Sorcerio 4597 Popular Post Share Posted February 11, 2021 A Comprehensive Guide to Botany Botany is an incredibly diverse field of expertise, spanning a wide variety of applications from alchemy to druidic medicine. Though most of it is free to players to use without need for an app, some certain aspects of it do still require mechanical interaction — namely major medical and alchemic herbs. These are limited for the sake of reasonability and balance, and also encourage the players to explore the world in order to find them for whatever purpose. This comprehensive guide will run you through all the necessary basics of the botany system. How to Find Herbs Herbs are found all throughout the map, in a wide range of biomes and environments, some of which are incredibly rare and niche as a result. While many herbs may be gathered through self-roleplay done on behalf of the player, other, more potent herbs will require mechanical interaction via the Node Plugin in order to collect them. Alchemist’s Shears Alchemist’s Shears are a mechanical tool which a player may use to harvest noded and uncommon herbs. They may be made at a regular crafting table, using a gold block and an iron block organized in the vanilla shear’s recipe, as shown below: Locating Herb Nodes Noded herbs will typically be placed in “custom-built” locations all around the map, whether that be a rotting log, a ruined sandstone wall, or a bush of red berries. These structures are the tell-tale sign of there being a node upon the structure or nearby. The nodes will always be placed in the locations outlined in their respective lore, so you only need to bother wandering around the respective biomes of the herb you are looking for. Many of them tend to be placed on or nearby the roads, though rarer ones may require more deliberate searching. TIP: Sometimes, the item entity will not be perfectly aligned with the node block or show up at all. In these situations, it is recommended you simply harvest from “the node block” directly by clicking it with the shears. These blocks tend to be of a certain type consistently for each herb. Using Herbs in Roleplay Herbs may be applied in roleplay in alignment with their explicit lore. For example, you could use blissfoil petals to numb a wound, though you would not use it as an antidote for poison. Each herb will have specific lore attributed to it, which can be found in the Floral Lore subforum and this page. The lore will give in-depth explanations of how the herbs may be applied in roleplay, as well as what limitations they might have. If you have questions regarding the mechanics of an herb, or the way in which it may be used, that is not specified by the lore, it is recommended that you confer with a Lore Member first before using it in that way. [!!!] Important: - To use an herb in roleplay, you must have a mechanical representation of the item present in your inventory. For open herbs, this may be simply a player-signed or described item, though noded herbs will always require an ST signature in order to be considered valid. - Player-made herbs should always adequately describe their effects and follow along with their respective lore. Powergaming the effects of the herb is prohibited. - Open herbs cannot be used to obtain ST signatures for Alchemical recipes, with the exception of Liquid Mana. This refers to primarily Potions and Tawkin Klones. - One may not "make up" or "imply" a use with a herb item, such as implying one could knock someone involuntarily unconscious with blissfoil. Herbs and herb items must clearly follow the lore they are from. - Items must still follow by rules of Techlock-Medical and Poisons. - Salves and equivalent items are player signed, and do not require an ST signature. - Medpacks and equivalent items are player signed, but require all herbs used to be denoted on the item with a count, an example being "two blissfoil and one tippen's root". - Items made with ST-Signed herbs should require an appropriate amount of herbs per item. Players will have the responsibility of disposing of used herbs. Core Herb Rules -Herbs, while themselves ST signed, are collected by nodes found upon the map, unless they are listed as "Not-st-signed", in which any player may roleplay gathering them. -Items made from herbs, such as botanicals, salves, treated items, and so on, do not require ST Signature (Unless alchemical in nature, or otherwise specified). -Items must still fully abide by the rules and redlines of the lore, which must be clearly stated upon the item. -Items must still follow by rules of Techlock-Medical and Poisons. -One may not "make up" or "imply" a use with a herb item, such as implying one could knock someone involuntarily unconscious with blissfoil. Herbs and herb items must clearly follow the lore they are from. -Salves and equivalent items are player signed, and do not require an ST Signature. -Medpacks and equivalent items are player signed, but require all herbs used to be denoted on the item with a count, an example being two blissfoil and one Tippens. -Items made with ST-Signed herbs should require an appropriate amount of herbs per item. Players will have the responsibility of disposing of used herbs. Comprehensive List This list stands as a comprehensive compendium of the currently accepted roleplay herbs and flora. Herbs that are listed as noded must be sought out mechanically at designated vortex nodes scattered across the map. These will be story-signed and approved, and they must be in one’s inventory mechanically to be applied in roleplay. Herbs that are not noded may be roleplayed casually so long as they have a valid, player-signed item with a proper roleplay description. This list is subject to change and updates will be posted accordingly.Noded Herbs These herbs must be acquired from specific node locations. Any application or item produced using them will require ST signing and/or approval to be valid. ALABASTER LEAF A common looking weed strikingly similar in appearance to Dock Leaves, though discernable by its alabaster color. When ground into paste, it serves as an excellent alabaster paint or dye, staining whatever it coats. Should one ingest it, they would be overcome by a brief disorientation and dizziness, lasting for up to ten narrative minutes. When planted amidst decaying wood, the Alabaster Leaf will spread, allowing for more to be farmed and harvested once every three OOC days. Earth | Rigidity (x3) Earth | Growth (x2) Earth | Purity (x2) ANT’S BLIGHT A handful of bark pieces covered in ant-like markings, ranging from the sizes of pinto beans to that of a mustard seed. These marks infect and spread over the bark of any fruit trees they’re left in contact with, allowing for more to be harvested once every three OOC days. Infection will spread between trees with bark exposed in a three block radius from the host, and fruit from these infected trees will grow malformed and taste rotten. Earth | Connection (x2) Earth | Weakness (x1) Earth | Death (x1) AQUA NYMPH An aquatic plant with large leaves which grows in circular figures bending downwards. Its green-brown, slimy appearance, as well as the shape of the plant, leads many to mistake it as toads sitting at the ground of a pond. The plant grows a cluster of small, pod-like bulbs which are the same color as the foliage. These bulbs eventually flower into small and bland, white blossoms. It may be harvested and applied as a potent means of scarring and burn treatment. Water | Grace (x2) Water | Order (x1) Water | Endurance (x2)Water | Freezing (x1) ATHIN A light blue, though otherwise ordinary looking moss. Cold to the touch, the moss itself is completely flame retardant up to the melting point of most metals, wherein such extreme environments the Athin would simply combust. When tried and ground into powder, its flame-retardant effects may be boiled onto clothing or mixed with lard to apply as a wax, insulating materials against the heat and making them nearly immune to ignition, keeping the wearer relatively cool as well. Prolonged exposure to Athin, without adequate protection, can lead to severe hypothermia. Water | Coldness (x3) Water | Weakness (x1) Water | Purity (x1) BAT'S EYE BULB A rather dark, murky bulb, no bigger than a golf, appearing much like that of a bat’s eye with jagged dark green leaves at the base of its stem. The bulb itself is very fragile and, should it burst, the reagent would lose most of its blindness symbols. Beyond alchemic purposes, it may be carefully extracted for its powder; this is able to be used as a means of blurring one’s vision for up to two emotes should it be directly thrown into their eyes. Earth Water | Blindness (x3) Earth Water | Dark (x1) Earth Water | Instability (x3) Earth Water | Fear (x2) BEARDWEED A dark green moss which grows under heavily shaded areas, supporting itself on the branches and trunks of trees. The moss produces an oily residue on its surface. It hangs down in an untamed and ragged fashion. Parts of the moss that are exposed to too much sunlight will darken and shriven up over time. The moss may be applied to promote faster hair growth so long as hair already exists in the area. Earth | Growth (x3) Earth | Life (x1) Earth | Swiftness (x2) BLISSFOIL An array of tiny blue flowers upon a thin stalk. The petals are covered in a thin pollen that would numb the senses for up to a narrative hour by means of touch, or when ground into a paste. Inhaling the pollen would result in one’s senses being entirely halved for up to ten narrative minutes, making movement sluggish and difficult. This plant can be cultivated upon a living birchwood tree, allowing it to be farmed and harvested once every three OOC days. Water | Peace (x3) Water | Coldness (x2) Water | Silence (x1) Water | Balance (x1) BLOOD LOTUS Thick and weeping stems, like branches of a willow tree, which support small round olive-coloured leaves. The flowers and stems are incredibly nutritious and may be used as a filler to bulk up meals, oftentimes utilized in the form of soups and stews to help one recover their strength. It also has a strong metallic taste and aroma, and excess consumption may lead to bright-red skin discoloration and potentially the calcification of kidneys. Blood Lotus may be farmed in hot, rocky outcroppings in order to produce up to one measure per three OOC days. Earth Water | Strength (x3) Earth Water | Vigour (x2) Earth Water | Rigidity (x2) CHIME LILY A lily with an oval-shaped formation on the stem having several small cords which make it appear as a windchime, emitting a gentle melody when the wind passes through it. It may be used for decorative purposes or extracted for its alchemic symbols. Air Water | Sound (x3) Air Water | Grace (x1) Air Water | Courage (x2) DESERT BERRY BUSH A cluster of eight bright red berries. These have no remarkable effects on their own though they may be consumed, tasting extremely sweet. Bushes may be farmed so long as they are provided a desert-like environment including sand and are nearby a cactus as well as having sunlight, able to be harvested for one count every three OOC days. Fire | Courage (x2) Fire | Heat (x1) Fire | Balance (x1) DIDDYFUNKLE A flowering herbaceous plant which resembles the passion flower, for its open star-shaped heads. The petals open wide and are typically a very pale green, or white, with an interior fringe of rich purple hair-like tendrils. From under these flowers grow small globe-like pods, which are an attractive orange color. The waxy leaves are ovoid with a pointed tip and green in color. Diddyfunkle rarely reaches over two feet in height. It may be refined to produce a potent hallucinogenic and migraine reliever. Water | Dark (x3) Water | Lethargy (x2) Water | Poison (x2) Water | Slowness (x1) DRAKE'S TAIL An assortment of dusky red vines akin to veins, adorned with small thorns that allow it to cling to stone. On its own it bears no remarkable natural effects, though the numerous symbols it provides make it a highly coveted ingredient for alchemists. Fire | Heat (x4) Fire | Burning (x3) Fire | Rage (x3) Fire | Balance (x2) ELF'S HAIR VINE A collection of ivory, hair-like vines that sprout small white flowers from its stems, each bearing numerous petals. These petals are incredibly fragile, capable of being blown off by so much as the gentle breeze, hence requiring that one utilize them quickly and as a whole. Should the petals be bruised or damaged whatsoever, the vine will lose its primary alchemic ‘grace’ quality. Earth Air | Grace (x4) Earth Air | Peace (x1) Earth Air | Balance (x2) Earth Air | Clarity (x2) FROST VINE A thin blue vine that remains cold to the touch, mildly lowering the surrounding temperature of the air when in abundance. This vine is capable of numbing parts of the body such as the face and fingers, or even entire limbs after up to five narrative minutes of prolonged physical contact. When ground into a salve, the yielded paste would be capable of soothing physical aches or pains within the flesh, though over excessive application may lead to loss of sensation. Water | Freezing (x4) Water | Weakness (x1) Water | Order (x2) GISLOCINOVI A tall thick green stalk with green leaves, bearing a white lotus-like flower. It may be farmed in deeply-worked osil in warm climates. The juice from a measure of the boiled stalk can be used to clean wounds with effects similar to alcohol, except without causing stinging. Water | Reduction (x4) Water | Purity (x2) Water | Silence (x1) Water | Separation (x2) GOBLIN'S IVY A brownish green vine with small leaves. Goblin’s Ivy can be used to induce nausea or mild dizziness by means of grinding the leaves and boiling, the effects yielded from the remnant liquid once ingested. It can, at most, cause heavy vomiting that subsides within a narrative hour. The plant can be farmed by intertwining its roots with artificially erected walls of wood, stone, brick, or sandstone in desert or arid greenhouse environments whilst also in direct sunlight. If sufficiently grown, the ivy may be farmed and harvested once every three OOC days. Earth | Life (x2) Earth | Poison (x2) Earth | Endurance (x1) JAILOR'S MOSS A light yellow moss covered in hundreds of tiny moist hooks, easily mistaken for Stickyweed. Its leaves will cling to almost all surfaces save for glass and metal, capable of holding up to four kilograms securely, and requiring a great amount of force to remove. It is recommended one employ the use of metal tools in order to handle this moss, though even if it were to get stuck to one’s skin, they would not suffer any real damage beyond a few scrapes or grazes. The Jailor’s Moss may be cultivated upon moist stone surfaces amidst running water or exceptional humidity, able to be farmed once every three OOC days. Air | Chaos (x2) Air | Instability (x3) Air | Agility (x3) Air | Slowness (x2) JARRED MUSHNOOMAN A small plump mushroom person kept in a jar. It looks akin to a rotund bipedal Fly Amanita mushroom, with 2 stubby white legs, stubby white arms, and a small face, consisting of 2 black eyes and a small mouth. This mushroom measures at 5 centimeters tall, and wanders about the jar listlessly. Should the jar be opened they will begin to emit a quiet, high pitched scream, and attempt to climb out of the jar to escape into the wilderness. If the creature were to be cut open, it would lack discernable organs, seemingly having a gooey white mass of mycelia beneath its mushroomesque ‘skin’. The creature must be fed the corpse of a bug at least once a day, or else it shall starve after three days. Aether | Rigidity (x2) Aether | Curtailment (x2) Aether | Sound (x2) KING'S IVY An ivy with a dark green stalk and light green, large arrow-shaped leaves which grow soft, golden flowers. The size varies, but it will continue to spread over as much surface as possible while it is healthy. The herb itself holds potent effects that would stimulate the consumer alike to caffeine. Fire | Strength (x3) Fire | Sound (x3) Fire | Courage (x1) Fire | Agility (x2) MANDRAGORA Thick green leaves which grow out of what appears to be a parsnip-like plant. When harvested successfsfully and made into either a paste or tea, it can double the regenerative capabilities of the body. However, should it be consumed or applied unnecessarily, it may result in painful ulcers that form within the digestive tract and terrible warts that develop upon the skin respectively. Mandragora may be cultivated in water and dirt when not exposed directly to sunlight, capable of being farmed and harvested once per three OOC days. Water | Separation (x1) Water | Impediment (x3) Water | Fear (x2) Water | Lethargy (x1) MURKSHROOM A shy, translucent fungi which holds a very dull purple, found growing in cases of near or absolute darkness. Should it at all come into contact with light prior to being extracted or used in some manner, it would shrivel up and die, unusable for its alchemic properties. Ingestion of this fungus would result in vomiting and nausea for up to one hour. Earth | Dark (x3) Earth | Blindness (x2) Earth | Balance (x1) Earth | Curtailment (x1) NIGHT GLOW A rather mundane looking flower with blue and yellow petals which coil up into the shape of a conch during the day, though these petals unravel and gleam during the nighttime. An oil can be produced from these flowers, glowing a gentle light when there is none, able to be used for things as invisible ink which can only appear at night. Air | Light (x3) Air | Swiftness (x2) Air | Peace (x2) ORACLE WOOD A bonsai-esque shrub with dark bark. Consumption of its bark and leaves, whether smoked or through tea, would yield an unnatural clarity of mind, its sap tasting like that of sweet honey. Should too much be ingested at once, the consumer might suffer from dizziness and lightheadedness. This shrub may also be harvested for its bountiful alchemic signs and symbols. Earth Air | Clarity (x3) Earth Air | Connection (x1) Earth Air | Agility (x1) Earth Air | Order (x2) PADDFOOT A quadri-petalled, sky blue flower with a dark blue stem, its two-inch thick petals being the most despised part of the reagent. Should they be tread upon en masse, it may conceal sound to a certain point. This reagent may be treated into a sound-absorbing oil which may be applied to things such as boots, allowing for quieter movement. Air | Silence (x4) Air | Reduction (x2) Air | Peace (x1) Air | Grace (x1) PONDERLOT A herbaceous flower, with a central waxy stem, from which long slim leaves grow outward, bearing five lilac flowers which spring from pale sprigs along the stalk: This flower may be dried and its petals rendered powder which may be smoked or placed upon the tongue to incite a vivid sensory hallucination, causing one to feel a sense of one-ness with the world. It may be farmed in rich, foamy soil with access to sunlight in order to grow one measure every three OOC days. Aether | Clarity (x4) Aether | Chaos (x2) Aether | Sound (x1) SAFFVIL A reeking dark green grass which spreads quickly across dead or decaying biomass within a ten meter radius, including dead skin upon living people, and even plant or animal based clothing, requiring fire or alcohol to purge effectively. The grass itself carries a strong ordour of decay, only removable by means of alcohol or flame. Though not inherently damaging to any living material, it composts dead flesh and reproduces over the course of three OOC days, allowing it to be farmed. Earth | Death (x2) Earth | Curtailment (x2) Earth | Chaos (x1) Earth | Impediment (x1) SERPENT’S STALK An emerald hued stalk bearing stripes of light green and brown about its length, appearing much like that of sugarcane. The stalk is poisonous to insects, though would bear no effect upon anything larger than the size of a rat. Ingesting the plant would cause body temperature to be lowered, effectively inducing hypothermia after three successful measures. Serpent’s Stalk may be cultivated akin to rice, submerging its roots in water no deeper than that of a puddle, capable of being farmed and harvested once every three ooc days. Water | Growth (x3) Water | Coldness (x2) Water | Swiftness (x3) TIPPEN’S ROOT A dark spotted yellow root with purple flowers, releasing a foul odour akin to rotten eggs should it be crushed. Should the roots be ground into a paste or salve, it would be capable of coagulating blood within seconds of wherever it was applied, ceasing the flow of flesh wounds upon the surface level. When planted amongst decaying wood or flesh, this root would quickly take to the earth, allowing it to be farmed and harvested once every 3 ooc days. Earth | Impediment (x3) Earth | Curtailment (x1) Earth | Connection (x2) Earth | Order (x1) Spoiler Open Herbs These herbs may be roleplayed freely by players so long as they have a valid item, either described or made by another player, present in their inventory. - Amberridle [Open] - Aquate Root [Open] - Atheros [Open] - Bitter Reed [Open] - Coltsfoot [Open] - Crimson Vase [Open] - Cryptus Mushroom [Open] - Deep’s Gleam [Open] - Draugr Tongue [Open] - Dwarf’s Pumpkin [Open] - Javens [Open] - Miner’s Helmet [Open] - Nightsap [Open] - Swamp Blossom [Open] - Faerie Truffles [Open] - Flash Fruit [Open] - Shade Leaf [Open] - Grobsnopper [Open] - Sativnubobo [Open] LIQUID MANA On its own, liquid mana has few properties. Whilst some creatures can consume it for sustenance, it has minimal effect on most descendants. If one were to sip standard liquid essence, from either a mage or a natural occurring pool, they would find that it is tasteless, doing nothing but inducing a surreal sensation as the energy courses through their bodies. Liquid mana can alternatively be used to fuel enchantments, with one count providing equal energy to a mana gem. It may be generated by mages with abundant mana pools and conjured as a tangible liquid, with one measure drawn per tier. Aether Air | Purity (x3) Aether Air | Balance (x3) Aether Air | Peace (x2) REDSTONE Liquid mana which has dried and crystallized over the course of millenia or by ancient releases of energy, redstone is depleted of its energy for the mostpart and acts as a reactive catalyst capable of triggering movement and the release of light in equivalent terms to the energy input into it, immediately released other clusters of redstone dust in its immediate radius, in a manner akin to magnetic and electrical pulses. 32 Redstone is required for one measure. Aether Earth | Vigour (x3) Aether Earth | Instability (x3) Aether Earth | Rage (x2) Submitting New Herbs A number of older plants have been removed due to their lack of flavour and real contribution to Alchemy and Herbology RP, as well as the sheer fact there are already so many herbs as is listed above. I would encourage anyone looking to submit new herbs to follow this format, which shall also be included in the main Alchemy Hub thread when posted. Spoiler Should one wish to submit new Reagents in Alchemy, they would need to follow the format of: Title (Reagent Name) Sign(s): (Whether the Reagent is categorised as Earth, Water, Air, Fire, Aether or a mix of the five. Reagents with multiple Signs should be written in descending order of priority for said Reagent) Symbol(s): (Which Symbols – if any – are contained in the Reagent when processed in alchemy, and how many counts of that Symbol can be extracted from a single measure of that Reagent; denoted as ‘x1, x2, x3’ and so on after each Symbol) Appearance: (How the Reagent appears in its natural form) Location: (Where the Reagent is usually found in the wild) Harvesting: (How the Reagent is harvested - should special harvesting techniques be required, that is - as well as how it might be ‘farmed’ if suitable) Raw Effect(s): (Any and all uses the Reagent might have outside of Alchemical processes. Note: it is expected all Raw Effects are purged from a Reagent when utilised for its Symbols in an Alchemical process, so as to prevent stacking properties and super-potions) Redlines: (The Redlines of that Reagent and hard restrictions on how it should be procured or Roleplayed in its raw form) 34 Link to post Share on other sites More sharing options...
squakhawk 7951 Share Posted June 3, 2023 Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact an ST Manager or the ST Administrator. 1 Link to post Share on other sites More sharing options...
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