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Mushrooms: A new collectable and task for herbalists!

Mushrooms: A new collectable and task for herbalists!
Posted 2021-01-24 18:35:17 (edited)

Before we start a note:
This post originally ties in with other ideas I have to improve Wolvden's Lore or whatever. My goal with these ideas is simply to help flesh Wolvden out a bit more while keeping things as optional as possible and without  taking breeding or spending SC/GC into account.

I'm also not afraid of criticism or anything. If you think this idea can be improved somehow or wanna add a suggestion go ahead because I'd love to hear it! This idea has a lot of room for ideas so plz by all means share your concerns/ideas!

Also if text hard to read on dark mode let me know n I can edit again! I don't use it as it's hard to see on my phone -w-

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Mushrooms!

Mushrooms are, In my opinion, the cutest collectable idea for Wolvden!

Through various means such as Explore, Pack Quests (a suggestion I need to finish typing up), Date Nights (another idea), Foraging, Hunting (chance if you fail a hunt), and Scouting your wolves will have a chance to come across various mushrooms!

Each biome can have a different mushroom/s that they can collect or something along those lines and they can be used for various things! They can also maybe be used to trade for herbs too as they are all things your herbalist can collect.

What are these things? Good question! That's where your Herbalist comes in! With some practice and experimentation your Herbalist will be able to create new things such as...

Fur Dye!
Fur dye is a temporary visual effect you can apply to your wolves! It can be various colors maybe using different herbs with the right combo of mushrooms. It will last through however many rainy/snowy days before you need to craft more so not permanent but IMO shouldn't be that hard to craft. They can be any design/shape/color so not natural or inheritable but that shouldn't be a problem I imagine :3

Decor!
I don't know if this is really for herbalist but some cute mushroom decor would be amazing! Maybe they can stick them to your wolves fur or make cute den decorations!

And the most important. Boosts!!
With enough experimentation, and some inevitable fails, your Herbalist can create Boosts! Boosts are well, a boost. They can do things such as increase chance of hunting success, give wolves a boost of energy, increase chance of certain encounter in explore or decrease them, Increase chance of more herbs when foraging, stuff like that!
None of these boosts should be overpowered though of course, and should scale with Wolvden so everything is balanced. For example a energy boost can only be used once a day per wolf or you can only use a certain amount of boosts a day or somethin!

And the other important. Poisons! (idk a good name yet lol)
Poisons are another thing your Herbalist can learn via experimentation! Their main thing is to help you in battles in explore. You can use 1 in battle to help give you a slight edge by poisoning, increasing your defense, decreasing their defense. It can miss I think depending on the level (stat?) so if you are level 1 and fight a lvl 15 for example it has a good chance to miss. I'm not sure how balanced it is but hopefully it's not too OP :3

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I also think in addition, a new skill/role or whatever can be available for Herbalists in order to be able to find mushrooms.

A Foraging skill they can train separate from healing!

What does a foraging role/skill do?
Simple! They go out to forage. Now Herbalists can do this, but they don't change really I find no matter proficiency. A foraging skill will allow your wolf to have a higher chance to bring home more herbs in exchange for more energy used, or spend time looking for a specific herb at it's highest levels. Things like that!

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Limitations:
IMO there should be some limitations. Below are a couple ideas but are subject to change cuz I'm trying to keep these balanced as I can lol
 - Mushrooms should be tradable on their own, but once the item is crafted it's bound to you.
 - Mushrooms you find without herbalist having foraging skill is only 1. The only way to have a chance to find more is to     increase this skill and the most they can find at once is 3
- They should be not super rare but not extremely common either
- Scouts only have a chance to find them, it's not 100%
- Finding mushrooms when hunting is not 100% and ONLY can happen if they fail.

My other Ideas:
Pack Synergy: How Well Wolves Get Along
Date Night: An Activity for Paired Wolves


Zambz
#956

Posted 2021-01-24 18:35:59 (edited)

Reserved for other player's additions or whatever :3


Zambz
#956

Posted 2021-01-25 18:43:57

Oohhh yes please! All these ideas are so cool it would be super interesting to incorporate them! Especially herbalists being able to make poisons that could be used in battles! Perhaps it’s something that comes later, once a herbalist is a certain level or like after they’ve learned all the medicine recipes.

Beoof
#16677

Posted 2021-01-25 18:49:14

Gonna come back later to suggest changes/add ons, but I overall support this.

KittyKookiez
#34644

Posted 2021-01-27 20:10:34

im gonna say support this. it might be a nice way to not only encourage more trading with other users but its just a fun little idea in general. also makes failing a hunt something to arguably look forward to as well (silly phrasing but im sure you can kind of get what im saying there). also, you gave them multiple uses so its something to collect, use and invest in, would add quite a bit to wolvden i imagine.


Searin
#11702

Posted 2021-01-28 10:52:43 (edited)

Support 100%! Mushrooms are often used in natural medicines, and boosts would be a great use for them. ^_^

Mad Hyena
#7152

Posted 2021-01-29 20:57:15
Big support! Would love to see dyed and painted wolves :3
yellhound
#31615

Posted 2021-01-29 21:10:32

Support! I'd love to be able to do a little more with my herbalist.


Nineve
#12703

Posted 2021-05-23 08:03:04

Herbalists are very under-developed right now, I’d love this addition!


Starling 🏳️‍🌈
#17827

Posted 2021-05-23 08:13:34

Support, I really like this suggestion (especially the boost and poison aspect)!

I'm only hesitatnt about the fur dye part: I feel like that kind of effect is already widely covered by (special) markings and custom decor, so I'd say it's unneccesary and maybe adds one too many elements to the mechanic. But boost and poison is brilliant!


Iona
#22199

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