- Is there a # of Reagents per Time benefit after a skill of 10? I found that a skill of 10 has the same time requirement as a skill of 16, e.g. 8 reagents in 8 hrs (game).
- If Foraging added food to the satchel at the conclusion of resting, the result would be a mix of food and reagents. There would still only be 8 total items. Also for those who believe Foraging is too powerful, technically this could balance the skill.
Foraging Redux
Foraging Redux
There are many discussions about Foraging. I have one question that doesn't appear to have been answered and a comment on the Food vs. Reagents topic.
Re: Foraging Redux
FWIW, I like this idea.RasterOps wrote:
- If Foraging added food to the satchel at the conclusion of resting, the result would be a mix of food and reagents. There would still only be 8 total items. Also for those who believe Foraging is too powerful, technically this could balance the skill.

P.S. Though I still think Foraging should be greatly restricted, or rendered impossible, in dungeon and indoor settings...
(And thanks for finally showing me how to do a numbered list on this forum! I've been wondering how to do that for ages!!

Re: Foraging Redux
Your welcome, IJBall. When I first started foraging I thought one would find what was natural or common to the area. For instance, ectoplasm, mushrooms, Corpse Ash and Dried Brainstem if corpses or coffins are near and other reagents like Sulfur and Toadis Pollen in dungeons, maybe even Auricflax. Would I find food in a dungeon? Certainly, many mushrooms are edible but do they exist as a staple in the game? Similarly there are insects but these only exist in the Foraging description. In one forest you might find Stinkroot, which would be rare in another.
Similarly, in houses, my assumption is that I am searching all around the camp, say within the radius of the light. So camping in a house would mean walking outside to do your foraging. Unless it's a haunted house. Then I would expect to find ectoplasm, spider silk and maybe some of that Toadis Pollen but if any food did exist it has long since rotted.
More on #1. Is there a % difference or improvement in the types or quality of reagents found. For instance, IIRC, I didn't even find Auricflax until reaching a Foraging skill of 12. I'll have to check that to be sure.
Similarly, in houses, my assumption is that I am searching all around the camp, say within the radius of the light. So camping in a house would mean walking outside to do your foraging. Unless it's a haunted house. Then I would expect to find ectoplasm, spider silk and maybe some of that Toadis Pollen but if any food did exist it has long since rotted.
More on #1. Is there a % difference or improvement in the types or quality of reagents found. For instance, IIRC, I didn't even find Auricflax until reaching a Foraging skill of 12. I'll have to check that to be sure.
Re: Foraging Redux
bump...
I guess no one has ever raised there Foraging skill to 20. OK here is what I know from observation.
Foraging Skill 20 (14, 2B, 4R)
Starting Stats (no idea if or how these affect Foraging)
INT = 15
WIS = 15
PER = 20
This table is not complete. Foraging skills not shown were not tested.
* Two skill points actually find 4 reagents in 20 hours.
** For skills 10 and up, reagents found in a 24-hr period are an accumulation of the reagents found in "Hours for [6 or 8] Reagents. It assumes the player will rest in these intervals.
I guess no one has ever raised there Foraging skill to 20. OK here is what I know from observation.
Foraging Skill 20 (14, 2B, 4R)
Starting Stats (no idea if or how these affect Foraging)
INT = 15
WIS = 15
PER = 20
This table is not complete. Foraging skills not shown were not tested.
Code: Select all
Foraging Hours Hours Reagents Max
Skill for 6 for 8 in 24 Reagent
Points Reagents Reagents* Hours** by Value
2 36 40 4 Ambergris (30)
5 24 36 6 Dried Brainstem (60)
8 18 24 8 Toadis Pollen (120)
10 12 16 24 Ectoplasm (130)
12 6 8 24 Auricflax (150)
14 6 8 24
16 6 8 24
18 6 8 24
20 6 8 24
** For skills 10 and up, reagents found in a 24-hr period are an accumulation of the reagents found in "Hours for [6 or 8] Reagents. It assumes the player will rest in these intervals.
Last edited by RasterOps on June 2nd, 2010, 1:58 pm, edited 1 time in total.
Re: Foraging Redux
Hmm. So does Foraging max out at 12, then?
Also, does the PC's location have ANY impact on what you find? I know people have posted saying so but I haven't observed ANY correlation myself.
Also, does the PC's location have ANY impact on what you find? I know people have posted saying so but I haven't observed ANY correlation myself.
Re: Foraging Redux
i'll try to post some info on this when i get my laptop back.
i currently have a foraging skill of 8 with two rings of the boar as well as six skill points waiting for a level up. I can test it out at foraging 18 and see if there is any difference from 12.
Also, foraging in Port Kuudad, I have found every reagent that is sold. I don't believe location makes a difference.
i currently have a foraging skill of 8 with two rings of the boar as well as six skill points waiting for a level up. I can test it out at foraging 18 and see if there is any difference from 12.
Also, foraging in Port Kuudad, I have found every reagent that is sold. I don't believe location makes a difference.
Re: Foraging Redux
I just found a Dwarvish Mellowleaf (value 55) at Foraging level 5 (same attributes as above), which breaks my chart. I was near the ocean east of Eastwillow. I don't really know if location had anything to do with it. Maybe its just random with a lower % chance to find at lower skill levels.
Re: Foraging Redux
Does it?! 55 < 60, and you have Level 5 nabbing you up to 60 gold value reagents.RasterOps wrote:I just found a Dwarvish Mellowleaf (value 55) at Foraging level 5 (same attributes as above), which breaks my chart. I was near the ocean east of Eastwillow. I don't really know if location had anything to do with it. Maybe its just random with a lower % chance to find at lower skill levels.
Also, I think there's a separate 'cap' with Level 1 in Foraging (what my new Ranger character has right now!

Re: Foraging Redux
You're right, me thinks I'm getting old...IJBall wrote:Does it?! 55 < 60, and you have Level 5 nabbing you up to 60 gold value reagents.
Also, I think there's a separate 'cap' with Level 1 in Foraging (what my new Ranger character has right now!) - I think the reagent item value cap may be 15 (gold) but I'm not 100% certain...
There may be a separate cap at each of the intermediate levels. I tested Forage level 1 and was able to consistently get Mercury (value 25). After more than an hour I had none of the other 25 value reagents. Strange. I should also explain that I did not test each intermediate value only those shown.
Last edited by RasterOps on June 2nd, 2010, 12:21 pm, edited 1 time in total.
- Kreador Freeaxe
- Major General
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Re: Foraging Redux
I think it's just an increasing percentage chance for higher items, because I remember finding Dwarven Mellow Leaf and Dried Brainstem while camping with level 1 foraging.
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Re: Foraging Redux
What were your INT, WIS and PER stats?Kreador Freeaxe wrote:I think it's just an increasing percentage chance for higher items, because I remember finding Dwarven Mellow Leaf and Dried Brainstem while camping with level 1 foraging.
- Kreador Freeaxe
- Major General
- Posts: 2446
- Joined: April 26th, 2008, 3:44 pm
Re: Foraging Redux
15, 15, and 13, though I may have had on my Wizard's hat for +1 Int.RasterOps wrote:What were your INT, WIS and PER stats?Kreador Freeaxe wrote:I think it's just an increasing percentage chance for higher items, because I remember finding Dwarven Mellow Leaf and Dried Brainstem while camping with level 1 foraging.
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Kill 'em all, let the sysadmin sort 'em out.
Kill 'em all, let the sysadmin sort 'em out.
Re: Foraging Redux
You're right - I've gotten Mercury (multiple times) from Level 1 Foraging too.RasterOps wrote:There may be a separate cap at each of the intermediate levels. I tested Forage level 1 and was able to consistently get Mercury (value 25). After more than an hour I had none of the other 25 value reagents. Strange. I should also explain that I did not test each intermediate value only those shown.IJBall wrote:Also, I think there's a separate 'cap' with Level 1 in Foraging (what my new Ranger character has right now!) - I think the reagent item value cap may be 15 (gold) but I'm not 100% certain...
So either the Level 1 cap is actually 25 gold, or it's 15 gold + Mercury(!?!), or it's supposed to be 15 gold and the Mercury thing is a bug!

Maybe what actually determines the "cap" is not the gold value, but an ordered numbered list of the reagents in the code?! (E.G. Level 1 Foraging = obtaining items #1-6 on the reagents list; Level 2 Foraging = obtaining items #1-10 on the list, etc...)