Post by Murasaki on Apr 8, 2015 0:45:51 GMT
Housing Farms
You can now open up your own farm within your Personal or Guild Housing. By cultivating your crops on a regular basis, you will be able to grow a variety of things to sell to the market or use for self-sufficient crafting. To start up a farm, you require one of the following:
- Personal Housing Lv1+ (starts with 1 farm plot)
- Guild Housing (starts with 4 farm plots)
Next, you will need to buy seeds. Here are a list of available seeds:
- Black Peppercorn
- Blueberry
- Parsley
- Carrot
- Garlic
- Lettuce
- Turnip
- Onion
- Thyme
- Corn
- Mushroom
- Ginger
- Rice
- Soybean
- Wheat
- Apple
Each seed will have the following.
Seed Price:
NPC Crop Price:
Growth Progress:
Growth Durability:
By default, each seed will produce a single crop that is Level 0. The NPC selling price of a crop is equal to its NPC Price + its Growth Quality, so crops that are Level 0 will merely sell only at the NPC Price.
---
As with the case in real life, your crops aren't just going to grow on their own. You'll have to help them grow to the best of their potential with the following <actions>.
Actions use a special point system called FP (Field Points). A character's base FP starts at 60 and increases by 1 for every 1 level that the character has in their highest class level. So a Level 60 Sorcerer with Level 1 in their crafting/RP subclasses will gain 60 FP. Meanwhile, a Level 60 Sorcerer with Level 70 in their crafting subclass and Level 30 in their RP subclass will gain 70 FP (equal to their crafting subclass's level, which is the highest). Certain RP subclasses may also give benefits to FP.
When tending to a crop, there are 3 statistics to keep in mind:
- Growth Progress: Growth Progress is governed by the element of Anima as the crop grows to harvesting size. Growth Progress determines when the crop can be harvested. When Growth Progress reaches 100%, then the crop is successfully grown.
- Growth Quality: Growth Quality is an attribute determined by the mysterious element of Psyche. It's been long said that growing crops in mana-rich lands help the crop grow beyond its normal potential, allowing for better yields during harvest. When the crop is successfully grown, the higher the crop's Growth Quality, the better its effects and the higher its market price.
- Growth Durability: A crop cannot grow forever and it will decline if not tended in balance. When Growth Durability reaches 0, if Growth Progress is not at 100%, growing the crop will immediately fail.
Some actions require dice rolling. There is a plugin that can do this for you when you make your action posts. If an action requires dice rolling, then the post you use the action on cannot be editted. If it is seen to be editted, the action will automatically fail.
---
Your actions can be of the following:
Watering: A fundamental step in farming. By watering your crops, they will be able to grow. When you use this action, roll one die with range 1-100. If the result is 11 or higher, increase the crop's Growth Progress increased by 10 points. Costs 0 FP. Consumes 1 Growth Durability.
Tilling: Till the farmland, allowing for more air to potentially make its way into crop roots and helping the crop to grow better. When you use this action, roll one die with range 1-100. If the result is 51 or higher, increase the crop's Growth Quality by 10 points. Costs 0 FP. Consumes 1 Growth Durability.
Fertilizer: Plant fertilizer on the crop, allowing for increased potential for it to grow better. When you use this action, roll one die with range 1-100. If the result is 31 or higher, increase the crop's Growth Quality by 10 points. Costs 10 FP. Consumes 1 Growth Durability.
Mulch: Not to be confused with fertilizer, mulch can be added to preserve moisture and nutrients, overall improving the crop's growth. Increases the threshold for an action to succeed by 20 for the next 5 actions. For example, Fertilizer will now succeed at dice results of 11 or higher and Watering will always succeed. Costs 15 FP. Consumes 0 Growth Durability. This effect does not stack.
Weeding: Remove any weeds that are growing around your crops. Weeding should be done for crops that need more care before they can be brought to harvest. Restores the crop's Growth Durability by 3 (cannot exceed maximum Growth Durability). Costs 50 FP. Consumes 0 Growth Durability.
Spraying: Spray the crops with a mana-infused solution to create a ward that keeps bugs away and weeds from growing. It's very important for tending to crops that require a long time to grow. Restores the crop's Growth Durability by 6 (cannot exceed maximum Growth Durability). Costs 90 FP. Consumes 0 Growth Durability.
Special Actions: (subclass unlocked)
Green Thumb: After this action is used, for every action that successfully increased Growth Quality, the crop gains a [Green Thumb] stack buff. Increase the amount of Growth Quality gained from actions by 10% for every Green Thumb stack. For example, if Tilling is successfully used while there are currently 5 Green Thumb stacks, Growth Quality is increased by 15 (10 x 150%). Costs 15 FP. Consumes 0 Growth Durability.
Delicate Care:
Harvest Moon: After this action is used, for the next 10 posts, if you should roll and receive a result of 80 or higher for any action(s), regain 10 FP at the end of the post. Costs 5 FP. Consumes 0 Growth Durability. This effect does not stack.
Hasty Care: When you use this action, roll one die with range 1-100. If the result is 51 or higher, increase the crop's Growth Progress by 25. Costs 0 FP. Consumes 1 Growth Durability.
Irrigation: Careful and even watering. Increase the crop's Growth Progress increased by 9 points. Costs 0 FP. Consumes 1 Growth Durability.
Miracle Mulch: Increases the threshold for an action to succeed by 30 for the next 5 actions. For example, Tilling will now succeed at dice rolls of 21 or higher and Fertilizer will always succeed. Costs 15 FP. Consumes 0 Growth Durability. This effect does not stack and it overwrites the Mulch effect.
Rain Dance: When you use this action, roll one die with range 1-100. If the result is 31 or higher, your next Watering action increases Growth Progress by a base of 15 points instead of 10. If the result is 75 or higher, your next Watering action also consumes 0 Growth Durability. Costs 10 FP. Consumes 0 Growth Durability.
Sundance: When you use this action, roll one die with range 1-100. If the result is 31 or higher, regain 10 FP. Regardless of whether this action succeeds, regain 5 FP at the start of your next 5 posts before actions are performed. Costs 0 FP. Consumes 1 Growth Durability. This effect does not stack.
Stimulating Fertilizer: When you use this action, roll one die with range 1-100. If the result is 51 or higher, increase the crop's Growth Progress by 10 and Growth Quality by 10 points. Costs 10 FP. Consumes 1 Growth Durability.
Treehugger:
Additional Ideas:
- Condense seed recipes into general categories (fruit trees, vegetables, botany)
- Add seeds that enhance other crafts (trees that give bonuses to Woodcrafting, anviltrees?)
- How many crops per farm plot?
- More actions are available to characters who have leveled an appropriate subclass (Housekeeper, Farmer, Gardener)
- Farmer and Gardener will get more FP (among other bonuses) as part of their subclass skills.
You can now open up your own farm within your Personal or Guild Housing. By cultivating your crops on a regular basis, you will be able to grow a variety of things to sell to the market or use for self-sufficient crafting. To start up a farm, you require one of the following:
- Personal Housing Lv1+ (starts with 1 farm plot)
- Guild Housing (starts with 4 farm plots)
Next, you will need to buy seeds. Here are a list of available seeds:
- Black Peppercorn
- Blueberry
- Parsley
- Carrot
- Garlic
- Lettuce
- Turnip
- Onion
- Thyme
- Corn
- Mushroom
- Ginger
- Rice
- Soybean
- Wheat
- Apple
Each seed will have the following.
Seed Price:
NPC Crop Price:
Growth Progress:
Growth Durability:
By default, each seed will produce a single crop that is Level 0. The NPC selling price of a crop is equal to its NPC Price + its Growth Quality, so crops that are Level 0 will merely sell only at the NPC Price.
---
As with the case in real life, your crops aren't just going to grow on their own. You'll have to help them grow to the best of their potential with the following <actions>.
Actions use a special point system called FP (Field Points). A character's base FP starts at 60 and increases by 1 for every 1 level that the character has in their highest class level. So a Level 60 Sorcerer with Level 1 in their crafting/RP subclasses will gain 60 FP. Meanwhile, a Level 60 Sorcerer with Level 70 in their crafting subclass and Level 30 in their RP subclass will gain 70 FP (equal to their crafting subclass's level, which is the highest). Certain RP subclasses may also give benefits to FP.
When tending to a crop, there are 3 statistics to keep in mind:
- Growth Progress: Growth Progress is governed by the element of Anima as the crop grows to harvesting size. Growth Progress determines when the crop can be harvested. When Growth Progress reaches 100%, then the crop is successfully grown.
- Growth Quality: Growth Quality is an attribute determined by the mysterious element of Psyche. It's been long said that growing crops in mana-rich lands help the crop grow beyond its normal potential, allowing for better yields during harvest. When the crop is successfully grown, the higher the crop's Growth Quality, the better its effects and the higher its market price.
- Growth Durability: A crop cannot grow forever and it will decline if not tended in balance. When Growth Durability reaches 0, if Growth Progress is not at 100%, growing the crop will immediately fail.
Some actions require dice rolling. There is a plugin that can do this for you when you make your action posts. If an action requires dice rolling, then the post you use the action on cannot be editted. If it is seen to be editted, the action will automatically fail.
---
Your actions can be of the following:
Watering: A fundamental step in farming. By watering your crops, they will be able to grow. When you use this action, roll one die with range 1-100. If the result is 11 or higher, increase the crop's Growth Progress increased by 10 points. Costs 0 FP. Consumes 1 Growth Durability.
Tilling: Till the farmland, allowing for more air to potentially make its way into crop roots and helping the crop to grow better. When you use this action, roll one die with range 1-100. If the result is 51 or higher, increase the crop's Growth Quality by 10 points. Costs 0 FP. Consumes 1 Growth Durability.
Fertilizer: Plant fertilizer on the crop, allowing for increased potential for it to grow better. When you use this action, roll one die with range 1-100. If the result is 31 or higher, increase the crop's Growth Quality by 10 points. Costs 10 FP. Consumes 1 Growth Durability.
Mulch: Not to be confused with fertilizer, mulch can be added to preserve moisture and nutrients, overall improving the crop's growth. Increases the threshold for an action to succeed by 20 for the next 5 actions. For example, Fertilizer will now succeed at dice results of 11 or higher and Watering will always succeed. Costs 15 FP. Consumes 0 Growth Durability. This effect does not stack.
Weeding: Remove any weeds that are growing around your crops. Weeding should be done for crops that need more care before they can be brought to harvest. Restores the crop's Growth Durability by 3 (cannot exceed maximum Growth Durability). Costs 50 FP. Consumes 0 Growth Durability.
Spraying: Spray the crops with a mana-infused solution to create a ward that keeps bugs away and weeds from growing. It's very important for tending to crops that require a long time to grow. Restores the crop's Growth Durability by 6 (cannot exceed maximum Growth Durability). Costs 90 FP. Consumes 0 Growth Durability.
Special Actions: (subclass unlocked)
Green Thumb: After this action is used, for every action that successfully increased Growth Quality, the crop gains a [Green Thumb] stack buff. Increase the amount of Growth Quality gained from actions by 10% for every Green Thumb stack. For example, if Tilling is successfully used while there are currently 5 Green Thumb stacks, Growth Quality is increased by 15 (10 x 150%). Costs 15 FP. Consumes 0 Growth Durability.
Delicate Care:
Harvest Moon: After this action is used, for the next 10 posts, if you should roll and receive a result of 80 or higher for any action(s), regain 10 FP at the end of the post. Costs 5 FP. Consumes 0 Growth Durability. This effect does not stack.
Hasty Care: When you use this action, roll one die with range 1-100. If the result is 51 or higher, increase the crop's Growth Progress by 25. Costs 0 FP. Consumes 1 Growth Durability.
Irrigation: Careful and even watering. Increase the crop's Growth Progress increased by 9 points. Costs 0 FP. Consumes 1 Growth Durability.
Miracle Mulch: Increases the threshold for an action to succeed by 30 for the next 5 actions. For example, Tilling will now succeed at dice rolls of 21 or higher and Fertilizer will always succeed. Costs 15 FP. Consumes 0 Growth Durability. This effect does not stack and it overwrites the Mulch effect.
Rain Dance: When you use this action, roll one die with range 1-100. If the result is 31 or higher, your next Watering action increases Growth Progress by a base of 15 points instead of 10. If the result is 75 or higher, your next Watering action also consumes 0 Growth Durability. Costs 10 FP. Consumes 0 Growth Durability.
Sundance: When you use this action, roll one die with range 1-100. If the result is 31 or higher, regain 10 FP. Regardless of whether this action succeeds, regain 5 FP at the start of your next 5 posts before actions are performed. Costs 0 FP. Consumes 1 Growth Durability. This effect does not stack.
Stimulating Fertilizer: When you use this action, roll one die with range 1-100. If the result is 51 or higher, increase the crop's Growth Progress by 10 and Growth Quality by 10 points. Costs 10 FP. Consumes 1 Growth Durability.
Treehugger:
Additional Ideas:
- Condense seed recipes into general categories (fruit trees, vegetables, botany)
- Add seeds that enhance other crafts (trees that give bonuses to Woodcrafting, anviltrees?)
- How many crops per farm plot?
- More actions are available to characters who have leveled an appropriate subclass (Housekeeper, Farmer, Gardener)
- Farmer and Gardener will get more FP (among other bonuses) as part of their subclass skills.