Currently, according to Ring of Brodgar wiki, we have 62 forageable objects in the world. There is a lot of variety in forageables in the early game, enough that the table up until 10k Perc*Exp, you already unlocked 48 of the objects in the list, able to see all objects possible, 9 more you'll see half the time. There are only four forageable objects that require more than 10k points; Cave Lantern (you'll still see a few), Wintergreen, Marsh-Mallow and the new Indigo Cap. The jump from Marsh-Mallow to Indigo Caps is huge. We're talking here about 40k points between Marsh-Mallows to Indigo Caps, so with this in mind, I'm posting here some suggestions to fill in this void, in a way to incentivize players to build up their Perc*Exp score for more useful objects. Personally, I don't think Indigo Caps are worth the investment, but I can be wrong here, since Psyche is such a hard stat to grow, but to put up some variety without breaking things is pretty hard. The point here is to bring suggestions for more forageables in this range.
Deathcap
https://upload.wikimedia.org/wikipedia/ ... ides_1.JPG
Curiosity, not edible; heavy mental weight, heavy exp value, but quick research with good LP value. About as common Chiming Bluebells. An "upgrade" to Mirkwood Offerings.
Q10: 6h study time, 40 mental weight, 75 exp, 4000 LP.
Celery
https://en.wikipedia.org/wiki/Celery
Spice. 0.5 WIL, 0.5 INT. Common.
Fennel
https://upload.wikimedia.org/wikipedia/ ... _heads.jpg
Spice. 0.8 CHA, 0.2 PSY. Uncommon.
Thyme
https://upload.wikimedia.org/wikipedia/ ... _thyme.JPG
Spice, but can be studied as Curiosity. 0.25 CON, 0.25 INT, 0.25 WIL, 0.25 CHA. Q10: 52h study time, 1 mental weight, 20 exp, 7000 LP. As common as Frog's Crown (uncommon, but not as uncommon as others).
Lavender
https://upload.wikimedia.org/wikipedia/ ... ower02.jpg
Spice, but can be studied as Curiosity. 2 CHA +2. 2x1 (like Thorny Thistle). Heavy mental weight, average study time but little experience cost. Q10: 12h study time, 30 mental weight, 4 exp, 2250 LP. Common.
Sage
https://upload.wikimedia.org/wikipedia/ ... nalis0.jpg
Spice and medicinal herb. +1 INT +2. Don't want to throw suggestions for recipes, but historically it is tied with improving brain function. Rare.
Mugwort
https://upload.wikimedia.org/wikipedia/ ... en-016.jpg
Spice. +1 PSY. Rare.
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pawnchito
- Posts: 1120
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Re: (More) End-game forageables
A variety of valuable foreageables is what the people want. +1
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azrid
- Posts: 3647
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Prowny
- Posts: 412
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Re: (More) End-game forageables
Yea this is a great idea 
loftar wrote:The tears in this thread are so delicious
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Ants
- Posts: 1842
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- Location: inside your head
Re: (More) End-game forageables
I'd like some that only spawn on lower cave levels. Maybe it could start spawning on level 5 and get more common/higher q the deeper you go?
❤Haven's most kawaii retarded ethot karen❤


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Dakkan
- Posts: 666
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Re: (More) End-game forageables
Cave truffles.
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pppp
- Posts: 403
- Joined: Sun Jun 20, 2010 7:30 pm
Re: (More) End-game forageables
As soon as we can tame cave louses.Dakkan wrote:Cave truffles.
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ErdTod
- Posts: 577
- Joined: Wed Sep 21, 2011 7:53 pm
Re: (More) End-game forageables
Yes please, foraging is my favorite activity in the game. The more stuff to forage - the better! The longer you can progress by seeing newer and newer stuff - the better! Also this would make foragers more relevant, since in late game almost everything is produced in industrial quantities.
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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: (More) End-game forageables
And qualitiesErdTod wrote: in late game almost everything is produced in industrial quantities.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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czaper2
- Posts: 389
- Joined: Mon Aug 26, 2013 12:48 pm
Re: (More) End-game forageables
czaper2 approves of more foragables

