to 1 herb per pot from the Horticultural Encyclopaedia, removing the appropriate resources from their inventory to do so. * Hydration: Any pot with a herb in it can be selected (once per pot) by this player, incrementing its growth stage by 1 (initially 0) and receiving the rewards as listed in the Horticultural Encyclopaedia. If a herb's growth stage would be incremented beyond its 'Stages of Growth', this instead does not occur. * Harvesting: Any herb can be selected to be removed. If it is on its final growth stage ('Stages of Growth'), you receive rewards (refer to Horticultural Encyclopaedia). After harvesting the relevant pot is empty. If a player attempts to interact with a pot and this would cause them to lose more of a component than they own, the interaction instead does not occur. ====Horticultural Encyclopaedia==== The following table details the possible herbs/plants and their attributes (where all instances of N refers to the number of experience in herbalism that player has): {| class="wikitable" |+ !Name !Resource Cost !Stages of Growth !Reward at each growth stage !Reward upon harvesting |- |Feather Fluff |1 - βN/12β πΏ |5 |βN/4β πΏ |3 πΏ |- |Kraken Root |3 πΏ |9 |Nothing |2N + 3d8 πΏ |- |Yaqqip |5 - βN/2β πΏ |2 |βN/6β + 1 πΏ |βN/4β + 1d3 πΏ |- |Porcupine Tree |13 - N πΏ |4 |N + 1d6 πΏ | N - 1d5 πΏ |- |Trungleweed |1d3 - βN/3β π |1 |Nothing |N + 3d3 πΏ |- |Beetwood |9 πΏ or 5 πΏ and 2 π |6 |1d(N + 3) πΏ |N + 1d6 πΏ and 1dN π |- |Ponzi Plant |6 πΏ or 6 π |3 |Nothing |Roll 1d(N + 2); if the result is 1,2 or 3, reward is nothing; otherwise, 12 πΏ or 12 π (player's choice) |- |Baneberries |4 πΏ and 1 π©Έ |4 |2dN πΏ |1 βοΈ |- |Darkvine |99 πΏ |20 |1d6 πΏ |1 β€οΈβπ₯ |}If a resource cost would be negative due to experience, it is instead 0. Only within Herbalism, the following modifiers conditionally apply: * If the season is Winter, N is decreased by 3 to a minimum of 0. * If the season is Calm Spring, N is increased by 2. * If the gains are boosted, N is increased by 4.
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