Difference between revisions of "Forage (Ability)"

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3. Forage succes increases as the player gains more forage skill. At master scout, the forage success is higher and the the number of items the player is supposed to receive is increased to a maximum of 3 in a single forage.
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3. Forage succes increases as the player gains more forage skill. At master scout, the forage success is higher and the the number of items the player is supposed to receive is increased to a maximum of 3 in a single forage. Items are chosen randomly although fishing bait seems to be rather commonly obtained.
  
 
Maximum items:
 
Maximum items:

Revision as of 23:25, 31 August 2007

Ability - Forage

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Description

/forage: Searches the area for usable resources such as food and water.

Command: /forage
CommandQueue Entry: forage (494F9F80)

Related Tags

0% This document has not been started.

Ability This document relates to Player Abilities.

Scout This document is related to the Scout Profession.

Ranger This document is related to the Ranger Profession.

Ability Breakdown & Details

Forage is an underutilized skill that is granted to Scouts. Similar to the artisan "sample" skill, foraging allows you to scrounge the immediate area for food and drink. This food and drink provides different buffs, such as temporary strength increases, HAM penalty reducers and other effects that have multiple benefits. At this time you don't receive XP from successful forage and these remains a request of the Scouting community.You can also forage lairs, which provide you with interesting items such as bees and eggs. The eggs are useful in some kinds of crafting, and can be sold. Bees can be placed into a creature habitat craftable by artisans. While these don’t benefit you directly, they do provide some interesting visual affects and may make you a few bucks selling to loot collectors.

The Scouting community feels that Forage has not lived up to its original design premise, which was to create incentives for Scouts to explore the landscape. We are working hard with the Devs to turn forage into a useful feature that provides useable loot and food items in line with the player crafted consumables that have become a key factor in the game.


Using Forage

1. Forage must be done outside and can only be initiated while not moving.

2. Forage zones are pockets made 22 meters from the next one. In these pockets, a player may forage for goods and when successful, the pocket is depleted. If the player wishes to gain more foraged items they will have to move to the next pocket to forage. These pockets will regenerate over time.

Each "area" has 4 forage slots. You can only have 4 successful forages in an area, No matter if you forage 1, 2, 3 items at once. Once you hit the 4th success that area is dry. The area will regenerate items at a rate of roughly 1 per 5min. So if you say get 4 successes in a row, you will not get a success for another 2mins or so.


3. Forage succes increases as the player gains more forage skill. At master scout, the forage success is higher and the the number of items the player is supposed to receive is increased to a maximum of 3 in a single forage. Items are chosen randomly although fishing bait seems to be rather commonly obtained.

Maximum items:

1 Item at Survival I. Foraging +5
2 Items at Survival III. Foraging +25
3 Items at Master Scout. Foraging +50




Foragable Items

So, what are these 15 unique items? Glad you asked! I have them all compiled in a nice list for you.


Fishing Bait

1. Insect Bait
2. Worm Bait (Found 1-5 uses each, 1-2 with Scout w/Survival I, 4-5 with Master Ranger)



Edibles

3. Alever Tweth'pek = Action +100, 100s Mind + 25, 100s

4. Esost'Ew Zann = Health +50, 700s Action +50, 700s Mind +50, 700s

5. Flurr-Cle Onion = Mind +500, 60s

6. Jar of Foraged Berries = Health +100, 300s

7. Jar of Foraged Bugs = Action +100, 300s

8. Jar of Foraged Fungus = Health +50, 250s Mind +100, 250s

9. Jar of Foraged Grubs = Action +10, 10s Mind +60, 10s

10. Ko-Do Fruit = Action +50, 250s Mind +50, 250s

11. Maroj Melon = Health +50, 150s Mind +50, 150s

12. Schule Nef = Mind +50, 400s

13. Sijjo Sewi = Action +100, 200s

14. Sosi Hodor = Health +120, 400s Mind +50, 400s

15. Wild Snaff = Health +50, 50s Action +150, 50s Mind +50, 50s



Ability Flow

<graphviz> digraph G {

       rankdir = LR;
       node [shape=record, width=.2, height=.2];
       node [width=1];
       node1 [color="#929292", label = "Step 01", style="bold", fontname="arial", 

fontcolor="#929292", URL="Test101"];

       node2 [color="orange", label = "Step 02", style="bold", fontname="arial", 

fontcolor="#458CAF", URL="Test102"];

       node3 [color="orange", label = "Step 03", style="bold", fontname="arial", 

fontcolor="#458CAF", URL="Test101"];

       node1 -> node2:w [color="#929292"];
       node2:w -> node3:e [color="#515FCA", constraint=false];

} </graphviz>

System Messages

SUI Prompt

Combat Chat Spam

Fly Text

Formula(s)

  • 1 + 1 = 3
  • 2 - 2 + 2 = 3

Source References

Source Source in Context
Prima Guide somelink1 Source1

Ability HAM Costs

Modifier Value
Health Cost 0
Action Cost 0
Mind Cost 0
Force Cost 0

Ability Multipliers

Modifier Value
Health cost 0
Action cost 0
Mind cost 0
Force cost 0
Damage 0
Delay Time 0