Harvesting

From TFE
Revision as of 17:17, 30 August 2024 by Mikecraft (talk | contribs)
Jump to navigation Jump to search

Harvesting can be used either in the appropriate owned resource generating property (Mine, Farm, or Mill), or Harvesting may be used on Wild Nodes found throughout the game world. There is an additional Node that only exists as a Wild Node called "Hunting Grounds". Hunting Grounds will utilize the tracking skill to generate specific meat components and foodstuffs.

The cost of a Resource Node is 10 gold, though acquiring them may not be as simple as just buying them. A Node is good for 24uses, at which time the node is exhausted. On the chart below the Component Points is a pool that can divide up by the player, so they can harvest what they need. The cost for each component varies; Common cost 2 points, Uncommon cost 10 points, Rare cost 70 points, and Named cost 120 points.

Harvesting

skill Level

Component

Points

Type

Harvestable

Minor 50 Common
Standard 120 Uncommon
Major 220 Rare

Named

Node

Type

Produces Rare Components Named Components
Farm Herbs &

Foodstuffs

Sweetroot, Vileroot, Whiptail, Ashberry, Sage, Thyme, Echinacea, Motherwort, Red Clover, Wormwood;

Foodstuffs (Golden Onion, Red Potatoes, Milk, Wheat, Dried Meat)

Belladonna, Essence of Water,

Grave Moss, Trollsblood

Mine Ore Onyx, Jade, Thormium, Veridium,

Malachite, Charstone, Quartz, Chalcedony, Mercury, Tourmaline

Essence of Stone,

Firefly Trapped in Amber, Shatter Star, Moldavite

Mill Residuum Planar Dust, Azure Sand, Imbued Geode, Astral Ether,

Darkened Sliver, Luminous Shard, Etheric Essence, Crushed Stardust, Moonlight Filament, Mote of Sunlight

Essence of Fire, Essence of Wind,

Pure Ether, Ritual Ash

Hunting

Grounds

Foodstuffs

Refining- allows the character to upgrade components; they can exchange 7 Common components for 1 Uncommon component, and 7 Uncommon components for 1 Rare component.

Extracting- allows the character to downgrade components; they can exchange 1 Rare component for 5 Uncommon components, and 1 Uncommon component for 5 Common components.


Wild Nodes

Nodes will reset availability for each player at 12 am and pm. For example you may maximize your harvesting if you pick before midnight on Friday, before noon on Saturday, after noon on Saturday (but before midnight) and then one last time on Sunday.

Eye for Quality (power) allows a character to redraw any 1 popsicle stick. They may keep their initial pull out of the pool of potential draws when you redraw but must return that initially drawn popsicle stick afterwards.


Quarry

Uses mining to Harvest Ore.

Veins will be piles of foam rocks around the site with a bucket marked OOG nearby. You will pick a number of rocks at random dictated by your skill level in mining. Find the opening in each of the rocks you have pulled and remove the component and discard the rock in the OOG bucket.

Major: pick 3

Standard: pick 2

Minor: pick 1

Mill-able Stuffs

Uses Theurgy to harvest Residuum.

Mill-able stuffs will be represented by a Plinko game with a draw box with it. Your number of attempts will be determined by your skill level. Lowest possible block is 1 highest block is 3, total up the attempts and draw the corresponding number of popsicle sticks from the box. popsicle sticks are drawn one at a time, in the event multiple popsicle sticks are drawn at once return the popsicle sticks to the box shake it and redraw.

Major: 3 attempts

Standard: 2 attempts

Minor: 1 attempt

Wild Growth

Uses farming to gather Herb/Foodstuff

Wild Growth will be fake flowers found around site in clusters, once harvested you must be cultivated in player repped gardens 2'X2' minimum. Gardens must be outside their cabin and conspicuous. Marshals at any time will collect their flowers and replace them with popsicle sticks. In the likely event that the last morning of the event arrives and you still have flowers in your garden you may bring them to the martial station to exchange them for popsicle sticks just prior to the event closing.

Major: 3 flowers

Standard: 2 flowers

Minor: 1 flower

Hunting Grounds

Uses Tracking to get Foodstuff, Named Meat and Pelts.

Hunting Grounds will be a small bow and arrow toy with several Target rings for the Tracker to shoot at as well as a box to draw rewards from. Each successful hit on a given target garners a specific number of draws from the box. The rings will be worth one, two, or three popsicle sticks and are based on range the closest being worth one the middle worth two and the furthest being worth three. Once all attempts have been made the Tracker will total up the number of earned draws and will draw that many times from the box. Popsicle sticks are to be drawn one at a time with any multiple draws being returned to the box shaken and the popsicle sticks re drawn.

Specific requested items (i.e. beaver tail or deer antler, etc.) can be requested from the Operations station with exchange. If a tracker wants a deer hide they must take an uncommon foodstuff to exchange them. Major can exchange 3 items, standard can only exchange 2 and minor 1.

Tracking 15+ = Major: 3 (9 attempts)

Tracking 8-14 = Standard: 2 (6 attempts)

Tracking 1-7 = Minor: 1 (3 attempts)