Immersive Gardening: Difference between revisions
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|}If a resource cost would be negative due to Experience, it is instead 0. | |}If a resource cost would be negative due to Experience, it is instead 0. | ||
If the season is Winter, N is decreased by 3 to a minimum of 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. |
Revision as of 23:29, 12 July 2023
Amend Herbalism to read:
As a Task, a player can cultivate herbs/plants from the Greenhouse Botania.
Append section Greenhouse Botania under Herbalism with the following:
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).
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.
Append section Horticultural Encyclopaedia under Herbalism with the following:
The following table details the possible herbs/plants and their attributes (where all instances of N refers to the number of Experience that player has):
Name | Resource Cost | Stages of Growth | Reward at each growth stage | Reward upon harvesting |
---|---|---|---|---|
Feather Fluff | 1 - ⌊N/12⌋ 🌿 | 5 | ⌊N/4⌋ 🌿 | 3 🌿 |
Kraken Root | 3 🌿 | 9 | Nothing | 2N + 3d8 🌿 |
Yaqqip | 5 - ⌊N/2⌋ 🌿 | 2 | ⌊N/6⌋ + 1 🌿 | ⌊N/4⌋ + 1d3 🌿 |
Porcupine Tree | 13 - N 🌿 | 4 | N + 1d6 🌿 | N - 1d5 🌿 |
Trungleweed | 1d3 - ⌊N/3⌋ 💎 | 1 | 3d3 🌿 | N + 1d4 🌿 |
Beetwood | 9 🌿 or 5 🌿 and 2 💎 | 6 | 1d(N + 3) 🌿 | N + 1d6 🌿 and 1dN 💎 |
Ponzi Plant | 6 🌿 or 6 💎 | 3 | Nothing | Roll a d(N+2); if the result is 1 or a composite number (not prime), reward is nothing; otherwise, 12 🌿 or 12 💎 (player's choice) |
Baneberries | 4 🌿 and 1 🩸 | 4 | 2dN 🌿 | 1 ⚗️ |
Darkvine | 99 🌿 | 20 | 1d6 🌿 | 1 ❤️🔥 |
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.