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	<title>Project Ultima WIki - User contributions [en]</title>
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	<updated>2026-05-22T18:14:21Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=Weekly_Contests&amp;diff=550</id>
		<title>Weekly Contests</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=Weekly_Contests&amp;diff=550"/>
		<updated>2026-02-04T04:27:51Z</updated>

		<summary type="html">&lt;p&gt;Riggz: Created page with &amp;quot;__NOTOC__ &amp;lt;div style=&amp;quot;text-align:center; font-size:1.5em; font-weight:bold; text-decoration:underline;&amp;quot;&amp;gt;Weekly Contests&amp;lt;/div&amp;gt;  ==Overview== Every week, each alliance hosts a &amp;#039;&amp;#039;&amp;#039;Weekly Contest&amp;#039;&amp;#039;&amp;#039; where townships compete to earn the most points by completing specific foundation-related objectives. The contest type changes weekly based on player voting, and the &amp;#039;&amp;#039;&amp;#039;top 3 townships&amp;#039;&amp;#039;&amp;#039; in each alliance receive rewards.  ==How It Works==  ===Voting System=== * At the &amp;#039;&amp;#039;&amp;#039;start o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; font-size:1.5em; font-weight:bold; text-decoration:underline;&amp;quot;&amp;gt;Weekly Contests&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Every week, each alliance hosts a &#039;&#039;&#039;Weekly Contest&#039;&#039;&#039; where townships compete to earn the most points by completing specific foundation-related objectives. The contest type changes weekly based on player voting, and the &#039;&#039;&#039;top 3 townships&#039;&#039;&#039; in each alliance receive rewards.&lt;br /&gt;
&lt;br /&gt;
==How It Works==&lt;br /&gt;
&lt;br /&gt;
===Voting System===&lt;br /&gt;
* At the &#039;&#039;&#039;start of each week&#039;&#039;&#039;, players receive &#039;&#039;&#039;3 random contest options&#039;&#039;&#039; to vote on&lt;br /&gt;
* The contest with the &#039;&#039;&#039;most votes&#039;&#039;&#039; becomes the &#039;&#039;&#039;active contest&#039;&#039;&#039; for that week&lt;br /&gt;
* Current week&#039;s contest &#039;&#039;&#039;cannot&#039;&#039;&#039; appear in next week&#039;s voting pool&lt;br /&gt;
&lt;br /&gt;
===Contest Types===&lt;br /&gt;
There are &#039;&#039;&#039;12 different weekly contest types&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;11 Foundation-Specific Contests&#039;&#039;&#039; – Points earned by completing requisition orders from a single foundation&lt;br /&gt;
* &#039;&#039;&#039;1 Special Contest (Foundation Frenzy)&#039;&#039;&#039; – Points earned by completing requisition orders from &#039;&#039;&#039;ANY&#039;&#039;&#039; foundation&lt;br /&gt;
&lt;br /&gt;
===Point Scoring===&lt;br /&gt;
Points are awarded when turning in requisition orders &#039;&#039;&#039;during the matching contest&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Requisition Tier !! Points Awarded&lt;br /&gt;
|-&lt;br /&gt;
| Common || 1&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon || 2&lt;br /&gt;
|-&lt;br /&gt;
| Rare || 3&lt;br /&gt;
|-&lt;br /&gt;
| Epic || 5&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Township Ranking===&lt;br /&gt;
* All citizens&#039; contest points contribute to their &#039;&#039;&#039;township&#039;s total score&#039;&#039;&#039;&lt;br /&gt;
* At the end of the week, townships are ranked &#039;&#039;&#039;within their alliance&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Top 3 townships&#039;&#039;&#039; in each alliance receive rewards&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
===1st Place Township===&lt;br /&gt;
* &#039;&#039;&#039;10,000 Gold&#039;&#039;&#039; added to township coffer&lt;br /&gt;
&lt;br /&gt;
===2nd Place Township===&lt;br /&gt;
* &#039;&#039;&#039;5,000 Gold&#039;&#039;&#039; added to township coffer&lt;br /&gt;
&lt;br /&gt;
===3rd Place Township===&lt;br /&gt;
* &#039;&#039;&#039;2,500 Gold&#039;&#039;&#039; added to township coffer&lt;br /&gt;
&lt;br /&gt;
==Contest Types==&lt;br /&gt;
&lt;br /&gt;
===Foundation-Specific Contests===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Contest Name !! Foundation !! What to Do&lt;br /&gt;
|-&lt;br /&gt;
| Fisherman&#039;s Contest || Seafarers&#039; Collective || Complete fishing requisition orders&lt;br /&gt;
|-&lt;br /&gt;
| Stagthorn Hunt || Stagthorn Order || Complete monster hunting requisition orders&lt;br /&gt;
|-&lt;br /&gt;
| Smithing Showdown || Iron Anvil Covenant || Complete blacksmithing requisition orders&lt;br /&gt;
|-&lt;br /&gt;
| Seemster&#039;s Tournament || Silversheen League || Complete tailoring requisition orders&lt;br /&gt;
|-&lt;br /&gt;
| Tinker&#039;s Workshop Wars || Gearwright Syndicate || Complete tinkering requisition orders&lt;br /&gt;
|-&lt;br /&gt;
| Alchemist&#039;s Mix-Off || Alchemist&#039;s Crucible || Complete alchemy requisition orders&lt;br /&gt;
|-&lt;br /&gt;
| The Best Chef || Hearthfire Guild || Complete cooking requisition orders&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter&#039;s Cup || Oakheart Circle || Complete carpentry requisition orders&lt;br /&gt;
|-&lt;br /&gt;
| Scribe&#039;s Gauntlet || Runeweaver Guild || Complete inscription requisition orders&lt;br /&gt;
|-&lt;br /&gt;
| Tamer&#039;s Trial || Beastbond Brotherhood || Complete taming requisition orders&lt;br /&gt;
|-&lt;br /&gt;
| Gathering Frenzy || Green Wardern Compact || Complete gathering requisition orders&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special Contest===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Contest Name !! Rarity !! What to Do&lt;br /&gt;
|-&lt;br /&gt;
| Foundation Frenzy || 10% chance to appear in voting || Complete requisition orders from &#039;&#039;&#039;ANY&#039;&#039;&#039; foundation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; font-style:italic;&amp;quot;&amp;gt;Foundation Frenzy is a rare contest that allows all foundation orders to count toward contest points.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Foundations]]&lt;br /&gt;
* [[Townships]]&lt;br /&gt;
* [[Alliances]]&lt;br /&gt;
* [[Requisition Orders]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Governance System]]&lt;br /&gt;
[[Category:Competitions]]&lt;br /&gt;
[[Category:Township Features]]&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=Townships_and_Alliances&amp;diff=549</id>
		<title>Townships and Alliances</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=Townships_and_Alliances&amp;diff=549"/>
		<updated>2026-02-04T03:57:58Z</updated>

		<summary type="html">&lt;p&gt;Riggz: /* Weekly Voting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|align=right&lt;br /&gt;
  |__TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
= Townships &amp;amp; Alliances =&lt;br /&gt;
&lt;br /&gt;
Project Ultima’s Township and Alliance systems are seasonal, server-wide frameworks that drive weekly voting, buffs, dungeon rotations, and elections. Information on this page reflects the latest admin announcements.&lt;br /&gt;
&lt;br /&gt;
== Alliances and Towns ==&lt;br /&gt;
; [[Brit-Trin Alliance]]&lt;br /&gt;
* [[Britain]]&lt;br /&gt;
* [[Trinsic]]&lt;br /&gt;
* [[Serpent&#039;s Hold]]&lt;br /&gt;
&lt;br /&gt;
; [[Minoc Federation]]&lt;br /&gt;
* [[Minoc]]&lt;br /&gt;
* [[Cove]]&lt;br /&gt;
* [[Moonglow]]&lt;br /&gt;
* [[Nujel&#039;m]]&lt;br /&gt;
&lt;br /&gt;
; [[Yew Rebellion]]&lt;br /&gt;
* [[Yew]]&lt;br /&gt;
* [[Skara Brae]]&lt;br /&gt;
* [[Jhelom]]&lt;br /&gt;
&lt;br /&gt;
; Lawless Zone (not in Alliances)&lt;br /&gt;
* [[Buccaneer&#039;s Den]]&lt;br /&gt;
* [[Haven]]&lt;br /&gt;
* [[Magincia]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Alliance Reward Hues ==&lt;br /&gt;
Alliance-themed items and dyes may use the following hues. Names are working titles and can be updated later.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Alliance !! Hue ID !! Working Name&lt;br /&gt;
|-&lt;br /&gt;
| Brit-Trin Alliance || 2100 || [[Sand and Stone]]&lt;br /&gt;
|-&lt;br /&gt;
| Yew Rebellion || 2099 || (TBD)&lt;br /&gt;
|-&lt;br /&gt;
| Minoc Federation || 2098 || (TBD)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Usage&#039;&#039;: These hues may appear on alliance rewards, cosmetics, and seasonal/event items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weekly Voting ==&lt;br /&gt;
Each week, every citizen may cast a ballot with four choices. One vote per player for the week. Votes open after the weekly reset and are tallied at the next reset. A quick-vote option can repeat your prior week&#039;s selections (except contest choice).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ballot items&#039;&#039;&lt;br /&gt;
# Tax Rate&lt;br /&gt;
# Economic Policy&lt;br /&gt;
# [[Weekly Contests]] (one of three options presented)&lt;br /&gt;
# Governor Approval (Yes or No)&lt;br /&gt;
&lt;br /&gt;
=== Tax Rate ===&lt;br /&gt;
Taxes apply when purchasing from an NPC vendor. You pay the tax for the Township where the purchase occurs; that gold is deposited into that Alliance&#039;s Gold Coffer.&lt;br /&gt;
&lt;br /&gt;
* Low: 5%&lt;br /&gt;
* Medium: 15%&lt;br /&gt;
* High: 25%&lt;br /&gt;
&lt;br /&gt;
=== Economic Policy ===&lt;br /&gt;
The policy sets the Priority Buff for the week. The Priority Buff receives a larger share of gold and grows faster than the other two buffs.&lt;br /&gt;
&lt;br /&gt;
* Crafter&#039;s Policy  -&amp;gt; Priority Buff: Crafting Zone Skill Gain&lt;br /&gt;
* Hunter&#039;s Policy   -&amp;gt; Priority Buff: Weekly Dungeon Buff&lt;br /&gt;
* Merchant Policy   -&amp;gt; Priority Buff: Merchant Stock Bonus&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Alliance Weekly Buff System ==&lt;br /&gt;
The strength of weekly buffs for all alliance members is based on gold in the Alliance Gold Coffers at weekly reset.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Buff !! Base !! Max !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Crafting Zone]] Skill Gain || 1% || 5% || Affects crafting skills in crafting zones of each Township in the Alliance.&lt;br /&gt;
|-&lt;br /&gt;
| Merchant Stock Bonus || 5% || 25% || Increases NPC vendor stock in each Township of the Alliance.&lt;br /&gt;
|-&lt;br /&gt;
| Weekly Dungeon Buff || 5% || 25% || Applies to all three assigned weekly dungeons for the Alliance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gold Coffer rules&#039;&#039;&lt;br /&gt;
* Overflow limit (subject to change): 200,000 gold.&lt;br /&gt;
* Priority Buff is determined by the Economic Policy.&lt;br /&gt;
* Priority Buff grows approximately 2x faster than the other two buffs.&lt;br /&gt;
* When coffers reach 100,000 gold (50% of limit), the Priority Buff is at max; further gold increases the other two buffs.&lt;br /&gt;
* All three buffs reach maximum at 200,000 gold.&lt;br /&gt;
&lt;br /&gt;
Key takeaways:&lt;br /&gt;
* Priority Buff can max at 100k gold.&lt;br /&gt;
* 100k to 200k improves the two non-priority buffs.&lt;br /&gt;
* Above 200k is overflow (handling to be announced).&lt;br /&gt;
* Policy can be changed weekly.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Weekly Dungeon Selection System ==&lt;br /&gt;
Each week, three special dungeons are assigned to every Alliance: one for Gold Drop Increase, one for Rare Loot Drop Increase, and one for XP Increase.&lt;br /&gt;
&lt;br /&gt;
; Available dungeons&lt;br /&gt;
Despise, Destard, Wrong, Covetous, Hythloth, Shame, Ice, Deceit, Wilderness, Ocean, Graveyard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Assignment rules&#039;&#039;&lt;br /&gt;
* No Cross-Alliance Duplicates: a specific dungeon appears for only one Alliance that week.&lt;br /&gt;
* No Intra-Alliance Duplicates: each Alliance receives three different dungeons.&lt;br /&gt;
* Per-Buff Rotation: a dungeon will not receive the same buff type two weeks in a row for the same Alliance, but it may appear with a different buff type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Buff application&#039;&#039;&lt;br /&gt;
The percentage from your Alliance&#039;s Weekly Dungeon Buff applies equally to all three assigned dungeons that week (Gold, Rare Loot, XP).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Alliance Governor Elections ==&lt;br /&gt;
Each Alliance elects a Governor every season (12 weeks).&lt;br /&gt;
&lt;br /&gt;
; Timeline&lt;br /&gt;
* Weeks 1–8: Nomination period&lt;br /&gt;
* Weeks 9–12: Voting period&lt;br /&gt;
* Week 12: Results announced; new Governor takes office&lt;br /&gt;
&lt;br /&gt;
; Candidate requirements (subject to change)&lt;br /&gt;
* Minimum Alliance Level:&lt;br /&gt;
** Season 1: Level 2&lt;br /&gt;
** Season 2: Level 5&lt;br /&gt;
** Season 3+: Level 10&lt;br /&gt;
* Only one character per Discord account may be nominated at a time.&lt;br /&gt;
* No more than two consecutive terms; must wait one full season before running again.&lt;br /&gt;
* Candidates removed for cause are banned for two full seasons.&lt;br /&gt;
* Inactive candidates (3+ weeks no activity) are removed.&lt;br /&gt;
* Nominations close after Week 8.&lt;br /&gt;
&lt;br /&gt;
; Voting&lt;br /&gt;
* All citizens of the Alliance may vote during Weeks 9–12.&lt;br /&gt;
* One vote per player; votes may be changed any time before the season reset.&lt;br /&gt;
* The candidate with the most votes wins.&lt;br /&gt;
* Tie-breakers: player candidates are favored over NPC candidates; among tied players, the oldest character (by creation date) wins.&lt;br /&gt;
&lt;br /&gt;
; Governor powers&lt;br /&gt;
* Democratic Mode: Governor casts one vote; majority rules.&lt;br /&gt;
* Executive Authority: Governor may override all citizen votes and set weekly policies; a log notice is sent to citizens.&lt;br /&gt;
* Participation rewards (subject to change): 1,000 Alliance Credits and 2,000 XP for voting.&lt;br /&gt;
&lt;br /&gt;
=== Emergency Elections ===&lt;br /&gt;
Triggered automatically after either:&lt;br /&gt;
* Two consecutive weeks below 20% approval, or&lt;br /&gt;
* Governor inactivity for 3+ weeks.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Emergency elections do not occur during Weeks 9–12 (regular election period). If conditions occur then, the emergency election is postponed.&lt;br /&gt;
* Only the top three candidates from the prior regular election are eligible; remaining slots are filled with NPC candidates to make three total.&lt;br /&gt;
* Voting lasts one week. Tie-breakers above apply.&lt;br /&gt;
* Winner immediately replaces the current Governor. Removed Governors are banned for two seasons.&lt;br /&gt;
&lt;br /&gt;
=== NPC Governors ===&lt;br /&gt;
If fewer than five players nominate, NPCs fill the ballot so each election has five candidates.&lt;br /&gt;
* NPCs generally follow citizen votes but may exercise executive authority when beneficial to the Alliance. A notification is sent when they override.&lt;br /&gt;
* NPCs are subject to the same term limits, approval rules, and emergency removal.&lt;br /&gt;
* If two or more players run, NPCs may be excluded from the ballot. Players win tie-breakers.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Township Logs ==&lt;br /&gt;
Your Township Profile logs the following events:&lt;br /&gt;
* Credits gained&lt;br /&gt;
* Credits spent&lt;br /&gt;
* XP gained&lt;br /&gt;
* Level ups&lt;br /&gt;
&lt;br /&gt;
== Township and Alliance XP Table ==&lt;br /&gt;
The following XP values are based on exponential growth with a base of approximately 1.6 from level 3 onward. Last updated: 2025-10-26.&lt;br /&gt;
&lt;br /&gt;
0 -&amp;gt; 1   : 1,000&amp;lt;br&amp;gt;&lt;br /&gt;
1 -&amp;gt; 2   : 3,000&amp;lt;br&amp;gt;&lt;br /&gt;
2 -&amp;gt; 3   : 6,000&amp;lt;br&amp;gt;&lt;br /&gt;
3 -&amp;gt; 4   : 10,000&amp;lt;br&amp;gt;&lt;br /&gt;
4 -&amp;gt; 5   : 16,000&amp;lt;br&amp;gt;&lt;br /&gt;
5 -&amp;gt; 6   : 25,000&amp;lt;br&amp;gt;&lt;br /&gt;
6 -&amp;gt; 7   : 40,000&amp;lt;br&amp;gt;&lt;br /&gt;
7 -&amp;gt; 8   : 63,000&amp;lt;br&amp;gt;&lt;br /&gt;
8 -&amp;gt; 9   : 101,000&amp;lt;br&amp;gt;&lt;br /&gt;
9 -&amp;gt; 10  : 162,000&amp;lt;br&amp;gt;&lt;br /&gt;
10 -&amp;gt; 11 : 258,000&amp;lt;br&amp;gt;&lt;br /&gt;
11 -&amp;gt; 12 : 413,000&amp;lt;br&amp;gt;&lt;br /&gt;
12 -&amp;gt; 13 : 660,000&amp;lt;br&amp;gt;&lt;br /&gt;
13 -&amp;gt; 14 : 1,056,000&amp;lt;br&amp;gt;&lt;br /&gt;
14 -&amp;gt; 15 : 1,689,000&amp;lt;br&amp;gt;&lt;br /&gt;
15 -&amp;gt; 16 : 2,703,000&amp;lt;br&amp;gt;&lt;br /&gt;
16 -&amp;gt; 17 : 4,324,000&amp;lt;br&amp;gt;&lt;br /&gt;
17 -&amp;gt; 18 : 6,918,000&amp;lt;br&amp;gt;&lt;br /&gt;
18 -&amp;gt; 19 : 11,069,000&amp;lt;br&amp;gt;&lt;br /&gt;
19 -&amp;gt; 20 : 17,709,000&amp;lt;br&amp;gt;&lt;br /&gt;
20 -&amp;gt; Max: 0&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Governors]]&lt;br /&gt;
* [[Township Voting]]&lt;br /&gt;
* [[Weekly Dungeon Selection]]&lt;br /&gt;
* [[Getting Started]]&lt;br /&gt;
* [[Veteran Rewards]]&lt;br /&gt;
* [[Main Menu]]&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=544</id>
		<title>Plant Growing System</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=544"/>
		<updated>2026-01-10T01:28:56Z</updated>

		<summary type="html">&lt;p&gt;Riggz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{|align=right&lt;br /&gt;
  |__TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Plantbanner.png|1000px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
= PU Plant System =&lt;br /&gt;
&lt;br /&gt;
The PU Plant System is a comprehensive gardening framework where players grow decorative plants in craftable planters. The system features daily quality checks, growth stages, plant health mechanics, status effects, upgrades, and material-based bonuses.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Players craft planters from wood or metal, plant seeds with varying difficulty levels, maintain water and dirt resources, perform daily quality checks using a Planter Tester tool, and harvest mature plants for decorative items with rarity tiers (Common, Uncommon, Rare, Legendary).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== Required Items ===&lt;br /&gt;
; [[Planter]]&lt;br /&gt;
* Craftable via Carpentry (wood) or Blacksmithing (metal)&lt;br /&gt;
* Available in multiple materials (Iron, Wood, Colored Ingots/Logs)&lt;br /&gt;
* Higher-tier materials provide increased durability&lt;br /&gt;
* Must be locked down in a player house to function&lt;br /&gt;
&lt;br /&gt;
; [[Planter Tester]]&lt;br /&gt;
* Craftable tool used for daily quality checks&lt;br /&gt;
* Made from various metal types (Iron through Zentonium)&lt;br /&gt;
* Better materials grant quality bonus to test results&lt;br /&gt;
* Has limited charges based on material and quality&lt;br /&gt;
&lt;br /&gt;
; [[Seeds]]&lt;br /&gt;
* Current seed types: Small Flowers, Large Flowers&lt;br /&gt;
* Growth Difficulty: VeryEasy, Easy, Moderate, Hard, VeryHard&lt;br /&gt;
* Harder difficulties require more skill and resources but yield better rewards&lt;br /&gt;
* Seeds can be found anywhere normal loot is found, with chance to be in the regional hue if the region has one.&lt;br /&gt;
* Seeds can also be rewarded from the [[Alchemist’s Crucible (Alchemy)]] Foundation with chance to be in Foundation Hue.&lt;br /&gt;
* Hued seeds grow Hued Plants&lt;br /&gt;
&lt;br /&gt;
; [[Dirt Pile]]&lt;br /&gt;
* Mined from farm terrain tiles using a pickaxe or shovel&lt;br /&gt;
* Required to fill planters (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
; [[Water]]&lt;br /&gt;
* Collected via water containers (Water Bucket and Water Barrels)&lt;br /&gt;
* Fill containers by double-clicking near water tiles&lt;br /&gt;
* Required to keep planters hydrated (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Types ==&lt;br /&gt;
[[File:PlantGrowSystem.png|500px]]&lt;br /&gt;
=== Wooden Planters ===&lt;br /&gt;
Wooden planters excel at disease and fungal resistance with balanced growth rates.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Wooden || 100 || 100/100 || 10% || 5% || 12% || +5% || +5% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Wooden || 150 || 200/200 || 15% || 10% || 18% || +10% || +10% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Wooden || 300 || 500/500 || 35% || 30% || 37% || +15% || +25% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Metal Planters ===&lt;br /&gt;
Metal planters prioritize pest resistance and durability with strong growth bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Metal || 150 || 100/100 || 8% || 10% || 4% || +4% || +4% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Metal || 250 || 300/300 || 23% || 25% || 19% || +8% || +14% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Metal || 350 || 500/500 || 38% || 40% || 34% || +12% || +24% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Capacity shows Water/Dirt maximum. All planters have 1 upgrade slot (base).&lt;br /&gt;
&lt;br /&gt;
=== Material Durability Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Durability Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Regular Wood/Iron || +5&lt;br /&gt;
|-&lt;br /&gt;
| Dullwood/Dull Copper || +25&lt;br /&gt;
|-&lt;br /&gt;
| Umbrawood/Umbra Iron || +50&lt;br /&gt;
|-&lt;br /&gt;
| Copperwood/Copper || +75&lt;br /&gt;
|-&lt;br /&gt;
| Bronzewood/Bronze || +100&lt;br /&gt;
|-&lt;br /&gt;
| Goldenwood/Gold || +125&lt;br /&gt;
|-&lt;br /&gt;
| Lunawood/Lunanite || +150&lt;br /&gt;
|-&lt;br /&gt;
| Durawood/Duranium || +175&lt;br /&gt;
|-&lt;br /&gt;
| Verawood/Veranium || +200&lt;br /&gt;
|-&lt;br /&gt;
| Zentowood/Zentonium || +225&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planting Process ==&lt;br /&gt;
&lt;br /&gt;
# Craft a Planter&lt;br /&gt;
#* Wood planters: higher disease/fungal resistance&lt;br /&gt;
#* Metal planters: higher durability and pest resistance&lt;br /&gt;
# Place in House&lt;br /&gt;
#* Place planter in your house&lt;br /&gt;
# Lock Down&lt;br /&gt;
#* Lock down the planter (must be owner or co-owner)&lt;br /&gt;
# Collect Dirt [[File:Dirtpile.png || 30px]]&lt;br /&gt;
#* Collected with a shovel or pickaxe from farm fields&lt;br /&gt;
#*[[File:Dirtharvest.JPG || 150px]]&lt;br /&gt;
# Add Dirt&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
#* [[File:AddDirt.JPG||150px]]&lt;br /&gt;
# Collect Water&lt;br /&gt;
#* Collected with a Water Barrel or Water Bucket [[File:WaterContainers.JPG || 60px]] (Crafted by [[Carpentry]])&lt;br /&gt;
#* Collected from lakes, rivers, ocean&lt;br /&gt;
# Add Water&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
#* [[File:AddWater.JPG||150px]]&lt;br /&gt;
# Plant Seed&lt;br /&gt;
#* Use a seed on the planter&lt;br /&gt;
#* Requires minimum dirt and water (varies by seed)&lt;br /&gt;
#* Seed is consumed on successful planting&lt;br /&gt;
#* Plant status changes to &amp;quot;Seeded&amp;quot;&lt;br /&gt;
# Use a Planter Tester [[File:PlanterTester.JPG || 30px]] to preform a daily quality check&lt;br /&gt;
#* Use Fertilizer [[File:PlantFerterlizer.JPG || 30px]] and Nutrified Water [[File:NutrifiedWater.JPG || 30px]] to raise Dirt and Water Qualities&lt;br /&gt;
#** Both Fertilizer and Nutrified Water can be crafted with [[Alchemy]].&lt;br /&gt;
# First Growth Check&lt;br /&gt;
#* Occurs 24 hours after planting&lt;br /&gt;
# Daily Maintenance&lt;br /&gt;
#* Perform quality checks, add resources, monitor plant health&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important&#039;&#039;: Planters not locked down that are seeded do not grow. The reset each day on growth check, repeating the same day. Effectively pausing the planter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Checks ==&lt;br /&gt;
&lt;br /&gt;
Each day, players perform **one quality check** per planter using a Planter Tester tool. This determines the maximum quality ceiling for water and dirt that day.&lt;br /&gt;
&lt;br /&gt;
=== Quality Check Formula ===&lt;br /&gt;
Final Quality = Base Quality + Skill Bonus + Success Bonus + Tool Bonus&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Base Quality&#039;&#039;&#039;: 30-75% (varies by seed difficulty)&lt;br /&gt;
** VeryEasy: 50-75%&lt;br /&gt;
** Easy: 45-70%&lt;br /&gt;
** Moderate: 40-65%&lt;br /&gt;
** Hard: 35-60%&lt;br /&gt;
** VeryHard: 30-55%&lt;br /&gt;
* &#039;&#039;&#039;Skill Bonus&#039;&#039;&#039;: 0-35% (based on [[TasteID]] skill)&lt;br /&gt;
** Scales from minimum to maximum skill requirement&lt;br /&gt;
** Full bonus at maximum skill for that difficulty&lt;br /&gt;
* &#039;&#039;&#039;Success Bonus&#039;&#039;&#039;: 5-10% (granted on successful skill check)&lt;br /&gt;
** Awarded when the skill check succeeds&lt;br /&gt;
** Adds variability to quality results&lt;br /&gt;
* &#039;&#039;&#039;Tool Bonus&#039;&#039;&#039;: 0-23% (based on Planter Tester material and quality)&lt;br /&gt;
&lt;br /&gt;
=== Planter Tester Tool Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Regular Bonus !! Exceptional Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Iron || 0% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| Dull Copper || +2% || +7%&lt;br /&gt;
|-&lt;br /&gt;
| Umbra Iron || +4% || +9%&lt;br /&gt;
|-&lt;br /&gt;
| Copper || +6% || +11%&lt;br /&gt;
|-&lt;br /&gt;
| Bronze || +8% || +13%&lt;br /&gt;
|-&lt;br /&gt;
| Gold || +10% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Lunanite || +12% || +17%&lt;br /&gt;
|-&lt;br /&gt;
| Duranium || +14% || +19%&lt;br /&gt;
|-&lt;br /&gt;
| Veranium || +16% || +21%&lt;br /&gt;
|-&lt;br /&gt;
| Zentonium || +18% || +23%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Zentonium Exceptional Planter Tester grants +23% to quality checks.&lt;br /&gt;
&lt;br /&gt;
=== TasteID Skill Requirements by Difficulty ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Min Skill !! Max Skill&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 50.0 || 80.0&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 60.0 || 90.0&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 70.0 || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 90.0 || 110.0&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 100.0 || 120.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Higher [[TasteID]] skill grants better quality results. [[TasteID]] to 120.0 for maximum effectiveness on Very Hard seeds.&lt;br /&gt;
&lt;br /&gt;
== Quality Enhancement Items ==&lt;br /&gt;
&lt;br /&gt;
Special items can be used to increase the current water or dirt quality **after** performing a daily quality check. These items can only raise quality up to the maximum set by that day&#039;s quality check. Both are crafted with [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
=== Plant Fertilizer ===&lt;br /&gt;
Increases **current dirt quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to Max Dirt Quality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires dirt to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test dirt quality and get 65% max for the day. Current quality is 20%. Use Plant Fertilizer to raise it from 20% → 50% → 65% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
=== Nutrified Plant Water ===&lt;br /&gt;
Increases **current water quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to Max Water Quality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires water to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test water quality and get 70% max for the day. Current quality is 30%. Use Nutrified Plant Water to raise it from 30% → 60% → 70% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important Notes&#039;&#039;:&lt;br /&gt;
* Both Fertilizer and Nutrified Water are crafted with [[Alchemy]]&lt;br /&gt;
* These items raise **current quality**, not **maximum quality**&lt;br /&gt;
* They can only be used after performing the daily quality check&lt;br /&gt;
* Quality cannot exceed the daily maximum set by your quality check&lt;br /&gt;
* Larger planters require more uses to achieve the same percentage increase&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Degradation ==&lt;br /&gt;
&lt;br /&gt;
Each day at the daily reset (24 hours after planting), water and dirt quality decrease based on seed difficulty and active status effects.&lt;br /&gt;
&lt;br /&gt;
=== Base Quality Reduction ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Quality Loss per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 30-40%&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 40-50%&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 50-60%&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 60-70%&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 70-80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strategy&#039;&#039;: Higher difficulty seeds require more frequent quality checks and better tools to maintain high quality levels.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Growth System ==&lt;br /&gt;
&lt;br /&gt;
=== Growth Stages ===&lt;br /&gt;
Plants progress through five stages based on accumulated Growth Score:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Progress !! Visual !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Seeded || 0-25% || No visual spawn || Initial planting&lt;br /&gt;
|-&lt;br /&gt;
| Seedling || 25-50% || No visual spawn || Early growth&lt;br /&gt;
|-&lt;br /&gt;
| Sprout || 50-75% || Small sprout appears || First visible stage&lt;br /&gt;
|-&lt;br /&gt;
| Growing || 75-100% || Medium plant || Almost mature&lt;br /&gt;
|-&lt;br /&gt;
| Complete || 100% || Full plant || Ready to harvest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Daily Growth Calculation ===&lt;br /&gt;
Each day at reset, the planter calculates growth increase:&lt;br /&gt;
&lt;br /&gt;
Growth = Base Growth × Resource Penalty × Quality Bonus × Health Multiplier&lt;br /&gt;
&lt;br /&gt;
; Factors&lt;br /&gt;
* &#039;&#039;&#039;Base Growth&#039;&#039;&#039;: Random value between MinimumDailyGrowthScore and MaximumDailyGrowthScore (seed-dependent)&lt;br /&gt;
* &#039;&#039;&#039;Resource Penalty&#039;&#039;&#039;: 50% penalty if water OR dirt falls below minimum needed&lt;br /&gt;
* &#039;&#039;&#039;Quality Bonus&#039;&#039;&#039;: Up to +50% from combined water and dirt quality&lt;br /&gt;
** Water Quality contributes 5% of its value&lt;br /&gt;
** Dirt Quality contributes 5% of its value&lt;br /&gt;
** Example: 100% water + 100% dirt = +10% growth bonus&lt;br /&gt;
* &#039;&#039;&#039;Growth Rate Bonuses&#039;&#039;&#039;: From planter base stats, upgrades, and status effects&lt;br /&gt;
* &#039;&#039;&#039;Health Multiplier&#039;&#039;&#039;: Based on current plant health&lt;br /&gt;
&lt;br /&gt;
=== Resource Consumption ===&lt;br /&gt;
Each day, the plant consumes:&lt;br /&gt;
* Water: Random amount between MinimumWaterNeeded and MaximumWaterNeeded (seed-dependent)&lt;br /&gt;
* Dirt: Random amount between MinimumDirtNeeded and MaximumDirtNeeded (seed-dependent)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Warning&#039;&#039;: If resources drop to zero, growth is severely penalized!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Plant Health System ==&lt;br /&gt;
&lt;br /&gt;
Plant health is calculated daily and affects growth speed and rarity chance at harvest.&lt;br /&gt;
&lt;br /&gt;
=== Health Levels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health !! Growth Multiplier !! Rarity Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Excellent || +25% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Good || +10% || +8%&lt;br /&gt;
|-&lt;br /&gt;
| Fair || Normal || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Poor || -15% || -5%&lt;br /&gt;
|-&lt;br /&gt;
| Withered || -40% || -15%&lt;br /&gt;
|-&lt;br /&gt;
| Dead || 0% (no growth) || -25%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Calculation Formula ===&lt;br /&gt;
Health is recalculated daily based on four factors:&lt;br /&gt;
&lt;br /&gt;
Health Score = (Resource × 0.4) + (Quality × 0.8) + (Status × 0.4) − (Growth Penalty × 0.1)&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Resource Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Both resources present = 100 points&lt;br /&gt;
** Partial resources = 50 points&lt;br /&gt;
** Empty resources = 0 points&lt;br /&gt;
* &#039;&#039;&#039;Quality Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Average of water and dirt quality&lt;br /&gt;
** Below 30% quality applies 50% penalty&lt;br /&gt;
* &#039;&#039;&#039;Status Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Baseline: 50&lt;br /&gt;
** Negative effects: -20 per effect&lt;br /&gt;
** Positive effects: +10 per effect&lt;br /&gt;
* &#039;&#039;&#039;Growth Penalty&#039;&#039;&#039; (0-40):&lt;br /&gt;
** Seeded: 0&lt;br /&gt;
** Seedling: 10&lt;br /&gt;
** Sprout: 20&lt;br /&gt;
** Growing: 30&lt;br /&gt;
** Complete: 40&lt;br /&gt;
&lt;br /&gt;
=== Health Changes ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health Score !! Result&lt;br /&gt;
|-&lt;br /&gt;
| 85+ || Health improves by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 70-84 || Minor improvement (Poor → Fair only)&lt;br /&gt;
|-&lt;br /&gt;
| 50-69 || Health stable&lt;br /&gt;
|-&lt;br /&gt;
| 35-49 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 20-34 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;20 || Health decreases by 2 levels (rapid decline!)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Key Point&#039;&#039;: Mature plants (Growing/Complete stages) are MORE demanding and require better care to maintain health.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Status Effects (Random Events) ==&lt;br /&gt;
&lt;br /&gt;
Status effects are random events that apply each day based on seed difficulty, resistance stats, and quality levels.&lt;br /&gt;
&lt;br /&gt;
=== Event Roll Frequency ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Event Rolls per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 2&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Pests ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Aphids || 15% || 1-3 days || -10% Growth Rate, -5% Rarity, -10% Water Max Quality&lt;br /&gt;
|-&lt;br /&gt;
| Caterpillars || 12% || 1-3 days || -12% Dirt Max Quality, +8% Water Quality Loss, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Spider Mites || 10% || 2-4 days || -14% Fungal Resistance, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Diseases ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Blight || 12% || 1-3 days || -10% Growth Rate, -5% Dirt Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Root Rot || 10% || 2-4 days || +12% Water Quality Loss, -8% Water Max Quality, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Leaf Spot || 8% || 1-3 days || +14% Water Quality Loss, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Fungal ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Mold || 10% || 1-3 days || +10% Water Quality Loss, -5% Water Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Rot Mushrooms || 8% || 2-4 days || +12% Water Quality Loss, -8% Growth Rate, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Powdery Mildew || 7% || 1-3 days || -14% Water Max Quality, -11% Rarity, +14% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Soil/Water Issues ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Percolated Soil || 8% || 1-2 days || -12% Dirt Max Quality, -10% Growth Rate, -12% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Waterlogged Soil || 10% || 1-3 days || -15% Dirt Max Quality, -13% Rarity, -15% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| pH Imbalance || 8% || 1-2 days || -12% Water Max Quality, -10% Growth Rate, -12% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Water Parasites || 10% || 2-4 days || -15% Water Max Quality, -13% Rarity, -15% Fungal Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Defensive ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Defence || 5% || 2-4 days || +10% Fungal Resistance, +10% Growth Rate, -10% Dirt Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || 5% || 2-4 days || +10% Pest Resistance, +10% Rarity, -10% Water Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Antibody Boost || 5% || 2-4 days || +10% Disease Resistance, +10% Growth Rate, +10% Dirt Max Quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Quality ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fertile Soil || 6% || 3-5 days || +10% Dirt Max Quality, +10% Rarity, +10% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Balanced pH || 6% || 3-5 days || +10% Water Max Quality, +10% Growth Rate, +10% Pest Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Luck ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Four-Leaf Clovers || 3% || 2-4 days || +20% Rarity, -10% Dirt Quality Loss, -10% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: High water and dirt quality reduce negative effect chances by up to 30%. Positive effects are increased by quality.&lt;br /&gt;
&#039;&#039;Resistance&#039;&#039;: All Resistance reduces chance by 75% of resistance value. Example: 20% Pest Resistance = 15% reduction in chance.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Planters can be upgraded with consumable items that provide permanent bonuses until the upgrade expires (charge-based).&lt;br /&gt;
&lt;br /&gt;
Upgrades will be craftable with [[Tinkering]] and [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
=== Standard Upgrades (10 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Water Purification Filter || +10% Water Max Quality || Purifies water, increasing maximum water quality&lt;br /&gt;
|-&lt;br /&gt;
| Water Retainer || -10% Daily Water Quality Loss || Retains water quality, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Dirt Retainer || -10% Daily Dirt Quality Loss || Retains soil nutrients, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Soil Nutrient Booster || +10% Dirt Max Quality || Enriches soil with nutrients, increasing maximum quality&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || +10% Pest Resistance || Repels pests, increasing plant resistance&lt;br /&gt;
|-&lt;br /&gt;
| Disease Shield || +10% Disease Resistance || Shields against diseases, boosting plant immunity&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Inhibitor || +10% Fungal Resistance || Inhibits fungal growth, protecting plants&lt;br /&gt;
|-&lt;br /&gt;
| Growth Enhancer || +5% Growth Rate || Enhances growth rate moderately&lt;br /&gt;
|-&lt;br /&gt;
| Growth Accelerator || +10% Growth Rate || Significantly accelerates plant growth&lt;br /&gt;
|-&lt;br /&gt;
| Clover Replica || +5% Rarity Chance || A fortunate charm that increases rare plant chances&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Upgrades (20 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Gold Clover Replica || +20% Rarity Chance || An extremely lucky charm that greatly increases rare plant chances&lt;br /&gt;
|-&lt;br /&gt;
| Fumigation System || +20% Disease Resistance || Advanced fumigation system providing superior disease protection&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Microbial Liner || +20% Disease Resistance || Specialized liner that prevents microbial contamination&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Fungal Coating || +20% Fungal Resistance || Advanced coating that provides exceptional fungal protection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Upgrades consume one charge per daily reset. Small planters have 1 upgrade slot.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
&lt;br /&gt;
When a plant reaches 100% growth (Complete stage), it can be harvested for a decorative plant item.&lt;br /&gt;
&lt;br /&gt;
=== Harvest Requirements ===&lt;br /&gt;
* Plant must be at Complete stage (100% Growth Score)&lt;br /&gt;
* Plant that are dead produce nothing at harvest.&lt;br /&gt;
* Player must be owner/co-owner of house where planter is locked down&lt;br /&gt;
&lt;br /&gt;
=== Rarity System ===&lt;br /&gt;
Harvested plants have four rarity tiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rarity !! Base Chance !! Color&lt;br /&gt;
|-&lt;br /&gt;
| Common || 50% || White&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon || 30% || Green&lt;br /&gt;
|-&lt;br /&gt;
| Rare || 15% || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || 5% || Gold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Rarity Modifiers&lt;br /&gt;
* Total Rarity Bonus = Planter Base Bonus + Upgrade Bonuses + Status Effect Bonuses + Plant Health Bonus&lt;br /&gt;
* Plant Health Bonuses:&lt;br /&gt;
** Excellent: +15%&lt;br /&gt;
** Good: +8%&lt;br /&gt;
** Fair: 0%&lt;br /&gt;
** Poor: -5%&lt;br /&gt;
** Withered: -15%&lt;br /&gt;
** Dead: -25%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Large Metal Planter (+12% base) with Excellent health (+15%) and Gold Clover Replica (+20%) has +47% total rarity bonus, significantly increasing chances for Rare and Legendary plants.&lt;br /&gt;
&lt;br /&gt;
=== Durability Loss ===&lt;br /&gt;
* Each harvest reduces planter durability by 10 (base, varies by seed)&lt;br /&gt;
* When durability reaches 0, the planter breaks and is deleted&lt;br /&gt;
* Higher-tier materials grant more total harvests&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Calculation&#039;&#039;: Zentonium Large Metal Planter = 350 base + 225 material bonus = 575 durability = ~57 harvests&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Seed Types and Plants ==&lt;br /&gt;
&lt;br /&gt;
=== Small Flowers ===&lt;br /&gt;
[[File:SmallFlowerSeed.png|300px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fast-growing decorative flowers. Over 35 different varieties across all rarity tiers.&lt;br /&gt;
* Common: Orfluer flowers, Campion flowers, Snowdrops, Poppies&lt;br /&gt;
* Uncommon: Foxglove flowers, White flowers, Red poppies&lt;br /&gt;
* Rare: Orange rosa, Pink periwinkle, Purple daisy, Yellow muriel&lt;br /&gt;
* Legendary: Blue zinnia, Frost daisy, Desert daisy, Morning flowers&lt;br /&gt;
&lt;br /&gt;
=== Large Flowers ===&lt;br /&gt;
[[File:LargeFlowerSeed.png|300px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Larger decorative bushes and flowering plants. Over 20 different varieties.&lt;br /&gt;
* Common: Silvershade bloom, Desert thicket, Wispwillow, Duskpetal&lt;br /&gt;
* Uncommon: Rosethorn veil, Azalea bush, Rose thicket&lt;br /&gt;
* Rare: Mud willow, Morning lilac, Echo fern&lt;br /&gt;
* Legendary: Whisper thorn, Rose bush, Dusk willow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Additional seed types (Bushes, Trees, Herbs, Exotic Plants, Fungi, Cacti, Vines, Aquatic Plants, Carnivorous Plants, Magical Plants, Giant Plants, Regional Plants) are planned for future releases.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Strategies ==&lt;br /&gt;
&lt;br /&gt;
; Maximize Quality&lt;br /&gt;
* Use high-tier Planter Tester tools (Zentonium Exceptional = +23%)&lt;br /&gt;
* Train [[TasteID]] to 120.0 for maximum skill bonus&lt;br /&gt;
* Perform quality checks daily &lt;br /&gt;
* Use Water Purification Filter and Soil Nutrient Booster upgrades&lt;br /&gt;
&lt;br /&gt;
; Maintain Plant Health&lt;br /&gt;
* Keep water and dirt levels above minimum requirements at all times&lt;br /&gt;
* Maintain quality above 30% to avoid severe penalties&lt;br /&gt;
* Monitor for negative status effects&lt;br /&gt;
* Use high-quality planters (Large Wooden = 35/30/37% resistances)&lt;br /&gt;
&lt;br /&gt;
; Growth Optimization&lt;br /&gt;
* High water and dirt quality = up to +10% growth speed&lt;br /&gt;
* Healthy plants (Excellent/Good) grow 10-25% faster&lt;br /&gt;
* Use Growth Accelerator upgrade (+10%) for maximum speed&lt;br /&gt;
* Never let resources drop to zero (50% growth penalty!)&lt;br /&gt;
&lt;br /&gt;
; Harvest Planning&lt;br /&gt;
* Legendary plants require high rarity bonuses (45%+)&lt;br /&gt;
* Maintain Excellent plant health at harvest (+15% rarity)&lt;br /&gt;
* Use Gold Clover Replica upgrade (+20%) for best results&lt;br /&gt;
* Four-Leaf Clovers status effect adds +20% rarity chance&lt;br /&gt;
&lt;br /&gt;
; Resource Management&lt;br /&gt;
* Fill planters completely before planting&lt;br /&gt;
* Check resource levels daily&lt;br /&gt;
* Very Hard seeds consume 70-80% quality per day - requires daily checks&lt;br /&gt;
* Use Dirt/Water Retainer upgrades to reduce quality loss&lt;br /&gt;
&lt;br /&gt;
; Planter Selection&lt;br /&gt;
* Wooden planters: Best for disease/fungal-prone seeds&lt;br /&gt;
* Metal planters: Best for pest-prone seeds and maximum durability&lt;br /&gt;
* Large planters: Highest bonuses and capacity for serious gardeners&lt;br /&gt;
* Small planters: Good for beginners and testing seeds&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Tinkering]]&lt;br /&gt;
* [[TasteID]]&lt;br /&gt;
* [[Resource Gathering]]&lt;br /&gt;
* [[Crafting Zones]]&lt;br /&gt;
* [[Getting Started]]&lt;br /&gt;
* [[Main Menu]]&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=543</id>
		<title>Plant Growing System</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=543"/>
		<updated>2026-01-09T05:42:24Z</updated>

		<summary type="html">&lt;p&gt;Riggz: /* Required Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{|align=right&lt;br /&gt;
  |__TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Plantbanner.png|1000px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
= PU Plant System =&lt;br /&gt;
&lt;br /&gt;
The PU Plant System is a comprehensive gardening framework where players grow decorative plants in craftable planters. The system features daily quality checks, growth stages, plant health mechanics, status effects, upgrades, and material-based bonuses.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Players craft planters from wood or metal, plant seeds with varying difficulty levels, maintain water and dirt resources, perform daily quality checks using a Planter Tester tool, and harvest mature plants for decorative items with rarity tiers (Common, Uncommon, Rare, Legendary).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== Required Items ===&lt;br /&gt;
; [[Planter]]&lt;br /&gt;
* Craftable via Carpentry (wood) or Blacksmithing (metal)&lt;br /&gt;
* Available in multiple materials (Iron, Wood, Colored Ingots/Logs)&lt;br /&gt;
* Higher-tier materials provide increased durability&lt;br /&gt;
* Must be locked down in a player house to function&lt;br /&gt;
&lt;br /&gt;
; [[Planter Tester]]&lt;br /&gt;
* Craftable tool used for daily quality checks&lt;br /&gt;
* Made from various metal types (Iron through Zentonium)&lt;br /&gt;
* Better materials grant quality bonus to test results&lt;br /&gt;
* Has limited charges based on material and quality&lt;br /&gt;
&lt;br /&gt;
; [[Seeds]]&lt;br /&gt;
* Current seed types: Small Flowers, Large Flowers&lt;br /&gt;
* Growth Difficulty: VeryEasy, Easy, Moderate, Hard, VeryHard&lt;br /&gt;
* Harder difficulties require more skill and resources but yield better rewards&lt;br /&gt;
* Seeds can be found anywhere normal loot is found, with chance to be in the regional hue if the region has one.&lt;br /&gt;
* Seeds can also be rewarded from the [[Alchemist’s Crucible (Alchemy)]] Foundation with chance to be in Foundation Hue.&lt;br /&gt;
* Hued seeds grow Hued Plants&lt;br /&gt;
&lt;br /&gt;
; [[Dirt Pile]]&lt;br /&gt;
* Mined from farm terrain tiles using a pickaxe or shovel&lt;br /&gt;
* Required to fill planters (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
; [[Water]]&lt;br /&gt;
* Collected via water containers (Water Bucket and Water Barrels)&lt;br /&gt;
* Fill containers by double-clicking near water tiles&lt;br /&gt;
* Required to keep planters hydrated (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Types ==&lt;br /&gt;
[[File:PlantGrowSystem.png|500px]]&lt;br /&gt;
=== Wooden Planters ===&lt;br /&gt;
Wooden planters excel at disease and fungal resistance with balanced growth rates.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Wooden || 100 || 100/100 || 10% || 5% || 12% || +5% || +5% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Wooden || 150 || 200/200 || 15% || 10% || 18% || +10% || +10% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Wooden || 300 || 500/500 || 35% || 30% || 37% || +15% || +25% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Metal Planters ===&lt;br /&gt;
Metal planters prioritize pest resistance and durability with strong growth bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Metal || 150 || 100/100 || 8% || 10% || 4% || +4% || +4% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Metal || 250 || 300/300 || 23% || 25% || 19% || +8% || +14% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Metal || 350 || 500/500 || 38% || 40% || 34% || +12% || +24% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Capacity shows Water/Dirt maximum. All planters have 1 upgrade slot (base).&lt;br /&gt;
&lt;br /&gt;
=== Material Durability Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Durability Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Regular Wood/Iron || +5&lt;br /&gt;
|-&lt;br /&gt;
| Dullwood/Dull Copper || +25&lt;br /&gt;
|-&lt;br /&gt;
| Umbrawood/Umbra Iron || +50&lt;br /&gt;
|-&lt;br /&gt;
| Copperwood/Copper || +75&lt;br /&gt;
|-&lt;br /&gt;
| Bronzewood/Bronze || +100&lt;br /&gt;
|-&lt;br /&gt;
| Goldenwood/Gold || +125&lt;br /&gt;
|-&lt;br /&gt;
| Lunawood/Lunanite || +150&lt;br /&gt;
|-&lt;br /&gt;
| Durawood/Duranium || +175&lt;br /&gt;
|-&lt;br /&gt;
| Verawood/Veranium || +200&lt;br /&gt;
|-&lt;br /&gt;
| Zentowood/Zentonium || +225&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planting Process ==&lt;br /&gt;
&lt;br /&gt;
# Craft a Planter&lt;br /&gt;
#* Wood planters: higher disease/fungal resistance&lt;br /&gt;
#* Metal planters: higher durability and pest resistance&lt;br /&gt;
# Place in House&lt;br /&gt;
#* Place planter in your house&lt;br /&gt;
# Lock Down&lt;br /&gt;
#* Lock down the planter (must be owner or co-owner)&lt;br /&gt;
# Collect Dirt [[File:Dirtpile.png || 30px]]&lt;br /&gt;
#* Collected with a shovel or pickaxe from farm fields&lt;br /&gt;
#*[[File:Dirtharvest.JPG || 150px]]&lt;br /&gt;
# Add Dirt&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
#* [[File:AddDirt.JPG||150px]]&lt;br /&gt;
# Collect Water&lt;br /&gt;
#* Collected with a Water Barrel or Water Bucket [[File:WaterContainers.JPG || 60px]] (Crafted by [[Carpentry]])&lt;br /&gt;
#* Collected from lakes, rivers, ocean&lt;br /&gt;
# Add Water&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
#* [[File:AddWater.JPG||150px]]&lt;br /&gt;
# Plant Seed&lt;br /&gt;
#* Use a seed on the planter&lt;br /&gt;
#* Requires minimum dirt and water (varies by seed)&lt;br /&gt;
#* Seed is consumed on successful planting&lt;br /&gt;
#* Plant status changes to &amp;quot;Seeded&amp;quot;&lt;br /&gt;
# Use a Planter Tester [[File:PlanterTester.JPG || 30px]] to preform a daily quality check&lt;br /&gt;
#* Use Fertilizer [[File:PlantFerterlizer.JPG || 30px]] and Nutrified Water [[File:NutrifiedWater.JPG || 30px]] to raise Dirt and Water Qualities&lt;br /&gt;
#** Both Fertilizer and Nutrified Water can be crafted with [[Alchemy]].&lt;br /&gt;
# First Growth Check&lt;br /&gt;
#* Occurs 24 hours after planting&lt;br /&gt;
# Daily Maintenance&lt;br /&gt;
#* Perform quality checks, add resources, monitor plant health&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important&#039;&#039;: Planters not locked down that are seeded do not grow. The reset each day on growth check, repeating the same day. Effectively pausing the planter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Checks ==&lt;br /&gt;
&lt;br /&gt;
Each day, players perform **one quality check** per planter using a Planter Tester tool. This determines the maximum quality ceiling for water and dirt that day.&lt;br /&gt;
&lt;br /&gt;
=== Quality Check Formula ===&lt;br /&gt;
Final Quality = Base Quality + Skill Bonus + Success Bonus + Tool Bonus&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Base Quality&#039;&#039;&#039;: 30-75% (varies by seed difficulty)&lt;br /&gt;
** VeryEasy: 50-75%&lt;br /&gt;
** Easy: 45-70%&lt;br /&gt;
** Moderate: 40-65%&lt;br /&gt;
** Hard: 35-60%&lt;br /&gt;
** VeryHard: 30-55%&lt;br /&gt;
* &#039;&#039;&#039;Skill Bonus&#039;&#039;&#039;: 0-35% (based on [[TasteID]] skill)&lt;br /&gt;
** Scales from minimum to maximum skill requirement&lt;br /&gt;
** Full bonus at maximum skill for that difficulty&lt;br /&gt;
* &#039;&#039;&#039;Success Bonus&#039;&#039;&#039;: 5-10% (granted on successful skill check)&lt;br /&gt;
** Awarded when the skill check succeeds&lt;br /&gt;
** Adds variability to quality results&lt;br /&gt;
* &#039;&#039;&#039;Tool Bonus&#039;&#039;&#039;: 0-23% (based on Planter Tester material and quality)&lt;br /&gt;
&lt;br /&gt;
=== Planter Tester Tool Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Regular Bonus !! Exceptional Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Iron || 0% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| Dull Copper || +2% || +7%&lt;br /&gt;
|-&lt;br /&gt;
| Umbra Iron || +4% || +9%&lt;br /&gt;
|-&lt;br /&gt;
| Copper || +6% || +11%&lt;br /&gt;
|-&lt;br /&gt;
| Bronze || +8% || +13%&lt;br /&gt;
|-&lt;br /&gt;
| Gold || +10% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Lunanite || +12% || +17%&lt;br /&gt;
|-&lt;br /&gt;
| Duranium || +14% || +19%&lt;br /&gt;
|-&lt;br /&gt;
| Veranium || +16% || +21%&lt;br /&gt;
|-&lt;br /&gt;
| Zentonium || +18% || +23%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Zentonium Exceptional Planter Tester grants +23% to quality checks.&lt;br /&gt;
&lt;br /&gt;
=== TasteID Skill Requirements by Difficulty ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Min Skill !! Max Skill&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 50.0 || 80.0&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 60.0 || 90.0&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 70.0 || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 90.0 || 110.0&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 100.0 || 120.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Higher [[TasteID]] skill grants better quality results. [[TasteID]] to 120.0 for maximum effectiveness on Very Hard seeds.&lt;br /&gt;
&lt;br /&gt;
== Quality Enhancement Items ==&lt;br /&gt;
&lt;br /&gt;
Special items can be used to increase the current water or dirt quality **after** performing a daily quality check. These items can only raise quality up to the maximum set by that day&#039;s quality check. Both are crafted with [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
=== Plant Fertilizer ===&lt;br /&gt;
Increases **current dirt quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to Max Dirt Quality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires dirt to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test dirt quality and get 65% max for the day. Current quality is 20%. Use Plant Fertilizer to raise it from 20% → 50% → 65% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
=== Nutrified Plant Water ===&lt;br /&gt;
Increases **current water quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to Max Water Quality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires water to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test water quality and get 70% max for the day. Current quality is 30%. Use Nutrified Plant Water to raise it from 30% → 60% → 70% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important Notes&#039;&#039;:&lt;br /&gt;
* Both Fertilizer and Nutrified Water are crafted with [[Alchemy]]&lt;br /&gt;
* These items raise **current quality**, not **maximum quality**&lt;br /&gt;
* They can only be used after performing the daily quality check&lt;br /&gt;
* Quality cannot exceed the daily maximum set by your quality check&lt;br /&gt;
* Larger planters require more uses to achieve the same percentage increase&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Degradation ==&lt;br /&gt;
&lt;br /&gt;
Each day at the daily reset (24 hours after planting), water and dirt quality decrease based on seed difficulty and active status effects.&lt;br /&gt;
&lt;br /&gt;
=== Base Quality Reduction ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Quality Loss per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 30-40%&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 40-50%&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 50-60%&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 60-70%&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 70-80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strategy&#039;&#039;: Higher difficulty seeds require more frequent quality checks and better tools to maintain high quality levels.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Growth System ==&lt;br /&gt;
&lt;br /&gt;
=== Growth Stages ===&lt;br /&gt;
Plants progress through five stages based on accumulated Growth Score:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Progress !! Visual !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Seeded || 0-25% || No visual spawn || Initial planting&lt;br /&gt;
|-&lt;br /&gt;
| Seedling || 25-50% || No visual spawn || Early growth&lt;br /&gt;
|-&lt;br /&gt;
| Sprout || 50-75% || Small sprout appears || First visible stage&lt;br /&gt;
|-&lt;br /&gt;
| Growing || 75-100% || Medium plant || Almost mature&lt;br /&gt;
|-&lt;br /&gt;
| Complete || 100% || Full plant || Ready to harvest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Daily Growth Calculation ===&lt;br /&gt;
Each day at reset, the planter calculates growth increase:&lt;br /&gt;
&lt;br /&gt;
Growth = Base Growth × Resource Penalty × Quality Bonus × Health Multiplier&lt;br /&gt;
&lt;br /&gt;
; Factors&lt;br /&gt;
* &#039;&#039;&#039;Base Growth&#039;&#039;&#039;: Random value between MinimumDailyGrowthScore and MaximumDailyGrowthScore (seed-dependent)&lt;br /&gt;
* &#039;&#039;&#039;Resource Penalty&#039;&#039;&#039;: 50% penalty if water OR dirt falls below minimum needed&lt;br /&gt;
* &#039;&#039;&#039;Quality Bonus&#039;&#039;&#039;: Up to +50% from combined water and dirt quality&lt;br /&gt;
** Water Quality contributes 5% of its value&lt;br /&gt;
** Dirt Quality contributes 5% of its value&lt;br /&gt;
** Example: 100% water + 100% dirt = +10% growth bonus&lt;br /&gt;
* &#039;&#039;&#039;Growth Rate Bonuses&#039;&#039;&#039;: From planter base stats, upgrades, and status effects&lt;br /&gt;
* &#039;&#039;&#039;Health Multiplier&#039;&#039;&#039;: Based on current plant health&lt;br /&gt;
&lt;br /&gt;
=== Resource Consumption ===&lt;br /&gt;
Each day, the plant consumes:&lt;br /&gt;
* Water: Random amount between MinimumWaterNeeded and MaximumWaterNeeded (seed-dependent)&lt;br /&gt;
* Dirt: Random amount between MinimumDirtNeeded and MaximumDirtNeeded (seed-dependent)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Warning&#039;&#039;: If resources drop to zero, growth is severely penalized!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Plant Health System ==&lt;br /&gt;
&lt;br /&gt;
Plant health is calculated daily and affects growth speed and rarity chance at harvest.&lt;br /&gt;
&lt;br /&gt;
=== Health Levels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health !! Growth Multiplier !! Rarity Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Excellent || +25% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Good || +10% || +8%&lt;br /&gt;
|-&lt;br /&gt;
| Fair || Normal || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Poor || -15% || -5%&lt;br /&gt;
|-&lt;br /&gt;
| Withered || -40% || -15%&lt;br /&gt;
|-&lt;br /&gt;
| Dead || 0% (no growth) || -25%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Calculation Formula ===&lt;br /&gt;
Health is recalculated daily based on four factors:&lt;br /&gt;
&lt;br /&gt;
Health Score = (Resource × 0.4) + (Quality × 0.8) + (Status × 0.4) − (Growth Penalty × 0.1)&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Resource Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Both resources present = 100 points&lt;br /&gt;
** Partial resources = 50 points&lt;br /&gt;
** Empty resources = 0 points&lt;br /&gt;
* &#039;&#039;&#039;Quality Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Average of water and dirt quality&lt;br /&gt;
** Below 30% quality applies 50% penalty&lt;br /&gt;
* &#039;&#039;&#039;Status Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Baseline: 50&lt;br /&gt;
** Negative effects: -20 per effect&lt;br /&gt;
** Positive effects: +10 per effect&lt;br /&gt;
* &#039;&#039;&#039;Growth Penalty&#039;&#039;&#039; (0-40):&lt;br /&gt;
** Seeded: 0&lt;br /&gt;
** Seedling: 10&lt;br /&gt;
** Sprout: 20&lt;br /&gt;
** Growing: 30&lt;br /&gt;
** Complete: 40&lt;br /&gt;
&lt;br /&gt;
=== Health Changes ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health Score !! Result&lt;br /&gt;
|-&lt;br /&gt;
| 85+ || Health improves by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 70-84 || Minor improvement (Poor → Fair only)&lt;br /&gt;
|-&lt;br /&gt;
| 50-69 || Health stable&lt;br /&gt;
|-&lt;br /&gt;
| 35-49 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 20-34 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;20 || Health decreases by 2 levels (rapid decline!)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Key Point&#039;&#039;: Mature plants (Growing/Complete stages) are MORE demanding and require better care to maintain health.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Status Effects (Random Events) ==&lt;br /&gt;
&lt;br /&gt;
Status effects are random events that apply each day based on seed difficulty, resistance stats, and quality levels.&lt;br /&gt;
&lt;br /&gt;
=== Event Roll Frequency ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Event Rolls per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 2&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Pests ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Aphids || 15% || 1-3 days || -10% Growth Rate, -5% Rarity, -10% Water Max Quality&lt;br /&gt;
|-&lt;br /&gt;
| Caterpillars || 12% || 1-3 days || -12% Dirt Max Quality, +8% Water Quality Loss, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Spider Mites || 10% || 2-4 days || -14% Fungal Resistance, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Diseases ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Blight || 12% || 1-3 days || -10% Growth Rate, -5% Dirt Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Root Rot || 10% || 2-4 days || +12% Water Quality Loss, -8% Water Max Quality, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Leaf Spot || 8% || 1-3 days || +14% Water Quality Loss, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Fungal ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Mold || 10% || 1-3 days || +10% Water Quality Loss, -5% Water Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Rot Mushrooms || 8% || 2-4 days || +12% Water Quality Loss, -8% Growth Rate, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Powdery Mildew || 7% || 1-3 days || -14% Water Max Quality, -11% Rarity, +14% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Soil/Water Issues ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Percolated Soil || 8% || 1-2 days || -12% Dirt Max Quality, -10% Growth Rate, -12% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Waterlogged Soil || 10% || 1-3 days || -15% Dirt Max Quality, -13% Rarity, -15% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| pH Imbalance || 8% || 1-2 days || -12% Water Max Quality, -10% Growth Rate, -12% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Water Parasites || 10% || 2-4 days || -15% Water Max Quality, -13% Rarity, -15% Fungal Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Defensive ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Defence || 5% || 2-4 days || +10% Fungal Resistance, +10% Growth Rate, -10% Dirt Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || 5% || 2-4 days || +10% Pest Resistance, +10% Rarity, -10% Water Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Antibody Boost || 5% || 2-4 days || +10% Disease Resistance, +10% Growth Rate, +10% Dirt Max Quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Quality ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fertile Soil || 6% || 3-5 days || +10% Dirt Max Quality, +10% Rarity, +10% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Balanced pH || 6% || 3-5 days || +10% Water Max Quality, +10% Growth Rate, +10% Pest Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Luck ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Four-Leaf Clovers || 3% || 2-4 days || +20% Rarity, -10% Dirt Quality Loss, -10% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: High water and dirt quality reduce negative effect chances by up to 30%. Positive effects are increased by quality.&lt;br /&gt;
&#039;&#039;Resistance&#039;&#039;: All Resistance reduces chance by 75% of resistance value. Example: 20% Pest Resistance = 15% reduction in chance.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Planters can be upgraded with consumable items that provide permanent bonuses until the upgrade expires (charge-based).&lt;br /&gt;
&lt;br /&gt;
Upgrades will be craftable with [[Tinkering]] and [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
=== Standard Upgrades (10 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Water Purification Filter || +10% Water Max Quality || Purifies water, increasing maximum water quality&lt;br /&gt;
|-&lt;br /&gt;
| Water Retainer || -10% Daily Water Quality Loss || Retains water quality, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Dirt Retainer || -10% Daily Dirt Quality Loss || Retains soil nutrients, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Soil Nutrient Booster || +10% Dirt Max Quality || Enriches soil with nutrients, increasing maximum quality&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || +10% Pest Resistance || Repels pests, increasing plant resistance&lt;br /&gt;
|-&lt;br /&gt;
| Disease Shield || +10% Disease Resistance || Shields against diseases, boosting plant immunity&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Inhibitor || +10% Fungal Resistance || Inhibits fungal growth, protecting plants&lt;br /&gt;
|-&lt;br /&gt;
| Growth Enhancer || +5% Growth Rate || Enhances growth rate moderately&lt;br /&gt;
|-&lt;br /&gt;
| Growth Accelerator || +10% Growth Rate || Significantly accelerates plant growth&lt;br /&gt;
|-&lt;br /&gt;
| Clover Replica || +5% Rarity Chance || A fortunate charm that increases rare plant chances&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Upgrades (20 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Gold Clover Replica || +20% Rarity Chance || An extremely lucky charm that greatly increases rare plant chances&lt;br /&gt;
|-&lt;br /&gt;
| Fumigation System || +20% Disease Resistance || Advanced fumigation system providing superior disease protection&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Microbial Liner || +20% Disease Resistance || Specialized liner that prevents microbial contamination&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Fungal Coating || +20% Fungal Resistance || Advanced coating that provides exceptional fungal protection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Upgrades consume one charge per daily reset. Small planters have 1 upgrade slot.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
&lt;br /&gt;
When a plant reaches 100% growth (Complete stage), it can be harvested for a decorative plant item.&lt;br /&gt;
&lt;br /&gt;
=== Harvest Requirements ===&lt;br /&gt;
* Plant must be at Complete stage (100% Growth Score)&lt;br /&gt;
* Plant that are dead produce nothing at harvest.&lt;br /&gt;
* Player must be owner/co-owner of house where planter is locked down&lt;br /&gt;
&lt;br /&gt;
=== Rarity System ===&lt;br /&gt;
Harvested plants have four rarity tiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rarity !! Base Chance !! Color&lt;br /&gt;
|-&lt;br /&gt;
| Common || 50% || White&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon || 30% || Green&lt;br /&gt;
|-&lt;br /&gt;
| Rare || 15% || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || 5% || Gold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Rarity Modifiers&lt;br /&gt;
* Total Rarity Bonus = Planter Base Bonus + Upgrade Bonuses + Status Effect Bonuses + Plant Health Bonus&lt;br /&gt;
* Plant Health Bonuses:&lt;br /&gt;
** Excellent: +15%&lt;br /&gt;
** Good: +8%&lt;br /&gt;
** Fair: 0%&lt;br /&gt;
** Poor: -5%&lt;br /&gt;
** Withered: -15%&lt;br /&gt;
** Dead: -25%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Large Metal Planter (+12% base) with Excellent health (+15%) and Gold Clover Replica (+20%) has +47% total rarity bonus, significantly increasing chances for Rare and Legendary plants.&lt;br /&gt;
&lt;br /&gt;
=== Durability Loss ===&lt;br /&gt;
* Each harvest reduces planter durability by 10 (base, varies by seed)&lt;br /&gt;
* When durability reaches 0, the planter breaks and is deleted&lt;br /&gt;
* Higher-tier materials grant more total harvests&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Calculation&#039;&#039;: Zentonium Large Metal Planter = 350 base + 225 material bonus = 575 durability = ~57 harvests&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Seed Types and Plants ==&lt;br /&gt;
&lt;br /&gt;
=== Small Flowers ===&lt;br /&gt;
[[File:SmallFlowerSeed.png|300px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fast-growing decorative flowers. Over 35 different varieties across all rarity tiers.&lt;br /&gt;
* Common: Orfluer flowers, Campion flowers, Snowdrops, Poppies&lt;br /&gt;
* Uncommon: Foxglove flowers, White flowers, Red poppies&lt;br /&gt;
* Rare: Orange rosa, Pink periwinkle, Purple daisy, Yellow muriel&lt;br /&gt;
* Legendary: Blue zinnia, Frost daisy, Desert daisy, Morning flowers&lt;br /&gt;
&lt;br /&gt;
=== Large Flowers ===&lt;br /&gt;
[[File:LargeFlowerSeed.png|300px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Larger decorative bushes and flowering plants. Over 20 different varieties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Additional seed types (Bushes, Trees, Herbs, Exotic Plants, Fungi, Cacti, Vines, Aquatic Plants, Carnivorous Plants, Magical Plants, Giant Plants, Regional Plants) are planned for future releases.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Strategies ==&lt;br /&gt;
&lt;br /&gt;
; Maximize Quality&lt;br /&gt;
* Use high-tier Planter Tester tools (Zentonium Exceptional = +23%)&lt;br /&gt;
* Train [[TasteID]] to 120.0 for maximum skill bonus&lt;br /&gt;
* Perform quality checks daily &lt;br /&gt;
* Use Water Purification Filter and Soil Nutrient Booster upgrades&lt;br /&gt;
&lt;br /&gt;
; Maintain Plant Health&lt;br /&gt;
* Keep water and dirt levels above minimum requirements at all times&lt;br /&gt;
* Maintain quality above 30% to avoid severe penalties&lt;br /&gt;
* Monitor for negative status effects&lt;br /&gt;
* Use high-quality planters (Large Wooden = 35/30/37% resistances)&lt;br /&gt;
&lt;br /&gt;
; Growth Optimization&lt;br /&gt;
* High water and dirt quality = up to +10% growth speed&lt;br /&gt;
* Healthy plants (Excellent/Good) grow 10-25% faster&lt;br /&gt;
* Use Growth Accelerator upgrade (+10%) for maximum speed&lt;br /&gt;
* Never let resources drop to zero (50% growth penalty!)&lt;br /&gt;
&lt;br /&gt;
; Harvest Planning&lt;br /&gt;
* Legendary plants require high rarity bonuses (45%+)&lt;br /&gt;
* Maintain Excellent plant health at harvest (+15% rarity)&lt;br /&gt;
* Use Gold Clover Replica upgrade (+20%) for best results&lt;br /&gt;
* Four-Leaf Clovers status effect adds +20% rarity chance&lt;br /&gt;
&lt;br /&gt;
; Resource Management&lt;br /&gt;
* Fill planters completely before planting&lt;br /&gt;
* Check resource levels daily&lt;br /&gt;
* Very Hard seeds consume 70-80% quality per day - requires daily checks&lt;br /&gt;
* Use Dirt/Water Retainer upgrades to reduce quality loss&lt;br /&gt;
&lt;br /&gt;
; Planter Selection&lt;br /&gt;
* Wooden planters: Best for disease/fungal-prone seeds&lt;br /&gt;
* Metal planters: Best for pest-prone seeds and maximum durability&lt;br /&gt;
* Large planters: Highest bonuses and capacity for serious gardeners&lt;br /&gt;
* Small planters: Good for beginners and testing seeds&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Tinkering]]&lt;br /&gt;
* [[TasteID]]&lt;br /&gt;
* [[Resource Gathering]]&lt;br /&gt;
* [[Crafting Zones]]&lt;br /&gt;
* [[Getting Started]]&lt;br /&gt;
* [[Main Menu]]&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=542</id>
		<title>Plant Growing System</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=542"/>
		<updated>2026-01-09T05:38:05Z</updated>

		<summary type="html">&lt;p&gt;Riggz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{|align=right&lt;br /&gt;
  |__TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Plantbanner.png|1000px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
= PU Plant System =&lt;br /&gt;
&lt;br /&gt;
The PU Plant System is a comprehensive gardening framework where players grow decorative plants in craftable planters. The system features daily quality checks, growth stages, plant health mechanics, status effects, upgrades, and material-based bonuses.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Players craft planters from wood or metal, plant seeds with varying difficulty levels, maintain water and dirt resources, perform daily quality checks using a Planter Tester tool, and harvest mature plants for decorative items with rarity tiers (Common, Uncommon, Rare, Legendary).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== Required Items ===&lt;br /&gt;
; [[Planter]]&lt;br /&gt;
* Craftable via Carpentry (wood) or Blacksmithing (metal)&lt;br /&gt;
* Available in multiple materials (Iron, Wood, Colored Ingots/Logs)&lt;br /&gt;
* Higher-tier materials provide increased durability&lt;br /&gt;
* Must be locked down in a player house to function&lt;br /&gt;
&lt;br /&gt;
; [[Planter Tester]]&lt;br /&gt;
* Craftable tool used for daily quality checks&lt;br /&gt;
* Made from various metal types (Iron through Zentonium)&lt;br /&gt;
* Better materials grant quality bonus to test results&lt;br /&gt;
* Has limited charges based on material and quality&lt;br /&gt;
&lt;br /&gt;
; [[Seeds]]&lt;br /&gt;
* Current seed types: Small Flowers, Large Flowers&lt;br /&gt;
* Growth Difficulty: VeryEasy, Easy, Moderate, Hard, VeryHard&lt;br /&gt;
* Harder difficulties require more skill and resources but yield better rewards&lt;br /&gt;
&lt;br /&gt;
; [[Dirt Pile]]&lt;br /&gt;
* Mined from farm terrain tiles using a pickaxe or shovel&lt;br /&gt;
* Required to fill planters (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
; [[Water]]&lt;br /&gt;
* Collected via water containers (Water Bucket and Water Barrels)&lt;br /&gt;
* Fill containers by double-clicking near water tiles&lt;br /&gt;
* Required to keep planters hydrated (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Types ==&lt;br /&gt;
[[File:PlantGrowSystem.png|500px]]&lt;br /&gt;
=== Wooden Planters ===&lt;br /&gt;
Wooden planters excel at disease and fungal resistance with balanced growth rates.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Wooden || 100 || 100/100 || 10% || 5% || 12% || +5% || +5% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Wooden || 150 || 200/200 || 15% || 10% || 18% || +10% || +10% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Wooden || 300 || 500/500 || 35% || 30% || 37% || +15% || +25% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Metal Planters ===&lt;br /&gt;
Metal planters prioritize pest resistance and durability with strong growth bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Metal || 150 || 100/100 || 8% || 10% || 4% || +4% || +4% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Metal || 250 || 300/300 || 23% || 25% || 19% || +8% || +14% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Metal || 350 || 500/500 || 38% || 40% || 34% || +12% || +24% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Capacity shows Water/Dirt maximum. All planters have 1 upgrade slot (base).&lt;br /&gt;
&lt;br /&gt;
=== Material Durability Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Durability Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Regular Wood/Iron || +5&lt;br /&gt;
|-&lt;br /&gt;
| Dullwood/Dull Copper || +25&lt;br /&gt;
|-&lt;br /&gt;
| Umbrawood/Umbra Iron || +50&lt;br /&gt;
|-&lt;br /&gt;
| Copperwood/Copper || +75&lt;br /&gt;
|-&lt;br /&gt;
| Bronzewood/Bronze || +100&lt;br /&gt;
|-&lt;br /&gt;
| Goldenwood/Gold || +125&lt;br /&gt;
|-&lt;br /&gt;
| Lunawood/Lunanite || +150&lt;br /&gt;
|-&lt;br /&gt;
| Durawood/Duranium || +175&lt;br /&gt;
|-&lt;br /&gt;
| Verawood/Veranium || +200&lt;br /&gt;
|-&lt;br /&gt;
| Zentowood/Zentonium || +225&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planting Process ==&lt;br /&gt;
&lt;br /&gt;
# Craft a Planter&lt;br /&gt;
#* Wood planters: higher disease/fungal resistance&lt;br /&gt;
#* Metal planters: higher durability and pest resistance&lt;br /&gt;
# Place in House&lt;br /&gt;
#* Place planter in your house&lt;br /&gt;
# Lock Down&lt;br /&gt;
#* Lock down the planter (must be owner or co-owner)&lt;br /&gt;
# Collect Dirt [[File:Dirtpile.png || 30px]]&lt;br /&gt;
#* Collected with a shovel or pickaxe from farm fields&lt;br /&gt;
#*[[File:Dirtharvest.JPG || 150px]]&lt;br /&gt;
# Add Dirt&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
#* [[File:AddDirt.JPG||150px]]&lt;br /&gt;
# Collect Water&lt;br /&gt;
#* Collected with a Water Barrel or Water Bucket [[File:WaterContainers.JPG || 60px]] (Crafted by [[Carpentry]])&lt;br /&gt;
#* Collected from lakes, rivers, ocean&lt;br /&gt;
# Add Water&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
#* [[File:AddWater.JPG||150px]]&lt;br /&gt;
# Plant Seed&lt;br /&gt;
#* Use a seed on the planter&lt;br /&gt;
#* Requires minimum dirt and water (varies by seed)&lt;br /&gt;
#* Seed is consumed on successful planting&lt;br /&gt;
#* Plant status changes to &amp;quot;Seeded&amp;quot;&lt;br /&gt;
# Use a Planter Tester [[File:PlanterTester.JPG || 30px]] to preform a daily quality check&lt;br /&gt;
#* Use Fertilizer [[File:PlantFerterlizer.JPG || 30px]] and Nutrified Water [[File:NutrifiedWater.JPG || 30px]] to raise Dirt and Water Qualities&lt;br /&gt;
#** Both Fertilizer and Nutrified Water can be crafted with [[Alchemy]].&lt;br /&gt;
# First Growth Check&lt;br /&gt;
#* Occurs 24 hours after planting&lt;br /&gt;
# Daily Maintenance&lt;br /&gt;
#* Perform quality checks, add resources, monitor plant health&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important&#039;&#039;: Planters not locked down that are seeded do not grow. The reset each day on growth check, repeating the same day. Effectively pausing the planter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Checks ==&lt;br /&gt;
&lt;br /&gt;
Each day, players perform **one quality check** per planter using a Planter Tester tool. This determines the maximum quality ceiling for water and dirt that day.&lt;br /&gt;
&lt;br /&gt;
=== Quality Check Formula ===&lt;br /&gt;
Final Quality = Base Quality + Skill Bonus + Success Bonus + Tool Bonus&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Base Quality&#039;&#039;&#039;: 30-75% (varies by seed difficulty)&lt;br /&gt;
** VeryEasy: 50-75%&lt;br /&gt;
** Easy: 45-70%&lt;br /&gt;
** Moderate: 40-65%&lt;br /&gt;
** Hard: 35-60%&lt;br /&gt;
** VeryHard: 30-55%&lt;br /&gt;
* &#039;&#039;&#039;Skill Bonus&#039;&#039;&#039;: 0-35% (based on [[TasteID]] skill)&lt;br /&gt;
** Scales from minimum to maximum skill requirement&lt;br /&gt;
** Full bonus at maximum skill for that difficulty&lt;br /&gt;
* &#039;&#039;&#039;Success Bonus&#039;&#039;&#039;: 5-10% (granted on successful skill check)&lt;br /&gt;
** Awarded when the skill check succeeds&lt;br /&gt;
** Adds variability to quality results&lt;br /&gt;
* &#039;&#039;&#039;Tool Bonus&#039;&#039;&#039;: 0-23% (based on Planter Tester material and quality)&lt;br /&gt;
&lt;br /&gt;
=== Planter Tester Tool Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Regular Bonus !! Exceptional Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Iron || 0% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| Dull Copper || +2% || +7%&lt;br /&gt;
|-&lt;br /&gt;
| Umbra Iron || +4% || +9%&lt;br /&gt;
|-&lt;br /&gt;
| Copper || +6% || +11%&lt;br /&gt;
|-&lt;br /&gt;
| Bronze || +8% || +13%&lt;br /&gt;
|-&lt;br /&gt;
| Gold || +10% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Lunanite || +12% || +17%&lt;br /&gt;
|-&lt;br /&gt;
| Duranium || +14% || +19%&lt;br /&gt;
|-&lt;br /&gt;
| Veranium || +16% || +21%&lt;br /&gt;
|-&lt;br /&gt;
| Zentonium || +18% || +23%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Zentonium Exceptional Planter Tester grants +23% to quality checks.&lt;br /&gt;
&lt;br /&gt;
=== TasteID Skill Requirements by Difficulty ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Min Skill !! Max Skill&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 50.0 || 80.0&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 60.0 || 90.0&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 70.0 || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 90.0 || 110.0&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 100.0 || 120.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Higher [[TasteID]] skill grants better quality results. [[TasteID]] to 120.0 for maximum effectiveness on Very Hard seeds.&lt;br /&gt;
&lt;br /&gt;
== Quality Enhancement Items ==&lt;br /&gt;
&lt;br /&gt;
Special items can be used to increase the current water or dirt quality **after** performing a daily quality check. These items can only raise quality up to the maximum set by that day&#039;s quality check. Both are crafted with [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
=== Plant Fertilizer ===&lt;br /&gt;
Increases **current dirt quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to Max Dirt Quality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires dirt to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test dirt quality and get 65% max for the day. Current quality is 20%. Use Plant Fertilizer to raise it from 20% → 50% → 65% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
=== Nutrified Plant Water ===&lt;br /&gt;
Increases **current water quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to Max Water Quality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires water to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test water quality and get 70% max for the day. Current quality is 30%. Use Nutrified Plant Water to raise it from 30% → 60% → 70% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important Notes&#039;&#039;:&lt;br /&gt;
* Both Fertilizer and Nutrified Water are crafted with [[Alchemy]]&lt;br /&gt;
* These items raise **current quality**, not **maximum quality**&lt;br /&gt;
* They can only be used after performing the daily quality check&lt;br /&gt;
* Quality cannot exceed the daily maximum set by your quality check&lt;br /&gt;
* Larger planters require more uses to achieve the same percentage increase&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Degradation ==&lt;br /&gt;
&lt;br /&gt;
Each day at the daily reset (24 hours after planting), water and dirt quality decrease based on seed difficulty and active status effects.&lt;br /&gt;
&lt;br /&gt;
=== Base Quality Reduction ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Quality Loss per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 30-40%&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 40-50%&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 50-60%&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 60-70%&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 70-80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strategy&#039;&#039;: Higher difficulty seeds require more frequent quality checks and better tools to maintain high quality levels.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Growth System ==&lt;br /&gt;
&lt;br /&gt;
=== Growth Stages ===&lt;br /&gt;
Plants progress through five stages based on accumulated Growth Score:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Progress !! Visual !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Seeded || 0-25% || No visual spawn || Initial planting&lt;br /&gt;
|-&lt;br /&gt;
| Seedling || 25-50% || No visual spawn || Early growth&lt;br /&gt;
|-&lt;br /&gt;
| Sprout || 50-75% || Small sprout appears || First visible stage&lt;br /&gt;
|-&lt;br /&gt;
| Growing || 75-100% || Medium plant || Almost mature&lt;br /&gt;
|-&lt;br /&gt;
| Complete || 100% || Full plant || Ready to harvest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Daily Growth Calculation ===&lt;br /&gt;
Each day at reset, the planter calculates growth increase:&lt;br /&gt;
&lt;br /&gt;
Growth = Base Growth × Resource Penalty × Quality Bonus × Health Multiplier&lt;br /&gt;
&lt;br /&gt;
; Factors&lt;br /&gt;
* &#039;&#039;&#039;Base Growth&#039;&#039;&#039;: Random value between MinimumDailyGrowthScore and MaximumDailyGrowthScore (seed-dependent)&lt;br /&gt;
* &#039;&#039;&#039;Resource Penalty&#039;&#039;&#039;: 50% penalty if water OR dirt falls below minimum needed&lt;br /&gt;
* &#039;&#039;&#039;Quality Bonus&#039;&#039;&#039;: Up to +50% from combined water and dirt quality&lt;br /&gt;
** Water Quality contributes 5% of its value&lt;br /&gt;
** Dirt Quality contributes 5% of its value&lt;br /&gt;
** Example: 100% water + 100% dirt = +10% growth bonus&lt;br /&gt;
* &#039;&#039;&#039;Growth Rate Bonuses&#039;&#039;&#039;: From planter base stats, upgrades, and status effects&lt;br /&gt;
* &#039;&#039;&#039;Health Multiplier&#039;&#039;&#039;: Based on current plant health&lt;br /&gt;
&lt;br /&gt;
=== Resource Consumption ===&lt;br /&gt;
Each day, the plant consumes:&lt;br /&gt;
* Water: Random amount between MinimumWaterNeeded and MaximumWaterNeeded (seed-dependent)&lt;br /&gt;
* Dirt: Random amount between MinimumDirtNeeded and MaximumDirtNeeded (seed-dependent)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Warning&#039;&#039;: If resources drop to zero, growth is severely penalized!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Plant Health System ==&lt;br /&gt;
&lt;br /&gt;
Plant health is calculated daily and affects growth speed and rarity chance at harvest.&lt;br /&gt;
&lt;br /&gt;
=== Health Levels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health !! Growth Multiplier !! Rarity Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Excellent || +25% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Good || +10% || +8%&lt;br /&gt;
|-&lt;br /&gt;
| Fair || Normal || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Poor || -15% || -5%&lt;br /&gt;
|-&lt;br /&gt;
| Withered || -40% || -15%&lt;br /&gt;
|-&lt;br /&gt;
| Dead || 0% (no growth) || -25%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Calculation Formula ===&lt;br /&gt;
Health is recalculated daily based on four factors:&lt;br /&gt;
&lt;br /&gt;
Health Score = (Resource × 0.4) + (Quality × 0.8) + (Status × 0.4) − (Growth Penalty × 0.1)&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Resource Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Both resources present = 100 points&lt;br /&gt;
** Partial resources = 50 points&lt;br /&gt;
** Empty resources = 0 points&lt;br /&gt;
* &#039;&#039;&#039;Quality Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Average of water and dirt quality&lt;br /&gt;
** Below 30% quality applies 50% penalty&lt;br /&gt;
* &#039;&#039;&#039;Status Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Baseline: 50&lt;br /&gt;
** Negative effects: -20 per effect&lt;br /&gt;
** Positive effects: +10 per effect&lt;br /&gt;
* &#039;&#039;&#039;Growth Penalty&#039;&#039;&#039; (0-40):&lt;br /&gt;
** Seeded: 0&lt;br /&gt;
** Seedling: 10&lt;br /&gt;
** Sprout: 20&lt;br /&gt;
** Growing: 30&lt;br /&gt;
** Complete: 40&lt;br /&gt;
&lt;br /&gt;
=== Health Changes ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health Score !! Result&lt;br /&gt;
|-&lt;br /&gt;
| 85+ || Health improves by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 70-84 || Minor improvement (Poor → Fair only)&lt;br /&gt;
|-&lt;br /&gt;
| 50-69 || Health stable&lt;br /&gt;
|-&lt;br /&gt;
| 35-49 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 20-34 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;20 || Health decreases by 2 levels (rapid decline!)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Key Point&#039;&#039;: Mature plants (Growing/Complete stages) are MORE demanding and require better care to maintain health.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Status Effects (Random Events) ==&lt;br /&gt;
&lt;br /&gt;
Status effects are random events that apply each day based on seed difficulty, resistance stats, and quality levels.&lt;br /&gt;
&lt;br /&gt;
=== Event Roll Frequency ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Event Rolls per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 2&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Pests ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Aphids || 15% || 1-3 days || -10% Growth Rate, -5% Rarity, -10% Water Max Quality&lt;br /&gt;
|-&lt;br /&gt;
| Caterpillars || 12% || 1-3 days || -12% Dirt Max Quality, +8% Water Quality Loss, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Spider Mites || 10% || 2-4 days || -14% Fungal Resistance, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Diseases ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Blight || 12% || 1-3 days || -10% Growth Rate, -5% Dirt Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Root Rot || 10% || 2-4 days || +12% Water Quality Loss, -8% Water Max Quality, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Leaf Spot || 8% || 1-3 days || +14% Water Quality Loss, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Fungal ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Mold || 10% || 1-3 days || +10% Water Quality Loss, -5% Water Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Rot Mushrooms || 8% || 2-4 days || +12% Water Quality Loss, -8% Growth Rate, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Powdery Mildew || 7% || 1-3 days || -14% Water Max Quality, -11% Rarity, +14% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Soil/Water Issues ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Percolated Soil || 8% || 1-2 days || -12% Dirt Max Quality, -10% Growth Rate, -12% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Waterlogged Soil || 10% || 1-3 days || -15% Dirt Max Quality, -13% Rarity, -15% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| pH Imbalance || 8% || 1-2 days || -12% Water Max Quality, -10% Growth Rate, -12% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Water Parasites || 10% || 2-4 days || -15% Water Max Quality, -13% Rarity, -15% Fungal Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Defensive ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Defence || 5% || 2-4 days || +10% Fungal Resistance, +10% Growth Rate, -10% Dirt Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || 5% || 2-4 days || +10% Pest Resistance, +10% Rarity, -10% Water Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Antibody Boost || 5% || 2-4 days || +10% Disease Resistance, +10% Growth Rate, +10% Dirt Max Quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Quality ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fertile Soil || 6% || 3-5 days || +10% Dirt Max Quality, +10% Rarity, +10% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Balanced pH || 6% || 3-5 days || +10% Water Max Quality, +10% Growth Rate, +10% Pest Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Luck ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Four-Leaf Clovers || 3% || 2-4 days || +20% Rarity, -10% Dirt Quality Loss, -10% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: High water and dirt quality reduce negative effect chances by up to 30%. Positive effects are increased by quality.&lt;br /&gt;
&#039;&#039;Resistance&#039;&#039;: All Resistance reduces chance by 75% of resistance value. Example: 20% Pest Resistance = 15% reduction in chance.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Planters can be upgraded with consumable items that provide permanent bonuses until the upgrade expires (charge-based).&lt;br /&gt;
&lt;br /&gt;
Upgrades will be craftable with [[Tinkering]] and [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
=== Standard Upgrades (10 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Water Purification Filter || +10% Water Max Quality || Purifies water, increasing maximum water quality&lt;br /&gt;
|-&lt;br /&gt;
| Water Retainer || -10% Daily Water Quality Loss || Retains water quality, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Dirt Retainer || -10% Daily Dirt Quality Loss || Retains soil nutrients, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Soil Nutrient Booster || +10% Dirt Max Quality || Enriches soil with nutrients, increasing maximum quality&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || +10% Pest Resistance || Repels pests, increasing plant resistance&lt;br /&gt;
|-&lt;br /&gt;
| Disease Shield || +10% Disease Resistance || Shields against diseases, boosting plant immunity&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Inhibitor || +10% Fungal Resistance || Inhibits fungal growth, protecting plants&lt;br /&gt;
|-&lt;br /&gt;
| Growth Enhancer || +5% Growth Rate || Enhances growth rate moderately&lt;br /&gt;
|-&lt;br /&gt;
| Growth Accelerator || +10% Growth Rate || Significantly accelerates plant growth&lt;br /&gt;
|-&lt;br /&gt;
| Clover Replica || +5% Rarity Chance || A fortunate charm that increases rare plant chances&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Upgrades (20 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Gold Clover Replica || +20% Rarity Chance || An extremely lucky charm that greatly increases rare plant chances&lt;br /&gt;
|-&lt;br /&gt;
| Fumigation System || +20% Disease Resistance || Advanced fumigation system providing superior disease protection&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Microbial Liner || +20% Disease Resistance || Specialized liner that prevents microbial contamination&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Fungal Coating || +20% Fungal Resistance || Advanced coating that provides exceptional fungal protection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Upgrades consume one charge per daily reset. Small planters have 1 upgrade slot.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
&lt;br /&gt;
When a plant reaches 100% growth (Complete stage), it can be harvested for a decorative plant item.&lt;br /&gt;
&lt;br /&gt;
=== Harvest Requirements ===&lt;br /&gt;
* Plant must be at Complete stage (100% Growth Score)&lt;br /&gt;
* Plant that are dead produce nothing at harvest.&lt;br /&gt;
* Player must be owner/co-owner of house where planter is locked down&lt;br /&gt;
&lt;br /&gt;
=== Rarity System ===&lt;br /&gt;
Harvested plants have four rarity tiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rarity !! Base Chance !! Color&lt;br /&gt;
|-&lt;br /&gt;
| Common || 50% || White&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon || 30% || Green&lt;br /&gt;
|-&lt;br /&gt;
| Rare || 15% || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || 5% || Gold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Rarity Modifiers&lt;br /&gt;
* Total Rarity Bonus = Planter Base Bonus + Upgrade Bonuses + Status Effect Bonuses + Plant Health Bonus&lt;br /&gt;
* Plant Health Bonuses:&lt;br /&gt;
** Excellent: +15%&lt;br /&gt;
** Good: +8%&lt;br /&gt;
** Fair: 0%&lt;br /&gt;
** Poor: -5%&lt;br /&gt;
** Withered: -15%&lt;br /&gt;
** Dead: -25%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Large Metal Planter (+12% base) with Excellent health (+15%) and Gold Clover Replica (+20%) has +47% total rarity bonus, significantly increasing chances for Rare and Legendary plants.&lt;br /&gt;
&lt;br /&gt;
=== Durability Loss ===&lt;br /&gt;
* Each harvest reduces planter durability by 10 (base, varies by seed)&lt;br /&gt;
* When durability reaches 0, the planter breaks and is deleted&lt;br /&gt;
* Higher-tier materials grant more total harvests&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Calculation&#039;&#039;: Zentonium Large Metal Planter = 350 base + 225 material bonus = 575 durability = ~57 harvests&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Seed Types and Plants ==&lt;br /&gt;
&lt;br /&gt;
=== Small Flowers ===&lt;br /&gt;
[[File:SmallFlowerSeed.png|300px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Fast-growing decorative flowers. Over 35 different varieties across all rarity tiers.&lt;br /&gt;
* Common: Orfluer flowers, Campion flowers, Snowdrops, Poppies&lt;br /&gt;
* Uncommon: Foxglove flowers, White flowers, Red poppies&lt;br /&gt;
* Rare: Orange rosa, Pink periwinkle, Purple daisy, Yellow muriel&lt;br /&gt;
* Legendary: Blue zinnia, Frost daisy, Desert daisy, Morning flowers&lt;br /&gt;
&lt;br /&gt;
=== Large Flowers ===&lt;br /&gt;
[[File:LargeFlowerSeed.png|300px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Larger decorative bushes and flowering plants. Over 20 different varieties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Additional seed types (Bushes, Trees, Herbs, Exotic Plants, Fungi, Cacti, Vines, Aquatic Plants, Carnivorous Plants, Magical Plants, Giant Plants, Regional Plants) are planned for future releases.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Strategies ==&lt;br /&gt;
&lt;br /&gt;
; Maximize Quality&lt;br /&gt;
* Use high-tier Planter Tester tools (Zentonium Exceptional = +23%)&lt;br /&gt;
* Train [[TasteID]] to 120.0 for maximum skill bonus&lt;br /&gt;
* Perform quality checks daily &lt;br /&gt;
* Use Water Purification Filter and Soil Nutrient Booster upgrades&lt;br /&gt;
&lt;br /&gt;
; Maintain Plant Health&lt;br /&gt;
* Keep water and dirt levels above minimum requirements at all times&lt;br /&gt;
* Maintain quality above 30% to avoid severe penalties&lt;br /&gt;
* Monitor for negative status effects&lt;br /&gt;
* Use high-quality planters (Large Wooden = 35/30/37% resistances)&lt;br /&gt;
&lt;br /&gt;
; Growth Optimization&lt;br /&gt;
* High water and dirt quality = up to +10% growth speed&lt;br /&gt;
* Healthy plants (Excellent/Good) grow 10-25% faster&lt;br /&gt;
* Use Growth Accelerator upgrade (+10%) for maximum speed&lt;br /&gt;
* Never let resources drop to zero (50% growth penalty!)&lt;br /&gt;
&lt;br /&gt;
; Harvest Planning&lt;br /&gt;
* Legendary plants require high rarity bonuses (45%+)&lt;br /&gt;
* Maintain Excellent plant health at harvest (+15% rarity)&lt;br /&gt;
* Use Gold Clover Replica upgrade (+20%) for best results&lt;br /&gt;
* Four-Leaf Clovers status effect adds +20% rarity chance&lt;br /&gt;
&lt;br /&gt;
; Resource Management&lt;br /&gt;
* Fill planters completely before planting&lt;br /&gt;
* Check resource levels daily&lt;br /&gt;
* Very Hard seeds consume 70-80% quality per day - requires daily checks&lt;br /&gt;
* Use Dirt/Water Retainer upgrades to reduce quality loss&lt;br /&gt;
&lt;br /&gt;
; Planter Selection&lt;br /&gt;
* Wooden planters: Best for disease/fungal-prone seeds&lt;br /&gt;
* Metal planters: Best for pest-prone seeds and maximum durability&lt;br /&gt;
* Large planters: Highest bonuses and capacity for serious gardeners&lt;br /&gt;
* Small planters: Good for beginners and testing seeds&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Tinkering]]&lt;br /&gt;
* [[TasteID]]&lt;br /&gt;
* [[Resource Gathering]]&lt;br /&gt;
* [[Crafting Zones]]&lt;br /&gt;
* [[Getting Started]]&lt;br /&gt;
* [[Main Menu]]&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=File:Plantbanner.png&amp;diff=541</id>
		<title>File:Plantbanner.png</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=File:Plantbanner.png&amp;diff=541"/>
		<updated>2026-01-09T05:32:44Z</updated>

		<summary type="html">&lt;p&gt;Riggz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=540</id>
		<title>Plant Growing System</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=540"/>
		<updated>2026-01-09T05:03:22Z</updated>

		<summary type="html">&lt;p&gt;Riggz: /* Planting Process */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| [[File:SmallFlowerSeed.png|500px]] || [[File:PlantGrowSystem.png|500px]] || [[File:LargeFlowerSeed.png|500px]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
{|align=right&lt;br /&gt;
  |__TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
= PU Plant System =&lt;br /&gt;
&lt;br /&gt;
The PU Plant System is a comprehensive gardening framework where players grow decorative plants in craftable planters. The system features daily quality checks, growth stages, plant health mechanics, status effects, upgrades, and material-based bonuses.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Players craft planters from wood or metal, plant seeds with varying difficulty levels, maintain water and dirt resources, perform daily quality checks using a Planter Tester tool, and harvest mature plants for decorative items with rarity tiers (Common, Uncommon, Rare, Legendary).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== Required Items ===&lt;br /&gt;
; [[Planter]]&lt;br /&gt;
* Craftable via Carpentry (wood) or Blacksmithing (metal)&lt;br /&gt;
* Available in multiple materials (Iron, Wood, Colored Ingots/Logs)&lt;br /&gt;
* Higher-tier materials provide increased durability&lt;br /&gt;
* Must be locked down in a player house to function&lt;br /&gt;
&lt;br /&gt;
; [[Planter Tester]]&lt;br /&gt;
* Craftable tool used for daily quality checks&lt;br /&gt;
* Made from various metal types (Iron through Zentonium)&lt;br /&gt;
* Better materials grant quality bonus to test results&lt;br /&gt;
* Has limited charges based on material and quality&lt;br /&gt;
&lt;br /&gt;
; [[Seeds]]&lt;br /&gt;
* Current seed types: Small Flowers, Large Flowers&lt;br /&gt;
* Growth Difficulty: VeryEasy, Easy, Moderate, Hard, VeryHard&lt;br /&gt;
* Harder difficulties require more skill and resources but yield better rewards&lt;br /&gt;
&lt;br /&gt;
; [[Dirt Pile]]&lt;br /&gt;
* Mined from farm terrain tiles using a pickaxe or shovel&lt;br /&gt;
* Required to fill planters (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
; [[Water]]&lt;br /&gt;
* Collected via water containers (Water Bucket and Water Barrels)&lt;br /&gt;
* Fill containers by double-clicking near water tiles&lt;br /&gt;
* Required to keep planters hydrated (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Types ==&lt;br /&gt;
&lt;br /&gt;
=== Wooden Planters ===&lt;br /&gt;
Wooden planters excel at disease and fungal resistance with balanced growth rates.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Wooden || 100 || 100/100 || 10% || 5% || 12% || +5% || +5% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Wooden || 150 || 200/200 || 15% || 10% || 18% || +10% || +10% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Wooden || 300 || 500/500 || 35% || 30% || 37% || +15% || +25% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Metal Planters ===&lt;br /&gt;
Metal planters prioritize pest resistance and durability with strong growth bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Metal || 150 || 100/100 || 8% || 10% || 4% || +4% || +4% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Metal || 250 || 300/300 || 23% || 25% || 19% || +8% || +14% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Metal || 350 || 500/500 || 38% || 40% || 34% || +12% || +24% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Capacity shows Water/Dirt maximum. All planters have 1 upgrade slot (base).&lt;br /&gt;
&lt;br /&gt;
=== Material Durability Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Durability Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Regular Wood/Iron || +5&lt;br /&gt;
|-&lt;br /&gt;
| Dullwood/Dull Copper || +25&lt;br /&gt;
|-&lt;br /&gt;
| Umbrawood/Umbra Iron || +50&lt;br /&gt;
|-&lt;br /&gt;
| Copperwood/Copper || +75&lt;br /&gt;
|-&lt;br /&gt;
| Bronzewood/Bronze || +100&lt;br /&gt;
|-&lt;br /&gt;
| Goldenwood/Gold || +125&lt;br /&gt;
|-&lt;br /&gt;
| Lunawood/Lunanite || +150&lt;br /&gt;
|-&lt;br /&gt;
| Durawood/Duranium || +175&lt;br /&gt;
|-&lt;br /&gt;
| Verawood/Veranium || +200&lt;br /&gt;
|-&lt;br /&gt;
| Zentowood/Zentonium || +225&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planting Process ==&lt;br /&gt;
&lt;br /&gt;
# Craft a Planter&lt;br /&gt;
#* Wood planters: higher disease/fungal resistance&lt;br /&gt;
#* Metal planters: higher durability and pest resistance&lt;br /&gt;
# Place in House&lt;br /&gt;
#* Place planter in your house&lt;br /&gt;
# Lock Down&lt;br /&gt;
#* Lock down the planter (must be owner or co-owner)&lt;br /&gt;
# Collect Dirt [[File:Dirtpile.png || 30px]]&lt;br /&gt;
#* Collected with a shovel or pickaxe from farm fields&lt;br /&gt;
#*[[File:Dirtharvest.JPG || 150px]]&lt;br /&gt;
# Add Dirt&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
#* [[File:AddDirt.JPG||150px]]&lt;br /&gt;
# Collect Water&lt;br /&gt;
#* Collected with a Water Barrel or Water Bucket [[File:WaterContainers.JPG || 60px]] (Crafted by [[Carpentry]])&lt;br /&gt;
#* Collected from lakes, rivers, ocean&lt;br /&gt;
# Add Water&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
#* [[File:AddWater.JPG||150px]]&lt;br /&gt;
# Plant Seed&lt;br /&gt;
#* Use a seed on the planter&lt;br /&gt;
#* Requires minimum dirt and water (varies by seed)&lt;br /&gt;
#* Seed is consumed on successful planting&lt;br /&gt;
#* Plant status changes to &amp;quot;Seeded&amp;quot;&lt;br /&gt;
# Use a Planter Tester [[File:PlanterTester.JPG || 30px]] to preform a daily quality check&lt;br /&gt;
#* Use Fertilizer [[File:PlantFerterlizer.JPG || 30px]] and Nutrified Water [[File:NutrifiedWater.JPG || 30px]] to raise Dirt and Water Qualities&lt;br /&gt;
#** Both Fertilizer and Nutrified Water can be crafted with [[Alchemy]].&lt;br /&gt;
# First Growth Check&lt;br /&gt;
#* Occurs 24 hours after planting&lt;br /&gt;
# Daily Maintenance&lt;br /&gt;
#* Perform quality checks, add resources, monitor plant health&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important&#039;&#039;: Planters not locked down that are seeded do not grow. The reset each day on growth check, repeating the same day. Effectively pausing the planter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Checks ==&lt;br /&gt;
&lt;br /&gt;
Each day, players perform **one quality check** per planter using a Planter Tester tool. This determines the maximum quality ceiling for water and dirt that day.&lt;br /&gt;
&lt;br /&gt;
=== Quality Check Formula ===&lt;br /&gt;
Final Quality = Base Quality + Skill Bonus + Success Bonus + Tool Bonus&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Base Quality&#039;&#039;&#039;: 30-75% (varies by seed difficulty)&lt;br /&gt;
** VeryEasy: 50-75%&lt;br /&gt;
** Easy: 45-70%&lt;br /&gt;
** Moderate: 40-65%&lt;br /&gt;
** Hard: 35-60%&lt;br /&gt;
** VeryHard: 30-55%&lt;br /&gt;
* &#039;&#039;&#039;Skill Bonus&#039;&#039;&#039;: 0-35% (based on [[TasteID]] skill)&lt;br /&gt;
** Scales from minimum to maximum skill requirement&lt;br /&gt;
** Full bonus at maximum skill for that difficulty&lt;br /&gt;
* &#039;&#039;&#039;Success Bonus&#039;&#039;&#039;: 5-10% (granted on successful skill check)&lt;br /&gt;
** Awarded when the skill check succeeds&lt;br /&gt;
** Adds variability to quality results&lt;br /&gt;
* &#039;&#039;&#039;Tool Bonus&#039;&#039;&#039;: 0-23% (based on Planter Tester material and quality)&lt;br /&gt;
&lt;br /&gt;
=== Planter Tester Tool Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Regular Bonus !! Exceptional Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Iron || 0% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| Dull Copper || +2% || +7%&lt;br /&gt;
|-&lt;br /&gt;
| Umbra Iron || +4% || +9%&lt;br /&gt;
|-&lt;br /&gt;
| Copper || +6% || +11%&lt;br /&gt;
|-&lt;br /&gt;
| Bronze || +8% || +13%&lt;br /&gt;
|-&lt;br /&gt;
| Gold || +10% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Lunanite || +12% || +17%&lt;br /&gt;
|-&lt;br /&gt;
| Duranium || +14% || +19%&lt;br /&gt;
|-&lt;br /&gt;
| Veranium || +16% || +21%&lt;br /&gt;
|-&lt;br /&gt;
| Zentonium || +18% || +23%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Zentonium Exceptional Planter Tester grants +23% to quality checks.&lt;br /&gt;
&lt;br /&gt;
=== TasteID Skill Requirements by Difficulty ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Min Skill !! Max Skill&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 50.0 || 80.0&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 60.0 || 90.0&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 70.0 || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 90.0 || 110.0&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 100.0 || 120.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Higher [[TasteID]] skill grants better quality results. [[TasteID]] to 120.0 for maximum effectiveness on Very Hard seeds.&lt;br /&gt;
&lt;br /&gt;
== Quality Enhancement Items ==&lt;br /&gt;
&lt;br /&gt;
Special items can be used to increase the current water or dirt quality **after** performing a daily quality check. These items can only raise quality up to the maximum set by that day&#039;s quality check. Both are crafted with [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
=== Plant Fertilizer ===&lt;br /&gt;
Increases **current dirt quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to Max Dirt Quality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires dirt to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test dirt quality and get 65% max for the day. Current quality is 20%. Use Plant Fertilizer to raise it from 20% → 50% → 65% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
=== Nutrified Plant Water ===&lt;br /&gt;
Increases **current water quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to Max Water Quality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires water to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test water quality and get 70% max for the day. Current quality is 30%. Use Nutrified Plant Water to raise it from 30% → 60% → 70% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important Notes&#039;&#039;:&lt;br /&gt;
* Both Fertilizer and Nutrified Water are crafted with [[Alchemy]]&lt;br /&gt;
* These items raise **current quality**, not **maximum quality**&lt;br /&gt;
* They can only be used after performing the daily quality check&lt;br /&gt;
* Quality cannot exceed the daily maximum set by your quality check&lt;br /&gt;
* Larger planters require more uses to achieve the same percentage increase&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Degradation ==&lt;br /&gt;
&lt;br /&gt;
Each day at the daily reset (24 hours after planting), water and dirt quality decrease based on seed difficulty and active status effects.&lt;br /&gt;
&lt;br /&gt;
=== Base Quality Reduction ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Quality Loss per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 30-40%&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 40-50%&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 50-60%&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 60-70%&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 70-80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strategy&#039;&#039;: Higher difficulty seeds require more frequent quality checks and better tools to maintain high quality levels.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Growth System ==&lt;br /&gt;
&lt;br /&gt;
=== Growth Stages ===&lt;br /&gt;
Plants progress through five stages based on accumulated Growth Score:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Progress !! Visual !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Seeded || 0-25% || No visual spawn || Initial planting&lt;br /&gt;
|-&lt;br /&gt;
| Seedling || 25-50% || No visual spawn || Early growth&lt;br /&gt;
|-&lt;br /&gt;
| Sprout || 50-75% || Small sprout appears || First visible stage&lt;br /&gt;
|-&lt;br /&gt;
| Growing || 75-100% || Medium plant || Almost mature&lt;br /&gt;
|-&lt;br /&gt;
| Complete || 100% || Full plant || Ready to harvest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Daily Growth Calculation ===&lt;br /&gt;
Each day at reset, the planter calculates growth increase:&lt;br /&gt;
&lt;br /&gt;
Growth = Base Growth × Resource Penalty × Quality Bonus × Health Multiplier&lt;br /&gt;
&lt;br /&gt;
; Factors&lt;br /&gt;
* &#039;&#039;&#039;Base Growth&#039;&#039;&#039;: Random value between MinimumDailyGrowthScore and MaximumDailyGrowthScore (seed-dependent)&lt;br /&gt;
* &#039;&#039;&#039;Resource Penalty&#039;&#039;&#039;: 50% penalty if water OR dirt falls below minimum needed&lt;br /&gt;
* &#039;&#039;&#039;Quality Bonus&#039;&#039;&#039;: Up to +50% from combined water and dirt quality&lt;br /&gt;
** Water Quality contributes 5% of its value&lt;br /&gt;
** Dirt Quality contributes 5% of its value&lt;br /&gt;
** Example: 100% water + 100% dirt = +10% growth bonus&lt;br /&gt;
* &#039;&#039;&#039;Growth Rate Bonuses&#039;&#039;&#039;: From planter base stats, upgrades, and status effects&lt;br /&gt;
* &#039;&#039;&#039;Health Multiplier&#039;&#039;&#039;: Based on current plant health&lt;br /&gt;
&lt;br /&gt;
=== Resource Consumption ===&lt;br /&gt;
Each day, the plant consumes:&lt;br /&gt;
* Water: Random amount between MinimumWaterNeeded and MaximumWaterNeeded (seed-dependent)&lt;br /&gt;
* Dirt: Random amount between MinimumDirtNeeded and MaximumDirtNeeded (seed-dependent)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Warning&#039;&#039;: If resources drop to zero, growth is severely penalized!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Plant Health System ==&lt;br /&gt;
&lt;br /&gt;
Plant health is calculated daily and affects growth speed and rarity chance at harvest.&lt;br /&gt;
&lt;br /&gt;
=== Health Levels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health !! Growth Multiplier !! Rarity Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Excellent || +25% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Good || +10% || +8%&lt;br /&gt;
|-&lt;br /&gt;
| Fair || Normal || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Poor || -15% || -5%&lt;br /&gt;
|-&lt;br /&gt;
| Withered || -40% || -15%&lt;br /&gt;
|-&lt;br /&gt;
| Dead || 0% (no growth) || -25%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Calculation Formula ===&lt;br /&gt;
Health is recalculated daily based on four factors:&lt;br /&gt;
&lt;br /&gt;
Health Score = (Resource × 0.4) + (Quality × 0.8) + (Status × 0.4) − (Growth Penalty × 0.1)&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Resource Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Both resources present = 100 points&lt;br /&gt;
** Partial resources = 50 points&lt;br /&gt;
** Empty resources = 0 points&lt;br /&gt;
* &#039;&#039;&#039;Quality Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Average of water and dirt quality&lt;br /&gt;
** Below 30% quality applies 50% penalty&lt;br /&gt;
* &#039;&#039;&#039;Status Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Baseline: 50&lt;br /&gt;
** Negative effects: -20 per effect&lt;br /&gt;
** Positive effects: +10 per effect&lt;br /&gt;
* &#039;&#039;&#039;Growth Penalty&#039;&#039;&#039; (0-40):&lt;br /&gt;
** Seeded: 0&lt;br /&gt;
** Seedling: 10&lt;br /&gt;
** Sprout: 20&lt;br /&gt;
** Growing: 30&lt;br /&gt;
** Complete: 40&lt;br /&gt;
&lt;br /&gt;
=== Health Changes ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health Score !! Result&lt;br /&gt;
|-&lt;br /&gt;
| 85+ || Health improves by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 70-84 || Minor improvement (Poor → Fair only)&lt;br /&gt;
|-&lt;br /&gt;
| 50-69 || Health stable&lt;br /&gt;
|-&lt;br /&gt;
| 35-49 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 20-34 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;20 || Health decreases by 2 levels (rapid decline!)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Key Point&#039;&#039;: Mature plants (Growing/Complete stages) are MORE demanding and require better care to maintain health.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Status Effects (Random Events) ==&lt;br /&gt;
&lt;br /&gt;
Status effects are random events that apply each day based on seed difficulty, resistance stats, and quality levels.&lt;br /&gt;
&lt;br /&gt;
=== Event Roll Frequency ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Event Rolls per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 2&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Pests ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Aphids || 15% || 1-3 days || -10% Growth Rate, -5% Rarity, -10% Water Max Quality&lt;br /&gt;
|-&lt;br /&gt;
| Caterpillars || 12% || 1-3 days || -12% Dirt Max Quality, +8% Water Quality Loss, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Spider Mites || 10% || 2-4 days || -14% Fungal Resistance, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Diseases ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Blight || 12% || 1-3 days || -10% Growth Rate, -5% Dirt Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Root Rot || 10% || 2-4 days || +12% Water Quality Loss, -8% Water Max Quality, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Leaf Spot || 8% || 1-3 days || +14% Water Quality Loss, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Fungal ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Mold || 10% || 1-3 days || +10% Water Quality Loss, -5% Water Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Rot Mushrooms || 8% || 2-4 days || +12% Water Quality Loss, -8% Growth Rate, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Powdery Mildew || 7% || 1-3 days || -14% Water Max Quality, -11% Rarity, +14% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Soil/Water Issues ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Percolated Soil || 8% || 1-2 days || -12% Dirt Max Quality, -10% Growth Rate, -12% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Waterlogged Soil || 10% || 1-3 days || -15% Dirt Max Quality, -13% Rarity, -15% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| pH Imbalance || 8% || 1-2 days || -12% Water Max Quality, -10% Growth Rate, -12% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Water Parasites || 10% || 2-4 days || -15% Water Max Quality, -13% Rarity, -15% Fungal Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Defensive ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Defence || 5% || 2-4 days || +10% Fungal Resistance, +10% Growth Rate, -10% Dirt Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || 5% || 2-4 days || +10% Pest Resistance, +10% Rarity, -10% Water Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Antibody Boost || 5% || 2-4 days || +10% Disease Resistance, +10% Growth Rate, +10% Dirt Max Quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Quality ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fertile Soil || 6% || 3-5 days || +10% Dirt Max Quality, +10% Rarity, +10% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Balanced pH || 6% || 3-5 days || +10% Water Max Quality, +10% Growth Rate, +10% Pest Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Luck ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Four-Leaf Clovers || 3% || 2-4 days || +20% Rarity, -10% Dirt Quality Loss, -10% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: High water and dirt quality reduce negative effect chances by up to 30%. Positive effects are increased by quality.&lt;br /&gt;
&#039;&#039;Resistance&#039;&#039;: All Resistance reduces chance by 75% of resistance value. Example: 20% Pest Resistance = 15% reduction in chance.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Planters can be upgraded with consumable items that provide permanent bonuses until the upgrade expires (charge-based).&lt;br /&gt;
&lt;br /&gt;
Upgrades will be craftable with [[Tinkering]] and [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
=== Standard Upgrades (10 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Water Purification Filter || +10% Water Max Quality || Purifies water, increasing maximum water quality&lt;br /&gt;
|-&lt;br /&gt;
| Water Retainer || -10% Daily Water Quality Loss || Retains water quality, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Dirt Retainer || -10% Daily Dirt Quality Loss || Retains soil nutrients, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Soil Nutrient Booster || +10% Dirt Max Quality || Enriches soil with nutrients, increasing maximum quality&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || +10% Pest Resistance || Repels pests, increasing plant resistance&lt;br /&gt;
|-&lt;br /&gt;
| Disease Shield || +10% Disease Resistance || Shields against diseases, boosting plant immunity&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Inhibitor || +10% Fungal Resistance || Inhibits fungal growth, protecting plants&lt;br /&gt;
|-&lt;br /&gt;
| Growth Enhancer || +5% Growth Rate || Enhances growth rate moderately&lt;br /&gt;
|-&lt;br /&gt;
| Growth Accelerator || +10% Growth Rate || Significantly accelerates plant growth&lt;br /&gt;
|-&lt;br /&gt;
| Clover Replica || +5% Rarity Chance || A fortunate charm that increases rare plant chances&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Upgrades (20 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Gold Clover Replica || +20% Rarity Chance || An extremely lucky charm that greatly increases rare plant chances&lt;br /&gt;
|-&lt;br /&gt;
| Fumigation System || +20% Disease Resistance || Advanced fumigation system providing superior disease protection&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Microbial Liner || +20% Disease Resistance || Specialized liner that prevents microbial contamination&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Fungal Coating || +20% Fungal Resistance || Advanced coating that provides exceptional fungal protection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Upgrades consume one charge per daily reset. Small planters have 1 upgrade slot.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
&lt;br /&gt;
When a plant reaches 100% growth (Complete stage), it can be harvested for a decorative plant item.&lt;br /&gt;
&lt;br /&gt;
=== Harvest Requirements ===&lt;br /&gt;
* Plant must be at Complete stage (100% Growth Score)&lt;br /&gt;
* Plant that are dead produce nothing at harvest.&lt;br /&gt;
* Player must be owner/co-owner of house where planter is locked down&lt;br /&gt;
&lt;br /&gt;
=== Rarity System ===&lt;br /&gt;
Harvested plants have four rarity tiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rarity !! Base Chance !! Color&lt;br /&gt;
|-&lt;br /&gt;
| Common || 50% || White&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon || 30% || Green&lt;br /&gt;
|-&lt;br /&gt;
| Rare || 15% || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || 5% || Gold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Rarity Modifiers&lt;br /&gt;
* Total Rarity Bonus = Planter Base Bonus + Upgrade Bonuses + Status Effect Bonuses + Plant Health Bonus&lt;br /&gt;
* Plant Health Bonuses:&lt;br /&gt;
** Excellent: +15%&lt;br /&gt;
** Good: +8%&lt;br /&gt;
** Fair: 0%&lt;br /&gt;
** Poor: -5%&lt;br /&gt;
** Withered: -15%&lt;br /&gt;
** Dead: -25%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Large Metal Planter (+12% base) with Excellent health (+15%) and Gold Clover Replica (+20%) has +47% total rarity bonus, significantly increasing chances for Rare and Legendary plants.&lt;br /&gt;
&lt;br /&gt;
=== Durability Loss ===&lt;br /&gt;
* Each harvest reduces planter durability by 10 (base, varies by seed)&lt;br /&gt;
* When durability reaches 0, the planter breaks and is deleted&lt;br /&gt;
* Higher-tier materials grant more total harvests&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Calculation&#039;&#039;: Zentonium Large Metal Planter = 350 base + 225 material bonus = 575 durability = ~57 harvests&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Seed Types and Plants ==&lt;br /&gt;
&lt;br /&gt;
=== Small Flowers ===&lt;br /&gt;
Fast-growing decorative flowers. Over 35 different varieties across all rarity tiers.&lt;br /&gt;
&lt;br /&gt;
; Examples&lt;br /&gt;
* Common: Orfluer flowers, Campion flowers, Snowdrops, Poppies&lt;br /&gt;
* Uncommon: Foxglove flowers, White flowers, Red poppies&lt;br /&gt;
* Rare: Orange rosa, Pink periwinkle, Purple daisy, Yellow muriel&lt;br /&gt;
* Legendary: Blue zinnia, Frost daisy, Desert daisy, Morning flowers&lt;br /&gt;
&lt;br /&gt;
=== Large Flowers ===&lt;br /&gt;
Larger decorative bushes and flowering plants. Over 20 different varieties.&lt;br /&gt;
&lt;br /&gt;
; Examples&lt;br /&gt;
* Common: Silvershade bloom, Desert thicket, Wispwillow, Duskpetal&lt;br /&gt;
* Uncommon: Rosethorn veil, Azalea bush, Rose thicket&lt;br /&gt;
* Rare: Mud willow, Morning lilac, Echo fern&lt;br /&gt;
* Legendary: Whisper thorn, Rose bush, Dusk willow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Additional seed types (Bushes, Trees, Herbs, Exotic Plants, Fungi, Cacti, Vines, Aquatic Plants, Carnivorous Plants, Magical Plants, Giant Plants, Regional Plants) are planned for future releases.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Strategies ==&lt;br /&gt;
&lt;br /&gt;
; Maximize Quality&lt;br /&gt;
* Use high-tier Planter Tester tools (Zentonium Exceptional = +23%)&lt;br /&gt;
* Train [[TasteID]] to 120.0 for maximum skill bonus&lt;br /&gt;
* Perform quality checks daily &lt;br /&gt;
* Use Water Purification Filter and Soil Nutrient Booster upgrades&lt;br /&gt;
&lt;br /&gt;
; Maintain Plant Health&lt;br /&gt;
* Keep water and dirt levels above minimum requirements at all times&lt;br /&gt;
* Maintain quality above 30% to avoid severe penalties&lt;br /&gt;
* Monitor for negative status effects&lt;br /&gt;
* Use high-quality planters (Large Wooden = 35/30/37% resistances)&lt;br /&gt;
&lt;br /&gt;
; Growth Optimization&lt;br /&gt;
* High water and dirt quality = up to +10% growth speed&lt;br /&gt;
* Healthy plants (Excellent/Good) grow 10-25% faster&lt;br /&gt;
* Use Growth Accelerator upgrade (+10%) for maximum speed&lt;br /&gt;
* Never let resources drop to zero (50% growth penalty!)&lt;br /&gt;
&lt;br /&gt;
; Harvest Planning&lt;br /&gt;
* Legendary plants require high rarity bonuses (45%+)&lt;br /&gt;
* Maintain Excellent plant health at harvest (+15% rarity)&lt;br /&gt;
* Use Gold Clover Replica upgrade (+20%) for best results&lt;br /&gt;
* Four-Leaf Clovers status effect adds +20% rarity chance&lt;br /&gt;
&lt;br /&gt;
; Resource Management&lt;br /&gt;
* Fill planters completely before planting&lt;br /&gt;
* Check resource levels daily&lt;br /&gt;
* Very Hard seeds consume 70-80% quality per day - requires daily checks&lt;br /&gt;
* Use Dirt/Water Retainer upgrades to reduce quality loss&lt;br /&gt;
&lt;br /&gt;
; Planter Selection&lt;br /&gt;
* Wooden planters: Best for disease/fungal-prone seeds&lt;br /&gt;
* Metal planters: Best for pest-prone seeds and maximum durability&lt;br /&gt;
* Large planters: Highest bonuses and capacity for serious gardeners&lt;br /&gt;
* Small planters: Good for beginners and testing seeds&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Tinkering]]&lt;br /&gt;
* [[TasteID]]&lt;br /&gt;
* [[Resource Gathering]]&lt;br /&gt;
* [[Crafting Zones]]&lt;br /&gt;
* [[Getting Started]]&lt;br /&gt;
* [[Main Menu]]&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
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		<title>File:AddDirt.JPG</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=File:AddDirt.JPG&amp;diff=539"/>
		<updated>2026-01-09T05:02:52Z</updated>

		<summary type="html">&lt;p&gt;Riggz: &lt;/p&gt;
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		<title>File:AddWater.JPG</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=File:AddWater.JPG&amp;diff=538"/>
		<updated>2026-01-09T05:01:20Z</updated>

		<summary type="html">&lt;p&gt;Riggz: &lt;/p&gt;
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		<author><name>Riggz</name></author>
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		<title>File:WaterContainers.JPG</title>
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		<updated>2026-01-09T04:58:38Z</updated>

		<summary type="html">&lt;p&gt;Riggz: &lt;/p&gt;
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		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=File:NutrifiedWater.JPG&amp;diff=536</id>
		<title>File:NutrifiedWater.JPG</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=File:NutrifiedWater.JPG&amp;diff=536"/>
		<updated>2026-01-09T04:56:21Z</updated>

		<summary type="html">&lt;p&gt;Riggz: &lt;/p&gt;
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		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=File:PlantFerterlizer.JPG&amp;diff=535</id>
		<title>File:PlantFerterlizer.JPG</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=File:PlantFerterlizer.JPG&amp;diff=535"/>
		<updated>2026-01-09T04:55:57Z</updated>

		<summary type="html">&lt;p&gt;Riggz: &lt;/p&gt;
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		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=File:PlanterTester.JPG&amp;diff=534</id>
		<title>File:PlanterTester.JPG</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=File:PlanterTester.JPG&amp;diff=534"/>
		<updated>2026-01-09T04:53:59Z</updated>

		<summary type="html">&lt;p&gt;Riggz: &lt;/p&gt;
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		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=533</id>
		<title>Plant Growing System</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=533"/>
		<updated>2026-01-09T04:10:06Z</updated>

		<summary type="html">&lt;p&gt;Riggz: /* Planting Process */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| [[File:SmallFlowerSeed.png|500px]] || [[File:PlantGrowSystem.png|500px]] || [[File:LargeFlowerSeed.png|500px]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
{|align=right&lt;br /&gt;
  |__TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
= PU Plant System =&lt;br /&gt;
&lt;br /&gt;
The PU Plant System is a comprehensive gardening framework where players grow decorative plants in craftable planters. The system features daily quality checks, growth stages, plant health mechanics, status effects, upgrades, and material-based bonuses.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Players craft planters from wood or metal, plant seeds with varying difficulty levels, maintain water and dirt resources, perform daily quality checks using a Planter Tester tool, and harvest mature plants for decorative items with rarity tiers (Common, Uncommon, Rare, Legendary).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== Required Items ===&lt;br /&gt;
; [[Planter]]&lt;br /&gt;
* Craftable via Carpentry (wood) or Blacksmithing (metal)&lt;br /&gt;
* Available in multiple materials (Iron, Wood, Colored Ingots/Logs)&lt;br /&gt;
* Higher-tier materials provide increased durability&lt;br /&gt;
* Must be locked down in a player house to function&lt;br /&gt;
&lt;br /&gt;
; [[Planter Tester]]&lt;br /&gt;
* Craftable tool used for daily quality checks&lt;br /&gt;
* Made from various metal types (Iron through Zentonium)&lt;br /&gt;
* Better materials grant quality bonus to test results&lt;br /&gt;
* Has limited charges based on material and quality&lt;br /&gt;
&lt;br /&gt;
; [[Seeds]]&lt;br /&gt;
* Current seed types: Small Flowers, Large Flowers&lt;br /&gt;
* Growth Difficulty: VeryEasy, Easy, Moderate, Hard, VeryHard&lt;br /&gt;
* Harder difficulties require more skill and resources but yield better rewards&lt;br /&gt;
&lt;br /&gt;
; [[Dirt Pile]]&lt;br /&gt;
* Mined from farm terrain tiles using a pickaxe or shovel&lt;br /&gt;
* Required to fill planters (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
; [[Water]]&lt;br /&gt;
* Collected via water containers (Water Bucket and Water Barrels)&lt;br /&gt;
* Fill containers by double-clicking near water tiles&lt;br /&gt;
* Required to keep planters hydrated (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Types ==&lt;br /&gt;
&lt;br /&gt;
=== Wooden Planters ===&lt;br /&gt;
Wooden planters excel at disease and fungal resistance with balanced growth rates.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Wooden || 100 || 100/100 || 10% || 5% || 12% || +5% || +5% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Wooden || 150 || 200/200 || 15% || 10% || 18% || +10% || +10% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Wooden || 300 || 500/500 || 35% || 30% || 37% || +15% || +25% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Metal Planters ===&lt;br /&gt;
Metal planters prioritize pest resistance and durability with strong growth bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Metal || 150 || 100/100 || 8% || 10% || 4% || +4% || +4% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Metal || 250 || 300/300 || 23% || 25% || 19% || +8% || +14% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Metal || 350 || 500/500 || 38% || 40% || 34% || +12% || +24% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Capacity shows Water/Dirt maximum. All planters have 1 upgrade slot (base).&lt;br /&gt;
&lt;br /&gt;
=== Material Durability Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Durability Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Regular Wood/Iron || +5&lt;br /&gt;
|-&lt;br /&gt;
| Dullwood/Dull Copper || +25&lt;br /&gt;
|-&lt;br /&gt;
| Umbrawood/Umbra Iron || +50&lt;br /&gt;
|-&lt;br /&gt;
| Copperwood/Copper || +75&lt;br /&gt;
|-&lt;br /&gt;
| Bronzewood/Bronze || +100&lt;br /&gt;
|-&lt;br /&gt;
| Goldenwood/Gold || +125&lt;br /&gt;
|-&lt;br /&gt;
| Lunawood/Lunanite || +150&lt;br /&gt;
|-&lt;br /&gt;
| Durawood/Duranium || +175&lt;br /&gt;
|-&lt;br /&gt;
| Verawood/Veranium || +200&lt;br /&gt;
|-&lt;br /&gt;
| Zentowood/Zentonium || +225&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planting Process ==&lt;br /&gt;
&lt;br /&gt;
# Craft a Planter&lt;br /&gt;
#* Wood planters: higher disease/fungal resistance&lt;br /&gt;
#* Metal planters: higher durability and pest resistance&lt;br /&gt;
# Place in House&lt;br /&gt;
#* Place planter in your house&lt;br /&gt;
# Lock Down&lt;br /&gt;
#* Lock down the planter (must be owner or co-owner)&lt;br /&gt;
# Collect Dirt [[File:Dirtpile.png || 30px]]&lt;br /&gt;
#* Collected with a shovel or pickaxe from farm fields&lt;br /&gt;
#*[[File:Dirtharvest.JPG || 150px]]&lt;br /&gt;
# Add Dirt&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
# Collect Water&lt;br /&gt;
#* Collected with a Water Barrel or Water Bucket (Crafted by [[Carpentry]])&lt;br /&gt;
#* Collected from lakes, rivers, ocean&lt;br /&gt;
# Add Water&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
# Plant Seed&lt;br /&gt;
#* Use a seed on the planter&lt;br /&gt;
#* Requires minimum dirt and water (varies by seed)&lt;br /&gt;
#* Seed is consumed on successful planting&lt;br /&gt;
#* Plant status changes to &amp;quot;Seeded&amp;quot;&lt;br /&gt;
# Use a Planter Tester to rain your daily quality check&lt;br /&gt;
#* Use Fertilizer and Nutrified Water to raise Dirt and Water Qualities&lt;br /&gt;
#** Both Fertilizer and Nutrified Water can be crafted with [[Alchemy]].&lt;br /&gt;
# First Growth Check&lt;br /&gt;
#* Occurs 24 hours after planting&lt;br /&gt;
# Daily Maintenance&lt;br /&gt;
#* Perform quality checks, add resources, monitor plant health&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important&#039;&#039;: Planters not locked down that are seeded do not grow. The reset each day on growth check, repeating the same day. Effectively pausing the planter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Checks ==&lt;br /&gt;
&lt;br /&gt;
Each day, players perform **one quality check** per planter using a Planter Tester tool. This determines the maximum quality ceiling for water and dirt that day.&lt;br /&gt;
&lt;br /&gt;
=== Quality Check Formula ===&lt;br /&gt;
Final Quality = Base Quality + Skill Bonus + Success Bonus + Tool Bonus&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Base Quality&#039;&#039;&#039;: 30-75% (varies by seed difficulty)&lt;br /&gt;
** VeryEasy: 50-75%&lt;br /&gt;
** Easy: 45-70%&lt;br /&gt;
** Moderate: 40-65%&lt;br /&gt;
** Hard: 35-60%&lt;br /&gt;
** VeryHard: 30-55%&lt;br /&gt;
* &#039;&#039;&#039;Skill Bonus&#039;&#039;&#039;: 0-35% (based on [[TasteID]] skill)&lt;br /&gt;
** Scales from minimum to maximum skill requirement&lt;br /&gt;
** Full bonus at maximum skill for that difficulty&lt;br /&gt;
* &#039;&#039;&#039;Success Bonus&#039;&#039;&#039;: 5-10% (granted on successful skill check)&lt;br /&gt;
** Awarded when the skill check succeeds&lt;br /&gt;
** Adds variability to quality results&lt;br /&gt;
* &#039;&#039;&#039;Tool Bonus&#039;&#039;&#039;: 0-23% (based on Planter Tester material and quality)&lt;br /&gt;
&lt;br /&gt;
=== Planter Tester Tool Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Regular Bonus !! Exceptional Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Iron || 0% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| Dull Copper || +2% || +7%&lt;br /&gt;
|-&lt;br /&gt;
| Umbra Iron || +4% || +9%&lt;br /&gt;
|-&lt;br /&gt;
| Copper || +6% || +11%&lt;br /&gt;
|-&lt;br /&gt;
| Bronze || +8% || +13%&lt;br /&gt;
|-&lt;br /&gt;
| Gold || +10% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Lunanite || +12% || +17%&lt;br /&gt;
|-&lt;br /&gt;
| Duranium || +14% || +19%&lt;br /&gt;
|-&lt;br /&gt;
| Veranium || +16% || +21%&lt;br /&gt;
|-&lt;br /&gt;
| Zentonium || +18% || +23%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Zentonium Exceptional Planter Tester grants +23% to quality checks.&lt;br /&gt;
&lt;br /&gt;
=== TasteID Skill Requirements by Difficulty ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Min Skill !! Max Skill&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 50.0 || 80.0&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 60.0 || 90.0&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 70.0 || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 90.0 || 110.0&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 100.0 || 120.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Higher [[TasteID]] skill grants better quality results. [[TasteID]] to 120.0 for maximum effectiveness on Very Hard seeds.&lt;br /&gt;
&lt;br /&gt;
== Quality Enhancement Items ==&lt;br /&gt;
&lt;br /&gt;
Special items can be used to increase the current water or dirt quality **after** performing a daily quality check. These items can only raise quality up to the maximum set by that day&#039;s quality check. Both are crafted with [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
=== Plant Fertilizer ===&lt;br /&gt;
Increases **current dirt quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to Max Dirt Quality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires dirt to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test dirt quality and get 65% max for the day. Current quality is 20%. Use Plant Fertilizer to raise it from 20% → 50% → 65% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
=== Nutrified Plant Water ===&lt;br /&gt;
Increases **current water quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to Max Water Quality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires water to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test water quality and get 70% max for the day. Current quality is 30%. Use Nutrified Plant Water to raise it from 30% → 60% → 70% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important Notes&#039;&#039;:&lt;br /&gt;
* Both Fertilizer and Nutrified Water are crafted with [[Alchemy]]&lt;br /&gt;
* These items raise **current quality**, not **maximum quality**&lt;br /&gt;
* They can only be used after performing the daily quality check&lt;br /&gt;
* Quality cannot exceed the daily maximum set by your quality check&lt;br /&gt;
* Larger planters require more uses to achieve the same percentage increase&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Degradation ==&lt;br /&gt;
&lt;br /&gt;
Each day at the daily reset (24 hours after planting), water and dirt quality decrease based on seed difficulty and active status effects.&lt;br /&gt;
&lt;br /&gt;
=== Base Quality Reduction ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Quality Loss per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 30-40%&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 40-50%&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 50-60%&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 60-70%&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 70-80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strategy&#039;&#039;: Higher difficulty seeds require more frequent quality checks and better tools to maintain high quality levels.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Growth System ==&lt;br /&gt;
&lt;br /&gt;
=== Growth Stages ===&lt;br /&gt;
Plants progress through five stages based on accumulated Growth Score:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Progress !! Visual !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Seeded || 0-25% || No visual spawn || Initial planting&lt;br /&gt;
|-&lt;br /&gt;
| Seedling || 25-50% || No visual spawn || Early growth&lt;br /&gt;
|-&lt;br /&gt;
| Sprout || 50-75% || Small sprout appears || First visible stage&lt;br /&gt;
|-&lt;br /&gt;
| Growing || 75-100% || Medium plant || Almost mature&lt;br /&gt;
|-&lt;br /&gt;
| Complete || 100% || Full plant || Ready to harvest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Daily Growth Calculation ===&lt;br /&gt;
Each day at reset, the planter calculates growth increase:&lt;br /&gt;
&lt;br /&gt;
Growth = Base Growth × Resource Penalty × Quality Bonus × Health Multiplier&lt;br /&gt;
&lt;br /&gt;
; Factors&lt;br /&gt;
* &#039;&#039;&#039;Base Growth&#039;&#039;&#039;: Random value between MinimumDailyGrowthScore and MaximumDailyGrowthScore (seed-dependent)&lt;br /&gt;
* &#039;&#039;&#039;Resource Penalty&#039;&#039;&#039;: 50% penalty if water OR dirt falls below minimum needed&lt;br /&gt;
* &#039;&#039;&#039;Quality Bonus&#039;&#039;&#039;: Up to +50% from combined water and dirt quality&lt;br /&gt;
** Water Quality contributes 5% of its value&lt;br /&gt;
** Dirt Quality contributes 5% of its value&lt;br /&gt;
** Example: 100% water + 100% dirt = +10% growth bonus&lt;br /&gt;
* &#039;&#039;&#039;Growth Rate Bonuses&#039;&#039;&#039;: From planter base stats, upgrades, and status effects&lt;br /&gt;
* &#039;&#039;&#039;Health Multiplier&#039;&#039;&#039;: Based on current plant health&lt;br /&gt;
&lt;br /&gt;
=== Resource Consumption ===&lt;br /&gt;
Each day, the plant consumes:&lt;br /&gt;
* Water: Random amount between MinimumWaterNeeded and MaximumWaterNeeded (seed-dependent)&lt;br /&gt;
* Dirt: Random amount between MinimumDirtNeeded and MaximumDirtNeeded (seed-dependent)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Warning&#039;&#039;: If resources drop to zero, growth is severely penalized!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Plant Health System ==&lt;br /&gt;
&lt;br /&gt;
Plant health is calculated daily and affects growth speed and rarity chance at harvest.&lt;br /&gt;
&lt;br /&gt;
=== Health Levels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health !! Growth Multiplier !! Rarity Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Excellent || +25% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Good || +10% || +8%&lt;br /&gt;
|-&lt;br /&gt;
| Fair || Normal || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Poor || -15% || -5%&lt;br /&gt;
|-&lt;br /&gt;
| Withered || -40% || -15%&lt;br /&gt;
|-&lt;br /&gt;
| Dead || 0% (no growth) || -25%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Calculation Formula ===&lt;br /&gt;
Health is recalculated daily based on four factors:&lt;br /&gt;
&lt;br /&gt;
Health Score = (Resource × 0.4) + (Quality × 0.8) + (Status × 0.4) − (Growth Penalty × 0.1)&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Resource Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Both resources present = 100 points&lt;br /&gt;
** Partial resources = 50 points&lt;br /&gt;
** Empty resources = 0 points&lt;br /&gt;
* &#039;&#039;&#039;Quality Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Average of water and dirt quality&lt;br /&gt;
** Below 30% quality applies 50% penalty&lt;br /&gt;
* &#039;&#039;&#039;Status Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Baseline: 50&lt;br /&gt;
** Negative effects: -20 per effect&lt;br /&gt;
** Positive effects: +10 per effect&lt;br /&gt;
* &#039;&#039;&#039;Growth Penalty&#039;&#039;&#039; (0-40):&lt;br /&gt;
** Seeded: 0&lt;br /&gt;
** Seedling: 10&lt;br /&gt;
** Sprout: 20&lt;br /&gt;
** Growing: 30&lt;br /&gt;
** Complete: 40&lt;br /&gt;
&lt;br /&gt;
=== Health Changes ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health Score !! Result&lt;br /&gt;
|-&lt;br /&gt;
| 85+ || Health improves by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 70-84 || Minor improvement (Poor → Fair only)&lt;br /&gt;
|-&lt;br /&gt;
| 50-69 || Health stable&lt;br /&gt;
|-&lt;br /&gt;
| 35-49 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 20-34 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;20 || Health decreases by 2 levels (rapid decline!)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Key Point&#039;&#039;: Mature plants (Growing/Complete stages) are MORE demanding and require better care to maintain health.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Status Effects (Random Events) ==&lt;br /&gt;
&lt;br /&gt;
Status effects are random events that apply each day based on seed difficulty, resistance stats, and quality levels.&lt;br /&gt;
&lt;br /&gt;
=== Event Roll Frequency ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Event Rolls per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 2&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Pests ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Aphids || 15% || 1-3 days || -10% Growth Rate, -5% Rarity, -10% Water Max Quality&lt;br /&gt;
|-&lt;br /&gt;
| Caterpillars || 12% || 1-3 days || -12% Dirt Max Quality, +8% Water Quality Loss, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Spider Mites || 10% || 2-4 days || -14% Fungal Resistance, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Diseases ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Blight || 12% || 1-3 days || -10% Growth Rate, -5% Dirt Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Root Rot || 10% || 2-4 days || +12% Water Quality Loss, -8% Water Max Quality, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Leaf Spot || 8% || 1-3 days || +14% Water Quality Loss, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Fungal ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Mold || 10% || 1-3 days || +10% Water Quality Loss, -5% Water Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Rot Mushrooms || 8% || 2-4 days || +12% Water Quality Loss, -8% Growth Rate, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Powdery Mildew || 7% || 1-3 days || -14% Water Max Quality, -11% Rarity, +14% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Soil/Water Issues ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Percolated Soil || 8% || 1-2 days || -12% Dirt Max Quality, -10% Growth Rate, -12% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Waterlogged Soil || 10% || 1-3 days || -15% Dirt Max Quality, -13% Rarity, -15% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| pH Imbalance || 8% || 1-2 days || -12% Water Max Quality, -10% Growth Rate, -12% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Water Parasites || 10% || 2-4 days || -15% Water Max Quality, -13% Rarity, -15% Fungal Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Defensive ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Defence || 5% || 2-4 days || +10% Fungal Resistance, +10% Growth Rate, -10% Dirt Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || 5% || 2-4 days || +10% Pest Resistance, +10% Rarity, -10% Water Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Antibody Boost || 5% || 2-4 days || +10% Disease Resistance, +10% Growth Rate, +10% Dirt Max Quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Quality ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fertile Soil || 6% || 3-5 days || +10% Dirt Max Quality, +10% Rarity, +10% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Balanced pH || 6% || 3-5 days || +10% Water Max Quality, +10% Growth Rate, +10% Pest Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Luck ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Four-Leaf Clovers || 3% || 2-4 days || +20% Rarity, -10% Dirt Quality Loss, -10% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: High water and dirt quality reduce negative effect chances by up to 30%. Positive effects are increased by quality.&lt;br /&gt;
&#039;&#039;Resistance&#039;&#039;: All Resistance reduces chance by 75% of resistance value. Example: 20% Pest Resistance = 15% reduction in chance.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Planters can be upgraded with consumable items that provide permanent bonuses until the upgrade expires (charge-based).&lt;br /&gt;
&lt;br /&gt;
Upgrades will be craftable with [[Tinkering]] and [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
=== Standard Upgrades (10 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Water Purification Filter || +10% Water Max Quality || Purifies water, increasing maximum water quality&lt;br /&gt;
|-&lt;br /&gt;
| Water Retainer || -10% Daily Water Quality Loss || Retains water quality, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Dirt Retainer || -10% Daily Dirt Quality Loss || Retains soil nutrients, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Soil Nutrient Booster || +10% Dirt Max Quality || Enriches soil with nutrients, increasing maximum quality&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || +10% Pest Resistance || Repels pests, increasing plant resistance&lt;br /&gt;
|-&lt;br /&gt;
| Disease Shield || +10% Disease Resistance || Shields against diseases, boosting plant immunity&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Inhibitor || +10% Fungal Resistance || Inhibits fungal growth, protecting plants&lt;br /&gt;
|-&lt;br /&gt;
| Growth Enhancer || +5% Growth Rate || Enhances growth rate moderately&lt;br /&gt;
|-&lt;br /&gt;
| Growth Accelerator || +10% Growth Rate || Significantly accelerates plant growth&lt;br /&gt;
|-&lt;br /&gt;
| Clover Replica || +5% Rarity Chance || A fortunate charm that increases rare plant chances&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Upgrades (20 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Gold Clover Replica || +20% Rarity Chance || An extremely lucky charm that greatly increases rare plant chances&lt;br /&gt;
|-&lt;br /&gt;
| Fumigation System || +20% Disease Resistance || Advanced fumigation system providing superior disease protection&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Microbial Liner || +20% Disease Resistance || Specialized liner that prevents microbial contamination&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Fungal Coating || +20% Fungal Resistance || Advanced coating that provides exceptional fungal protection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Upgrades consume one charge per daily reset. Small planters have 1 upgrade slot.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
&lt;br /&gt;
When a plant reaches 100% growth (Complete stage), it can be harvested for a decorative plant item.&lt;br /&gt;
&lt;br /&gt;
=== Harvest Requirements ===&lt;br /&gt;
* Plant must be at Complete stage (100% Growth Score)&lt;br /&gt;
* Plant that are dead produce nothing at harvest.&lt;br /&gt;
* Player must be owner/co-owner of house where planter is locked down&lt;br /&gt;
&lt;br /&gt;
=== Rarity System ===&lt;br /&gt;
Harvested plants have four rarity tiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rarity !! Base Chance !! Color&lt;br /&gt;
|-&lt;br /&gt;
| Common || 50% || White&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon || 30% || Green&lt;br /&gt;
|-&lt;br /&gt;
| Rare || 15% || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || 5% || Gold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Rarity Modifiers&lt;br /&gt;
* Total Rarity Bonus = Planter Base Bonus + Upgrade Bonuses + Status Effect Bonuses + Plant Health Bonus&lt;br /&gt;
* Plant Health Bonuses:&lt;br /&gt;
** Excellent: +15%&lt;br /&gt;
** Good: +8%&lt;br /&gt;
** Fair: 0%&lt;br /&gt;
** Poor: -5%&lt;br /&gt;
** Withered: -15%&lt;br /&gt;
** Dead: -25%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Large Metal Planter (+12% base) with Excellent health (+15%) and Gold Clover Replica (+20%) has +47% total rarity bonus, significantly increasing chances for Rare and Legendary plants.&lt;br /&gt;
&lt;br /&gt;
=== Durability Loss ===&lt;br /&gt;
* Each harvest reduces planter durability by 10 (base, varies by seed)&lt;br /&gt;
* When durability reaches 0, the planter breaks and is deleted&lt;br /&gt;
* Higher-tier materials grant more total harvests&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Calculation&#039;&#039;: Zentonium Large Metal Planter = 350 base + 225 material bonus = 575 durability = ~57 harvests&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Seed Types and Plants ==&lt;br /&gt;
&lt;br /&gt;
=== Small Flowers ===&lt;br /&gt;
Fast-growing decorative flowers. Over 35 different varieties across all rarity tiers.&lt;br /&gt;
&lt;br /&gt;
; Examples&lt;br /&gt;
* Common: Orfluer flowers, Campion flowers, Snowdrops, Poppies&lt;br /&gt;
* Uncommon: Foxglove flowers, White flowers, Red poppies&lt;br /&gt;
* Rare: Orange rosa, Pink periwinkle, Purple daisy, Yellow muriel&lt;br /&gt;
* Legendary: Blue zinnia, Frost daisy, Desert daisy, Morning flowers&lt;br /&gt;
&lt;br /&gt;
=== Large Flowers ===&lt;br /&gt;
Larger decorative bushes and flowering plants. Over 20 different varieties.&lt;br /&gt;
&lt;br /&gt;
; Examples&lt;br /&gt;
* Common: Silvershade bloom, Desert thicket, Wispwillow, Duskpetal&lt;br /&gt;
* Uncommon: Rosethorn veil, Azalea bush, Rose thicket&lt;br /&gt;
* Rare: Mud willow, Morning lilac, Echo fern&lt;br /&gt;
* Legendary: Whisper thorn, Rose bush, Dusk willow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Additional seed types (Bushes, Trees, Herbs, Exotic Plants, Fungi, Cacti, Vines, Aquatic Plants, Carnivorous Plants, Magical Plants, Giant Plants, Regional Plants) are planned for future releases.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Strategies ==&lt;br /&gt;
&lt;br /&gt;
; Maximize Quality&lt;br /&gt;
* Use high-tier Planter Tester tools (Zentonium Exceptional = +23%)&lt;br /&gt;
* Train [[TasteID]] to 120.0 for maximum skill bonus&lt;br /&gt;
* Perform quality checks daily &lt;br /&gt;
* Use Water Purification Filter and Soil Nutrient Booster upgrades&lt;br /&gt;
&lt;br /&gt;
; Maintain Plant Health&lt;br /&gt;
* Keep water and dirt levels above minimum requirements at all times&lt;br /&gt;
* Maintain quality above 30% to avoid severe penalties&lt;br /&gt;
* Monitor for negative status effects&lt;br /&gt;
* Use high-quality planters (Large Wooden = 35/30/37% resistances)&lt;br /&gt;
&lt;br /&gt;
; Growth Optimization&lt;br /&gt;
* High water and dirt quality = up to +10% growth speed&lt;br /&gt;
* Healthy plants (Excellent/Good) grow 10-25% faster&lt;br /&gt;
* Use Growth Accelerator upgrade (+10%) for maximum speed&lt;br /&gt;
* Never let resources drop to zero (50% growth penalty!)&lt;br /&gt;
&lt;br /&gt;
; Harvest Planning&lt;br /&gt;
* Legendary plants require high rarity bonuses (45%+)&lt;br /&gt;
* Maintain Excellent plant health at harvest (+15% rarity)&lt;br /&gt;
* Use Gold Clover Replica upgrade (+20%) for best results&lt;br /&gt;
* Four-Leaf Clovers status effect adds +20% rarity chance&lt;br /&gt;
&lt;br /&gt;
; Resource Management&lt;br /&gt;
* Fill planters completely before planting&lt;br /&gt;
* Check resource levels daily&lt;br /&gt;
* Very Hard seeds consume 70-80% quality per day - requires daily checks&lt;br /&gt;
* Use Dirt/Water Retainer upgrades to reduce quality loss&lt;br /&gt;
&lt;br /&gt;
; Planter Selection&lt;br /&gt;
* Wooden planters: Best for disease/fungal-prone seeds&lt;br /&gt;
* Metal planters: Best for pest-prone seeds and maximum durability&lt;br /&gt;
* Large planters: Highest bonuses and capacity for serious gardeners&lt;br /&gt;
* Small planters: Good for beginners and testing seeds&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Tinkering]]&lt;br /&gt;
* [[TasteID]]&lt;br /&gt;
* [[Resource Gathering]]&lt;br /&gt;
* [[Crafting Zones]]&lt;br /&gt;
* [[Getting Started]]&lt;br /&gt;
* [[Main Menu]]&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
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	</entry>
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		<summary type="html">&lt;p&gt;Riggz: &lt;/p&gt;
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	<entry>
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		<title>Plant Growing System</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=530"/>
		<updated>2026-01-08T20:29:12Z</updated>

		<summary type="html">&lt;p&gt;Riggz: /* See Also */&lt;/p&gt;
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&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| [[File:SmallFlowerSeed.png|500px]] || [[File:PlantGrowSystem.png|500px]] || [[File:LargeFlowerSeed.png|500px]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
{|align=right&lt;br /&gt;
  |__TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
= PU Plant System =&lt;br /&gt;
&lt;br /&gt;
The PU Plant System is a comprehensive gardening framework where players grow decorative plants in craftable planters. The system features daily quality checks, growth stages, plant health mechanics, status effects, upgrades, and material-based bonuses.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Players craft planters from wood or metal, plant seeds with varying difficulty levels, maintain water and dirt resources, perform daily quality checks using a Planter Tester tool, and harvest mature plants for decorative items with rarity tiers (Common, Uncommon, Rare, Legendary).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== Required Items ===&lt;br /&gt;
; [[Planter]]&lt;br /&gt;
* Craftable via Carpentry (wood) or Blacksmithing (metal)&lt;br /&gt;
* Available in multiple materials (Iron, Wood, Colored Ingots/Logs)&lt;br /&gt;
* Higher-tier materials provide increased durability&lt;br /&gt;
* Must be locked down in a player house to function&lt;br /&gt;
&lt;br /&gt;
; [[Planter Tester]]&lt;br /&gt;
* Craftable tool used for daily quality checks&lt;br /&gt;
* Made from various metal types (Iron through Zentonium)&lt;br /&gt;
* Better materials grant quality bonus to test results&lt;br /&gt;
* Has limited charges based on material and quality&lt;br /&gt;
&lt;br /&gt;
; [[Seeds]]&lt;br /&gt;
* Current seed types: Small Flowers, Large Flowers&lt;br /&gt;
* Growth Difficulty: VeryEasy, Easy, Moderate, Hard, VeryHard&lt;br /&gt;
* Harder difficulties require more skill and resources but yield better rewards&lt;br /&gt;
&lt;br /&gt;
; [[Dirt Pile]]&lt;br /&gt;
* Mined from farm terrain tiles using a pickaxe or shovel&lt;br /&gt;
* Required to fill planters (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
; [[Water]]&lt;br /&gt;
* Collected via water containers (Water Bucket and Water Barrels)&lt;br /&gt;
* Fill containers by double-clicking near water tiles&lt;br /&gt;
* Required to keep planters hydrated (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Types ==&lt;br /&gt;
&lt;br /&gt;
=== Wooden Planters ===&lt;br /&gt;
Wooden planters excel at disease and fungal resistance with balanced growth rates.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Wooden || 100 || 100/100 || 10% || 5% || 12% || +5% || +5% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Wooden || 150 || 200/200 || 15% || 10% || 18% || +10% || +10% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Wooden || 300 || 500/500 || 35% || 30% || 37% || +15% || +25% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Metal Planters ===&lt;br /&gt;
Metal planters prioritize pest resistance and durability with strong growth bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Metal || 150 || 100/100 || 8% || 10% || 4% || +4% || +4% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Metal || 250 || 300/300 || 23% || 25% || 19% || +8% || +14% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Metal || 350 || 500/500 || 38% || 40% || 34% || +12% || +24% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Capacity shows Water/Dirt maximum. All planters have 1 upgrade slot (base).&lt;br /&gt;
&lt;br /&gt;
=== Material Durability Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Durability Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Regular Wood/Iron || +5&lt;br /&gt;
|-&lt;br /&gt;
| Dullwood/Dull Copper || +25&lt;br /&gt;
|-&lt;br /&gt;
| Umbrawood/Umbra Iron || +50&lt;br /&gt;
|-&lt;br /&gt;
| Copperwood/Copper || +75&lt;br /&gt;
|-&lt;br /&gt;
| Bronzewood/Bronze || +100&lt;br /&gt;
|-&lt;br /&gt;
| Goldenwood/Gold || +125&lt;br /&gt;
|-&lt;br /&gt;
| Lunawood/Lunanite || +150&lt;br /&gt;
|-&lt;br /&gt;
| Durawood/Duranium || +175&lt;br /&gt;
|-&lt;br /&gt;
| Verawood/Veranium || +200&lt;br /&gt;
|-&lt;br /&gt;
| Zentowood/Zentonium || +225&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planting Process ==&lt;br /&gt;
&lt;br /&gt;
# Craft a Planter&lt;br /&gt;
#* Wood planters: higher disease/fungal resistance&lt;br /&gt;
#* Metal planters: higher durability and pest resistance&lt;br /&gt;
# Place in House&lt;br /&gt;
#* Place planter in your house&lt;br /&gt;
# Lock Down&lt;br /&gt;
#* Lock down the planter (must be owner or co-owner)&lt;br /&gt;
# Add Dirt&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
# Add Water&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
# Plant Seed&lt;br /&gt;
#* Use a seed on the planter&lt;br /&gt;
#* Requires minimum dirt and water (varies by seed)&lt;br /&gt;
#* Seed is consumed on successful planting&lt;br /&gt;
#* Plant status changes to &amp;quot;Seeded&amp;quot;&lt;br /&gt;
# Use a Planter Tester to rain your daily quality check&lt;br /&gt;
#* Use Fertilizer and Nutrified Water to raise Dirt and Water Qualities&lt;br /&gt;
#** Both Fertilizer and Nutrified Water can be crafted with [[Alchemy]].&lt;br /&gt;
# First Growth Check&lt;br /&gt;
#* Occurs 24 hours after planting&lt;br /&gt;
# Daily Maintenance&lt;br /&gt;
#* Perform quality checks, add resources, monitor plant health&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important&#039;&#039;: Planters not locked down that are seeded do not grow. The reset each day on growth check, repeating the same day. Effectively pausing the planter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Checks ==&lt;br /&gt;
&lt;br /&gt;
Each day, players perform **one quality check** per planter using a Planter Tester tool. This determines the maximum quality ceiling for water and dirt that day.&lt;br /&gt;
&lt;br /&gt;
=== Quality Check Formula ===&lt;br /&gt;
Final Quality = Base Quality + Skill Bonus + Success Bonus + Tool Bonus&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Base Quality&#039;&#039;&#039;: 30-75% (varies by seed difficulty)&lt;br /&gt;
** VeryEasy: 50-75%&lt;br /&gt;
** Easy: 45-70%&lt;br /&gt;
** Moderate: 40-65%&lt;br /&gt;
** Hard: 35-60%&lt;br /&gt;
** VeryHard: 30-55%&lt;br /&gt;
* &#039;&#039;&#039;Skill Bonus&#039;&#039;&#039;: 0-35% (based on [[TasteID]] skill)&lt;br /&gt;
** Scales from minimum to maximum skill requirement&lt;br /&gt;
** Full bonus at maximum skill for that difficulty&lt;br /&gt;
* &#039;&#039;&#039;Success Bonus&#039;&#039;&#039;: 5-10% (granted on successful skill check)&lt;br /&gt;
** Awarded when the skill check succeeds&lt;br /&gt;
** Adds variability to quality results&lt;br /&gt;
* &#039;&#039;&#039;Tool Bonus&#039;&#039;&#039;: 0-23% (based on Planter Tester material and quality)&lt;br /&gt;
&lt;br /&gt;
=== Planter Tester Tool Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Regular Bonus !! Exceptional Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Iron || 0% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| Dull Copper || +2% || +7%&lt;br /&gt;
|-&lt;br /&gt;
| Umbra Iron || +4% || +9%&lt;br /&gt;
|-&lt;br /&gt;
| Copper || +6% || +11%&lt;br /&gt;
|-&lt;br /&gt;
| Bronze || +8% || +13%&lt;br /&gt;
|-&lt;br /&gt;
| Gold || +10% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Lunanite || +12% || +17%&lt;br /&gt;
|-&lt;br /&gt;
| Duranium || +14% || +19%&lt;br /&gt;
|-&lt;br /&gt;
| Veranium || +16% || +21%&lt;br /&gt;
|-&lt;br /&gt;
| Zentonium || +18% || +23%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Zentonium Exceptional Planter Tester grants +23% to quality checks.&lt;br /&gt;
&lt;br /&gt;
=== TasteID Skill Requirements by Difficulty ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Min Skill !! Max Skill&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 50.0 || 80.0&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 60.0 || 90.0&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 70.0 || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 90.0 || 110.0&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 100.0 || 120.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Higher [[TasteID]] skill grants better quality results. [[TasteID]] to 120.0 for maximum effectiveness on Very Hard seeds.&lt;br /&gt;
&lt;br /&gt;
== Quality Enhancement Items ==&lt;br /&gt;
&lt;br /&gt;
Special items can be used to increase the current water or dirt quality **after** performing a daily quality check. These items can only raise quality up to the maximum set by that day&#039;s quality check. Both are crafted with [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
=== Plant Fertilizer ===&lt;br /&gt;
Increases **current dirt quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to Max Dirt Quality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires dirt to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test dirt quality and get 65% max for the day. Current quality is 20%. Use Plant Fertilizer to raise it from 20% → 50% → 65% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
=== Nutrified Plant Water ===&lt;br /&gt;
Increases **current water quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to Max Water Quality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires water to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test water quality and get 70% max for the day. Current quality is 30%. Use Nutrified Plant Water to raise it from 30% → 60% → 70% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important Notes&#039;&#039;:&lt;br /&gt;
* Both Fertilizer and Nutrified Water are crafted with [[Alchemy]]&lt;br /&gt;
* These items raise **current quality**, not **maximum quality**&lt;br /&gt;
* They can only be used after performing the daily quality check&lt;br /&gt;
* Quality cannot exceed the daily maximum set by your quality check&lt;br /&gt;
* Larger planters require more uses to achieve the same percentage increase&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Degradation ==&lt;br /&gt;
&lt;br /&gt;
Each day at the daily reset (24 hours after planting), water and dirt quality decrease based on seed difficulty and active status effects.&lt;br /&gt;
&lt;br /&gt;
=== Base Quality Reduction ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Quality Loss per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 30-40%&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 40-50%&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 50-60%&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 60-70%&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 70-80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strategy&#039;&#039;: Higher difficulty seeds require more frequent quality checks and better tools to maintain high quality levels.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Growth System ==&lt;br /&gt;
&lt;br /&gt;
=== Growth Stages ===&lt;br /&gt;
Plants progress through five stages based on accumulated Growth Score:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Progress !! Visual !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Seeded || 0-25% || No visual spawn || Initial planting&lt;br /&gt;
|-&lt;br /&gt;
| Seedling || 25-50% || No visual spawn || Early growth&lt;br /&gt;
|-&lt;br /&gt;
| Sprout || 50-75% || Small sprout appears || First visible stage&lt;br /&gt;
|-&lt;br /&gt;
| Growing || 75-100% || Medium plant || Almost mature&lt;br /&gt;
|-&lt;br /&gt;
| Complete || 100% || Full plant || Ready to harvest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Daily Growth Calculation ===&lt;br /&gt;
Each day at reset, the planter calculates growth increase:&lt;br /&gt;
&lt;br /&gt;
Growth = Base Growth × Resource Penalty × Quality Bonus × Health Multiplier&lt;br /&gt;
&lt;br /&gt;
; Factors&lt;br /&gt;
* &#039;&#039;&#039;Base Growth&#039;&#039;&#039;: Random value between MinimumDailyGrowthScore and MaximumDailyGrowthScore (seed-dependent)&lt;br /&gt;
* &#039;&#039;&#039;Resource Penalty&#039;&#039;&#039;: 50% penalty if water OR dirt falls below minimum needed&lt;br /&gt;
* &#039;&#039;&#039;Quality Bonus&#039;&#039;&#039;: Up to +50% from combined water and dirt quality&lt;br /&gt;
** Water Quality contributes 5% of its value&lt;br /&gt;
** Dirt Quality contributes 5% of its value&lt;br /&gt;
** Example: 100% water + 100% dirt = +10% growth bonus&lt;br /&gt;
* &#039;&#039;&#039;Growth Rate Bonuses&#039;&#039;&#039;: From planter base stats, upgrades, and status effects&lt;br /&gt;
* &#039;&#039;&#039;Health Multiplier&#039;&#039;&#039;: Based on current plant health&lt;br /&gt;
&lt;br /&gt;
=== Resource Consumption ===&lt;br /&gt;
Each day, the plant consumes:&lt;br /&gt;
* Water: Random amount between MinimumWaterNeeded and MaximumWaterNeeded (seed-dependent)&lt;br /&gt;
* Dirt: Random amount between MinimumDirtNeeded and MaximumDirtNeeded (seed-dependent)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Warning&#039;&#039;: If resources drop to zero, growth is severely penalized!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Plant Health System ==&lt;br /&gt;
&lt;br /&gt;
Plant health is calculated daily and affects growth speed and rarity chance at harvest.&lt;br /&gt;
&lt;br /&gt;
=== Health Levels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health !! Growth Multiplier !! Rarity Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Excellent || +25% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Good || +10% || +8%&lt;br /&gt;
|-&lt;br /&gt;
| Fair || Normal || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Poor || -15% || -5%&lt;br /&gt;
|-&lt;br /&gt;
| Withered || -40% || -15%&lt;br /&gt;
|-&lt;br /&gt;
| Dead || 0% (no growth) || -25%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Calculation Formula ===&lt;br /&gt;
Health is recalculated daily based on four factors:&lt;br /&gt;
&lt;br /&gt;
Health Score = (Resource × 0.4) + (Quality × 0.8) + (Status × 0.4) − (Growth Penalty × 0.1)&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Resource Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Both resources present = 100 points&lt;br /&gt;
** Partial resources = 50 points&lt;br /&gt;
** Empty resources = 0 points&lt;br /&gt;
* &#039;&#039;&#039;Quality Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Average of water and dirt quality&lt;br /&gt;
** Below 30% quality applies 50% penalty&lt;br /&gt;
* &#039;&#039;&#039;Status Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Baseline: 50&lt;br /&gt;
** Negative effects: -20 per effect&lt;br /&gt;
** Positive effects: +10 per effect&lt;br /&gt;
* &#039;&#039;&#039;Growth Penalty&#039;&#039;&#039; (0-40):&lt;br /&gt;
** Seeded: 0&lt;br /&gt;
** Seedling: 10&lt;br /&gt;
** Sprout: 20&lt;br /&gt;
** Growing: 30&lt;br /&gt;
** Complete: 40&lt;br /&gt;
&lt;br /&gt;
=== Health Changes ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health Score !! Result&lt;br /&gt;
|-&lt;br /&gt;
| 85+ || Health improves by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 70-84 || Minor improvement (Poor → Fair only)&lt;br /&gt;
|-&lt;br /&gt;
| 50-69 || Health stable&lt;br /&gt;
|-&lt;br /&gt;
| 35-49 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 20-34 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;20 || Health decreases by 2 levels (rapid decline!)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Key Point&#039;&#039;: Mature plants (Growing/Complete stages) are MORE demanding and require better care to maintain health.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Status Effects (Random Events) ==&lt;br /&gt;
&lt;br /&gt;
Status effects are random events that apply each day based on seed difficulty, resistance stats, and quality levels.&lt;br /&gt;
&lt;br /&gt;
=== Event Roll Frequency ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Event Rolls per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 2&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Pests ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Aphids || 15% || 1-3 days || -10% Growth Rate, -5% Rarity, -10% Water Max Quality&lt;br /&gt;
|-&lt;br /&gt;
| Caterpillars || 12% || 1-3 days || -12% Dirt Max Quality, +8% Water Quality Loss, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Spider Mites || 10% || 2-4 days || -14% Fungal Resistance, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Diseases ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Blight || 12% || 1-3 days || -10% Growth Rate, -5% Dirt Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Root Rot || 10% || 2-4 days || +12% Water Quality Loss, -8% Water Max Quality, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Leaf Spot || 8% || 1-3 days || +14% Water Quality Loss, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Fungal ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Mold || 10% || 1-3 days || +10% Water Quality Loss, -5% Water Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Rot Mushrooms || 8% || 2-4 days || +12% Water Quality Loss, -8% Growth Rate, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Powdery Mildew || 7% || 1-3 days || -14% Water Max Quality, -11% Rarity, +14% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Soil/Water Issues ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Percolated Soil || 8% || 1-2 days || -12% Dirt Max Quality, -10% Growth Rate, -12% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Waterlogged Soil || 10% || 1-3 days || -15% Dirt Max Quality, -13% Rarity, -15% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| pH Imbalance || 8% || 1-2 days || -12% Water Max Quality, -10% Growth Rate, -12% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Water Parasites || 10% || 2-4 days || -15% Water Max Quality, -13% Rarity, -15% Fungal Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Defensive ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Defence || 5% || 2-4 days || +10% Fungal Resistance, +10% Growth Rate, -10% Dirt Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || 5% || 2-4 days || +10% Pest Resistance, +10% Rarity, -10% Water Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Antibody Boost || 5% || 2-4 days || +10% Disease Resistance, +10% Growth Rate, +10% Dirt Max Quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Quality ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fertile Soil || 6% || 3-5 days || +10% Dirt Max Quality, +10% Rarity, +10% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Balanced pH || 6% || 3-5 days || +10% Water Max Quality, +10% Growth Rate, +10% Pest Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Luck ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Four-Leaf Clovers || 3% || 2-4 days || +20% Rarity, -10% Dirt Quality Loss, -10% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: High water and dirt quality reduce negative effect chances by up to 30%. Positive effects are increased by quality.&lt;br /&gt;
&#039;&#039;Resistance&#039;&#039;: All Resistance reduces chance by 75% of resistance value. Example: 20% Pest Resistance = 15% reduction in chance.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Planters can be upgraded with consumable items that provide permanent bonuses until the upgrade expires (charge-based).&lt;br /&gt;
&lt;br /&gt;
Upgrades will be craftable with [[Tinkering]] and [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
=== Standard Upgrades (10 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Water Purification Filter || +10% Water Max Quality || Purifies water, increasing maximum water quality&lt;br /&gt;
|-&lt;br /&gt;
| Water Retainer || -10% Daily Water Quality Loss || Retains water quality, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Dirt Retainer || -10% Daily Dirt Quality Loss || Retains soil nutrients, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Soil Nutrient Booster || +10% Dirt Max Quality || Enriches soil with nutrients, increasing maximum quality&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || +10% Pest Resistance || Repels pests, increasing plant resistance&lt;br /&gt;
|-&lt;br /&gt;
| Disease Shield || +10% Disease Resistance || Shields against diseases, boosting plant immunity&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Inhibitor || +10% Fungal Resistance || Inhibits fungal growth, protecting plants&lt;br /&gt;
|-&lt;br /&gt;
| Growth Enhancer || +5% Growth Rate || Enhances growth rate moderately&lt;br /&gt;
|-&lt;br /&gt;
| Growth Accelerator || +10% Growth Rate || Significantly accelerates plant growth&lt;br /&gt;
|-&lt;br /&gt;
| Clover Replica || +5% Rarity Chance || A fortunate charm that increases rare plant chances&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Upgrades (20 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Gold Clover Replica || +20% Rarity Chance || An extremely lucky charm that greatly increases rare plant chances&lt;br /&gt;
|-&lt;br /&gt;
| Fumigation System || +20% Disease Resistance || Advanced fumigation system providing superior disease protection&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Microbial Liner || +20% Disease Resistance || Specialized liner that prevents microbial contamination&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Fungal Coating || +20% Fungal Resistance || Advanced coating that provides exceptional fungal protection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Upgrades consume one charge per daily reset. Small planters have 1 upgrade slot.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
&lt;br /&gt;
When a plant reaches 100% growth (Complete stage), it can be harvested for a decorative plant item.&lt;br /&gt;
&lt;br /&gt;
=== Harvest Requirements ===&lt;br /&gt;
* Plant must be at Complete stage (100% Growth Score)&lt;br /&gt;
* Plant that are dead produce nothing at harvest.&lt;br /&gt;
* Player must be owner/co-owner of house where planter is locked down&lt;br /&gt;
&lt;br /&gt;
=== Rarity System ===&lt;br /&gt;
Harvested plants have four rarity tiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rarity !! Base Chance !! Color&lt;br /&gt;
|-&lt;br /&gt;
| Common || 50% || White&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon || 30% || Green&lt;br /&gt;
|-&lt;br /&gt;
| Rare || 15% || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || 5% || Gold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Rarity Modifiers&lt;br /&gt;
* Total Rarity Bonus = Planter Base Bonus + Upgrade Bonuses + Status Effect Bonuses + Plant Health Bonus&lt;br /&gt;
* Plant Health Bonuses:&lt;br /&gt;
** Excellent: +15%&lt;br /&gt;
** Good: +8%&lt;br /&gt;
** Fair: 0%&lt;br /&gt;
** Poor: -5%&lt;br /&gt;
** Withered: -15%&lt;br /&gt;
** Dead: -25%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Large Metal Planter (+12% base) with Excellent health (+15%) and Gold Clover Replica (+20%) has +47% total rarity bonus, significantly increasing chances for Rare and Legendary plants.&lt;br /&gt;
&lt;br /&gt;
=== Durability Loss ===&lt;br /&gt;
* Each harvest reduces planter durability by 10 (base, varies by seed)&lt;br /&gt;
* When durability reaches 0, the planter breaks and is deleted&lt;br /&gt;
* Higher-tier materials grant more total harvests&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Calculation&#039;&#039;: Zentonium Large Metal Planter = 350 base + 225 material bonus = 575 durability = ~57 harvests&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Seed Types and Plants ==&lt;br /&gt;
&lt;br /&gt;
=== Small Flowers ===&lt;br /&gt;
Fast-growing decorative flowers. Over 35 different varieties across all rarity tiers.&lt;br /&gt;
&lt;br /&gt;
; Examples&lt;br /&gt;
* Common: Orfluer flowers, Campion flowers, Snowdrops, Poppies&lt;br /&gt;
* Uncommon: Foxglove flowers, White flowers, Red poppies&lt;br /&gt;
* Rare: Orange rosa, Pink periwinkle, Purple daisy, Yellow muriel&lt;br /&gt;
* Legendary: Blue zinnia, Frost daisy, Desert daisy, Morning flowers&lt;br /&gt;
&lt;br /&gt;
=== Large Flowers ===&lt;br /&gt;
Larger decorative bushes and flowering plants. Over 20 different varieties.&lt;br /&gt;
&lt;br /&gt;
; Examples&lt;br /&gt;
* Common: Silvershade bloom, Desert thicket, Wispwillow, Duskpetal&lt;br /&gt;
* Uncommon: Rosethorn veil, Azalea bush, Rose thicket&lt;br /&gt;
* Rare: Mud willow, Morning lilac, Echo fern&lt;br /&gt;
* Legendary: Whisper thorn, Rose bush, Dusk willow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Additional seed types (Bushes, Trees, Herbs, Exotic Plants, Fungi, Cacti, Vines, Aquatic Plants, Carnivorous Plants, Magical Plants, Giant Plants, Regional Plants) are planned for future releases.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Strategies ==&lt;br /&gt;
&lt;br /&gt;
; Maximize Quality&lt;br /&gt;
* Use high-tier Planter Tester tools (Zentonium Exceptional = +23%)&lt;br /&gt;
* Train [[TasteID]] to 120.0 for maximum skill bonus&lt;br /&gt;
* Perform quality checks daily &lt;br /&gt;
* Use Water Purification Filter and Soil Nutrient Booster upgrades&lt;br /&gt;
&lt;br /&gt;
; Maintain Plant Health&lt;br /&gt;
* Keep water and dirt levels above minimum requirements at all times&lt;br /&gt;
* Maintain quality above 30% to avoid severe penalties&lt;br /&gt;
* Monitor for negative status effects&lt;br /&gt;
* Use high-quality planters (Large Wooden = 35/30/37% resistances)&lt;br /&gt;
&lt;br /&gt;
; Growth Optimization&lt;br /&gt;
* High water and dirt quality = up to +10% growth speed&lt;br /&gt;
* Healthy plants (Excellent/Good) grow 10-25% faster&lt;br /&gt;
* Use Growth Accelerator upgrade (+10%) for maximum speed&lt;br /&gt;
* Never let resources drop to zero (50% growth penalty!)&lt;br /&gt;
&lt;br /&gt;
; Harvest Planning&lt;br /&gt;
* Legendary plants require high rarity bonuses (45%+)&lt;br /&gt;
* Maintain Excellent plant health at harvest (+15% rarity)&lt;br /&gt;
* Use Gold Clover Replica upgrade (+20%) for best results&lt;br /&gt;
* Four-Leaf Clovers status effect adds +20% rarity chance&lt;br /&gt;
&lt;br /&gt;
; Resource Management&lt;br /&gt;
* Fill planters completely before planting&lt;br /&gt;
* Check resource levels daily&lt;br /&gt;
* Very Hard seeds consume 70-80% quality per day - requires daily checks&lt;br /&gt;
* Use Dirt/Water Retainer upgrades to reduce quality loss&lt;br /&gt;
&lt;br /&gt;
; Planter Selection&lt;br /&gt;
* Wooden planters: Best for disease/fungal-prone seeds&lt;br /&gt;
* Metal planters: Best for pest-prone seeds and maximum durability&lt;br /&gt;
* Large planters: Highest bonuses and capacity for serious gardeners&lt;br /&gt;
* Small planters: Good for beginners and testing seeds&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Tinkering]]&lt;br /&gt;
* [[TasteID]]&lt;br /&gt;
* [[Resource Gathering]]&lt;br /&gt;
* [[Crafting Zones]]&lt;br /&gt;
* [[Getting Started]]&lt;br /&gt;
* [[Main Menu]]&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=529</id>
		<title>Plant Growing System</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=529"/>
		<updated>2026-01-08T20:28:34Z</updated>

		<summary type="html">&lt;p&gt;Riggz: /* Daily Quality Checks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| [[File:SmallFlowerSeed.png|500px]] || [[File:PlantGrowSystem.png|500px]] || [[File:LargeFlowerSeed.png|500px]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
{|align=right&lt;br /&gt;
  |__TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
= PU Plant System =&lt;br /&gt;
&lt;br /&gt;
The PU Plant System is a comprehensive gardening framework where players grow decorative plants in craftable planters. The system features daily quality checks, growth stages, plant health mechanics, status effects, upgrades, and material-based bonuses.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Players craft planters from wood or metal, plant seeds with varying difficulty levels, maintain water and dirt resources, perform daily quality checks using a Planter Tester tool, and harvest mature plants for decorative items with rarity tiers (Common, Uncommon, Rare, Legendary).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== Required Items ===&lt;br /&gt;
; [[Planter]]&lt;br /&gt;
* Craftable via Carpentry (wood) or Blacksmithing (metal)&lt;br /&gt;
* Available in multiple materials (Iron, Wood, Colored Ingots/Logs)&lt;br /&gt;
* Higher-tier materials provide increased durability&lt;br /&gt;
* Must be locked down in a player house to function&lt;br /&gt;
&lt;br /&gt;
; [[Planter Tester]]&lt;br /&gt;
* Craftable tool used for daily quality checks&lt;br /&gt;
* Made from various metal types (Iron through Zentonium)&lt;br /&gt;
* Better materials grant quality bonus to test results&lt;br /&gt;
* Has limited charges based on material and quality&lt;br /&gt;
&lt;br /&gt;
; [[Seeds]]&lt;br /&gt;
* Current seed types: Small Flowers, Large Flowers&lt;br /&gt;
* Growth Difficulty: VeryEasy, Easy, Moderate, Hard, VeryHard&lt;br /&gt;
* Harder difficulties require more skill and resources but yield better rewards&lt;br /&gt;
&lt;br /&gt;
; [[Dirt Pile]]&lt;br /&gt;
* Mined from farm terrain tiles using a pickaxe or shovel&lt;br /&gt;
* Required to fill planters (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
; [[Water]]&lt;br /&gt;
* Collected via water containers (Water Bucket and Water Barrels)&lt;br /&gt;
* Fill containers by double-clicking near water tiles&lt;br /&gt;
* Required to keep planters hydrated (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Types ==&lt;br /&gt;
&lt;br /&gt;
=== Wooden Planters ===&lt;br /&gt;
Wooden planters excel at disease and fungal resistance with balanced growth rates.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Wooden || 100 || 100/100 || 10% || 5% || 12% || +5% || +5% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Wooden || 150 || 200/200 || 15% || 10% || 18% || +10% || +10% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Wooden || 300 || 500/500 || 35% || 30% || 37% || +15% || +25% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Metal Planters ===&lt;br /&gt;
Metal planters prioritize pest resistance and durability with strong growth bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Metal || 150 || 100/100 || 8% || 10% || 4% || +4% || +4% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Metal || 250 || 300/300 || 23% || 25% || 19% || +8% || +14% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Metal || 350 || 500/500 || 38% || 40% || 34% || +12% || +24% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Capacity shows Water/Dirt maximum. All planters have 1 upgrade slot (base).&lt;br /&gt;
&lt;br /&gt;
=== Material Durability Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Durability Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Regular Wood/Iron || +5&lt;br /&gt;
|-&lt;br /&gt;
| Dullwood/Dull Copper || +25&lt;br /&gt;
|-&lt;br /&gt;
| Umbrawood/Umbra Iron || +50&lt;br /&gt;
|-&lt;br /&gt;
| Copperwood/Copper || +75&lt;br /&gt;
|-&lt;br /&gt;
| Bronzewood/Bronze || +100&lt;br /&gt;
|-&lt;br /&gt;
| Goldenwood/Gold || +125&lt;br /&gt;
|-&lt;br /&gt;
| Lunawood/Lunanite || +150&lt;br /&gt;
|-&lt;br /&gt;
| Durawood/Duranium || +175&lt;br /&gt;
|-&lt;br /&gt;
| Verawood/Veranium || +200&lt;br /&gt;
|-&lt;br /&gt;
| Zentowood/Zentonium || +225&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planting Process ==&lt;br /&gt;
&lt;br /&gt;
# Craft a Planter&lt;br /&gt;
#* Wood planters: higher disease/fungal resistance&lt;br /&gt;
#* Metal planters: higher durability and pest resistance&lt;br /&gt;
# Place in House&lt;br /&gt;
#* Place planter in your house&lt;br /&gt;
# Lock Down&lt;br /&gt;
#* Lock down the planter (must be owner or co-owner)&lt;br /&gt;
# Add Dirt&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
# Add Water&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
# Plant Seed&lt;br /&gt;
#* Use a seed on the planter&lt;br /&gt;
#* Requires minimum dirt and water (varies by seed)&lt;br /&gt;
#* Seed is consumed on successful planting&lt;br /&gt;
#* Plant status changes to &amp;quot;Seeded&amp;quot;&lt;br /&gt;
# Use a Planter Tester to rain your daily quality check&lt;br /&gt;
#* Use Fertilizer and Nutrified Water to raise Dirt and Water Qualities&lt;br /&gt;
#** Both Fertilizer and Nutrified Water can be crafted with [[Alchemy]].&lt;br /&gt;
# First Growth Check&lt;br /&gt;
#* Occurs 24 hours after planting&lt;br /&gt;
# Daily Maintenance&lt;br /&gt;
#* Perform quality checks, add resources, monitor plant health&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important&#039;&#039;: Planters not locked down that are seeded do not grow. The reset each day on growth check, repeating the same day. Effectively pausing the planter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Checks ==&lt;br /&gt;
&lt;br /&gt;
Each day, players perform **one quality check** per planter using a Planter Tester tool. This determines the maximum quality ceiling for water and dirt that day.&lt;br /&gt;
&lt;br /&gt;
=== Quality Check Formula ===&lt;br /&gt;
Final Quality = Base Quality + Skill Bonus + Success Bonus + Tool Bonus&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Base Quality&#039;&#039;&#039;: 30-75% (varies by seed difficulty)&lt;br /&gt;
** VeryEasy: 50-75%&lt;br /&gt;
** Easy: 45-70%&lt;br /&gt;
** Moderate: 40-65%&lt;br /&gt;
** Hard: 35-60%&lt;br /&gt;
** VeryHard: 30-55%&lt;br /&gt;
* &#039;&#039;&#039;Skill Bonus&#039;&#039;&#039;: 0-35% (based on [[TasteID]] skill)&lt;br /&gt;
** Scales from minimum to maximum skill requirement&lt;br /&gt;
** Full bonus at maximum skill for that difficulty&lt;br /&gt;
* &#039;&#039;&#039;Success Bonus&#039;&#039;&#039;: 5-10% (granted on successful skill check)&lt;br /&gt;
** Awarded when the skill check succeeds&lt;br /&gt;
** Adds variability to quality results&lt;br /&gt;
* &#039;&#039;&#039;Tool Bonus&#039;&#039;&#039;: 0-23% (based on Planter Tester material and quality)&lt;br /&gt;
&lt;br /&gt;
=== Planter Tester Tool Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Regular Bonus !! Exceptional Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Iron || 0% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| Dull Copper || +2% || +7%&lt;br /&gt;
|-&lt;br /&gt;
| Umbra Iron || +4% || +9%&lt;br /&gt;
|-&lt;br /&gt;
| Copper || +6% || +11%&lt;br /&gt;
|-&lt;br /&gt;
| Bronze || +8% || +13%&lt;br /&gt;
|-&lt;br /&gt;
| Gold || +10% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Lunanite || +12% || +17%&lt;br /&gt;
|-&lt;br /&gt;
| Duranium || +14% || +19%&lt;br /&gt;
|-&lt;br /&gt;
| Veranium || +16% || +21%&lt;br /&gt;
|-&lt;br /&gt;
| Zentonium || +18% || +23%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Zentonium Exceptional Planter Tester grants +23% to quality checks.&lt;br /&gt;
&lt;br /&gt;
=== TasteID Skill Requirements by Difficulty ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Min Skill !! Max Skill&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 50.0 || 80.0&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 60.0 || 90.0&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 70.0 || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 90.0 || 110.0&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 100.0 || 120.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Higher [[TasteID]] skill grants better quality results. [[TasteID]] to 120.0 for maximum effectiveness on Very Hard seeds.&lt;br /&gt;
&lt;br /&gt;
== Quality Enhancement Items ==&lt;br /&gt;
&lt;br /&gt;
Special items can be used to increase the current water or dirt quality **after** performing a daily quality check. These items can only raise quality up to the maximum set by that day&#039;s quality check. Both are crafted with [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
=== Plant Fertilizer ===&lt;br /&gt;
Increases **current dirt quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to Max Dirt Quality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires dirt to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test dirt quality and get 65% max for the day. Current quality is 20%. Use Plant Fertilizer to raise it from 20% → 50% → 65% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
=== Nutrified Plant Water ===&lt;br /&gt;
Increases **current water quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to Max Water Quality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires water to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test water quality and get 70% max for the day. Current quality is 30%. Use Nutrified Plant Water to raise it from 30% → 60% → 70% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important Notes&#039;&#039;:&lt;br /&gt;
* Both Fertilizer and Nutrified Water are crafted with [[Alchemy]]&lt;br /&gt;
* These items raise **current quality**, not **maximum quality**&lt;br /&gt;
* They can only be used after performing the daily quality check&lt;br /&gt;
* Quality cannot exceed the daily maximum set by your quality check&lt;br /&gt;
* Larger planters require more uses to achieve the same percentage increase&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Degradation ==&lt;br /&gt;
&lt;br /&gt;
Each day at the daily reset (24 hours after planting), water and dirt quality decrease based on seed difficulty and active status effects.&lt;br /&gt;
&lt;br /&gt;
=== Base Quality Reduction ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Quality Loss per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 30-40%&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 40-50%&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 50-60%&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 60-70%&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 70-80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strategy&#039;&#039;: Higher difficulty seeds require more frequent quality checks and better tools to maintain high quality levels.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Growth System ==&lt;br /&gt;
&lt;br /&gt;
=== Growth Stages ===&lt;br /&gt;
Plants progress through five stages based on accumulated Growth Score:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Progress !! Visual !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Seeded || 0-25% || No visual spawn || Initial planting&lt;br /&gt;
|-&lt;br /&gt;
| Seedling || 25-50% || No visual spawn || Early growth&lt;br /&gt;
|-&lt;br /&gt;
| Sprout || 50-75% || Small sprout appears || First visible stage&lt;br /&gt;
|-&lt;br /&gt;
| Growing || 75-100% || Medium plant || Almost mature&lt;br /&gt;
|-&lt;br /&gt;
| Complete || 100% || Full plant || Ready to harvest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Daily Growth Calculation ===&lt;br /&gt;
Each day at reset, the planter calculates growth increase:&lt;br /&gt;
&lt;br /&gt;
Growth = Base Growth × Resource Penalty × Quality Bonus × Health Multiplier&lt;br /&gt;
&lt;br /&gt;
; Factors&lt;br /&gt;
* &#039;&#039;&#039;Base Growth&#039;&#039;&#039;: Random value between MinimumDailyGrowthScore and MaximumDailyGrowthScore (seed-dependent)&lt;br /&gt;
* &#039;&#039;&#039;Resource Penalty&#039;&#039;&#039;: 50% penalty if water OR dirt falls below minimum needed&lt;br /&gt;
* &#039;&#039;&#039;Quality Bonus&#039;&#039;&#039;: Up to +50% from combined water and dirt quality&lt;br /&gt;
** Water Quality contributes 5% of its value&lt;br /&gt;
** Dirt Quality contributes 5% of its value&lt;br /&gt;
** Example: 100% water + 100% dirt = +10% growth bonus&lt;br /&gt;
* &#039;&#039;&#039;Growth Rate Bonuses&#039;&#039;&#039;: From planter base stats, upgrades, and status effects&lt;br /&gt;
* &#039;&#039;&#039;Health Multiplier&#039;&#039;&#039;: Based on current plant health&lt;br /&gt;
&lt;br /&gt;
=== Resource Consumption ===&lt;br /&gt;
Each day, the plant consumes:&lt;br /&gt;
* Water: Random amount between MinimumWaterNeeded and MaximumWaterNeeded (seed-dependent)&lt;br /&gt;
* Dirt: Random amount between MinimumDirtNeeded and MaximumDirtNeeded (seed-dependent)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Warning&#039;&#039;: If resources drop to zero, growth is severely penalized!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Plant Health System ==&lt;br /&gt;
&lt;br /&gt;
Plant health is calculated daily and affects growth speed and rarity chance at harvest.&lt;br /&gt;
&lt;br /&gt;
=== Health Levels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health !! Growth Multiplier !! Rarity Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Excellent || +25% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Good || +10% || +8%&lt;br /&gt;
|-&lt;br /&gt;
| Fair || Normal || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Poor || -15% || -5%&lt;br /&gt;
|-&lt;br /&gt;
| Withered || -40% || -15%&lt;br /&gt;
|-&lt;br /&gt;
| Dead || 0% (no growth) || -25%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Calculation Formula ===&lt;br /&gt;
Health is recalculated daily based on four factors:&lt;br /&gt;
&lt;br /&gt;
Health Score = (Resource × 0.4) + (Quality × 0.8) + (Status × 0.4) − (Growth Penalty × 0.1)&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Resource Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Both resources present = 100 points&lt;br /&gt;
** Partial resources = 50 points&lt;br /&gt;
** Empty resources = 0 points&lt;br /&gt;
* &#039;&#039;&#039;Quality Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Average of water and dirt quality&lt;br /&gt;
** Below 30% quality applies 50% penalty&lt;br /&gt;
* &#039;&#039;&#039;Status Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Baseline: 50&lt;br /&gt;
** Negative effects: -20 per effect&lt;br /&gt;
** Positive effects: +10 per effect&lt;br /&gt;
* &#039;&#039;&#039;Growth Penalty&#039;&#039;&#039; (0-40):&lt;br /&gt;
** Seeded: 0&lt;br /&gt;
** Seedling: 10&lt;br /&gt;
** Sprout: 20&lt;br /&gt;
** Growing: 30&lt;br /&gt;
** Complete: 40&lt;br /&gt;
&lt;br /&gt;
=== Health Changes ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health Score !! Result&lt;br /&gt;
|-&lt;br /&gt;
| 85+ || Health improves by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 70-84 || Minor improvement (Poor → Fair only)&lt;br /&gt;
|-&lt;br /&gt;
| 50-69 || Health stable&lt;br /&gt;
|-&lt;br /&gt;
| 35-49 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 20-34 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;20 || Health decreases by 2 levels (rapid decline!)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Key Point&#039;&#039;: Mature plants (Growing/Complete stages) are MORE demanding and require better care to maintain health.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Status Effects (Random Events) ==&lt;br /&gt;
&lt;br /&gt;
Status effects are random events that apply each day based on seed difficulty, resistance stats, and quality levels.&lt;br /&gt;
&lt;br /&gt;
=== Event Roll Frequency ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Event Rolls per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 2&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Pests ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Aphids || 15% || 1-3 days || -10% Growth Rate, -5% Rarity, -10% Water Max Quality&lt;br /&gt;
|-&lt;br /&gt;
| Caterpillars || 12% || 1-3 days || -12% Dirt Max Quality, +8% Water Quality Loss, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Spider Mites || 10% || 2-4 days || -14% Fungal Resistance, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Diseases ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Blight || 12% || 1-3 days || -10% Growth Rate, -5% Dirt Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Root Rot || 10% || 2-4 days || +12% Water Quality Loss, -8% Water Max Quality, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Leaf Spot || 8% || 1-3 days || +14% Water Quality Loss, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Fungal ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Mold || 10% || 1-3 days || +10% Water Quality Loss, -5% Water Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Rot Mushrooms || 8% || 2-4 days || +12% Water Quality Loss, -8% Growth Rate, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Powdery Mildew || 7% || 1-3 days || -14% Water Max Quality, -11% Rarity, +14% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Soil/Water Issues ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Percolated Soil || 8% || 1-2 days || -12% Dirt Max Quality, -10% Growth Rate, -12% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Waterlogged Soil || 10% || 1-3 days || -15% Dirt Max Quality, -13% Rarity, -15% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| pH Imbalance || 8% || 1-2 days || -12% Water Max Quality, -10% Growth Rate, -12% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Water Parasites || 10% || 2-4 days || -15% Water Max Quality, -13% Rarity, -15% Fungal Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Defensive ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Defence || 5% || 2-4 days || +10% Fungal Resistance, +10% Growth Rate, -10% Dirt Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || 5% || 2-4 days || +10% Pest Resistance, +10% Rarity, -10% Water Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Antibody Boost || 5% || 2-4 days || +10% Disease Resistance, +10% Growth Rate, +10% Dirt Max Quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Quality ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fertile Soil || 6% || 3-5 days || +10% Dirt Max Quality, +10% Rarity, +10% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Balanced pH || 6% || 3-5 days || +10% Water Max Quality, +10% Growth Rate, +10% Pest Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Luck ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Four-Leaf Clovers || 3% || 2-4 days || +20% Rarity, -10% Dirt Quality Loss, -10% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: High water and dirt quality reduce negative effect chances by up to 30%. Positive effects are increased by quality.&lt;br /&gt;
&#039;&#039;Resistance&#039;&#039;: All Resistance reduces chance by 75% of resistance value. Example: 20% Pest Resistance = 15% reduction in chance.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Planters can be upgraded with consumable items that provide permanent bonuses until the upgrade expires (charge-based).&lt;br /&gt;
&lt;br /&gt;
Upgrades will be craftable with [[Tinkering]] and [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
=== Standard Upgrades (10 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Water Purification Filter || +10% Water Max Quality || Purifies water, increasing maximum water quality&lt;br /&gt;
|-&lt;br /&gt;
| Water Retainer || -10% Daily Water Quality Loss || Retains water quality, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Dirt Retainer || -10% Daily Dirt Quality Loss || Retains soil nutrients, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Soil Nutrient Booster || +10% Dirt Max Quality || Enriches soil with nutrients, increasing maximum quality&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || +10% Pest Resistance || Repels pests, increasing plant resistance&lt;br /&gt;
|-&lt;br /&gt;
| Disease Shield || +10% Disease Resistance || Shields against diseases, boosting plant immunity&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Inhibitor || +10% Fungal Resistance || Inhibits fungal growth, protecting plants&lt;br /&gt;
|-&lt;br /&gt;
| Growth Enhancer || +5% Growth Rate || Enhances growth rate moderately&lt;br /&gt;
|-&lt;br /&gt;
| Growth Accelerator || +10% Growth Rate || Significantly accelerates plant growth&lt;br /&gt;
|-&lt;br /&gt;
| Clover Replica || +5% Rarity Chance || A fortunate charm that increases rare plant chances&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Upgrades (20 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Gold Clover Replica || +20% Rarity Chance || An extremely lucky charm that greatly increases rare plant chances&lt;br /&gt;
|-&lt;br /&gt;
| Fumigation System || +20% Disease Resistance || Advanced fumigation system providing superior disease protection&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Microbial Liner || +20% Disease Resistance || Specialized liner that prevents microbial contamination&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Fungal Coating || +20% Fungal Resistance || Advanced coating that provides exceptional fungal protection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Upgrades consume one charge per daily reset. Small planters have 1 upgrade slot.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
&lt;br /&gt;
When a plant reaches 100% growth (Complete stage), it can be harvested for a decorative plant item.&lt;br /&gt;
&lt;br /&gt;
=== Harvest Requirements ===&lt;br /&gt;
* Plant must be at Complete stage (100% Growth Score)&lt;br /&gt;
* Plant that are dead produce nothing at harvest.&lt;br /&gt;
* Player must be owner/co-owner of house where planter is locked down&lt;br /&gt;
&lt;br /&gt;
=== Rarity System ===&lt;br /&gt;
Harvested plants have four rarity tiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rarity !! Base Chance !! Color&lt;br /&gt;
|-&lt;br /&gt;
| Common || 50% || White&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon || 30% || Green&lt;br /&gt;
|-&lt;br /&gt;
| Rare || 15% || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || 5% || Gold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Rarity Modifiers&lt;br /&gt;
* Total Rarity Bonus = Planter Base Bonus + Upgrade Bonuses + Status Effect Bonuses + Plant Health Bonus&lt;br /&gt;
* Plant Health Bonuses:&lt;br /&gt;
** Excellent: +15%&lt;br /&gt;
** Good: +8%&lt;br /&gt;
** Fair: 0%&lt;br /&gt;
** Poor: -5%&lt;br /&gt;
** Withered: -15%&lt;br /&gt;
** Dead: -25%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Large Metal Planter (+12% base) with Excellent health (+15%) and Gold Clover Replica (+20%) has +47% total rarity bonus, significantly increasing chances for Rare and Legendary plants.&lt;br /&gt;
&lt;br /&gt;
=== Durability Loss ===&lt;br /&gt;
* Each harvest reduces planter durability by 10 (base, varies by seed)&lt;br /&gt;
* When durability reaches 0, the planter breaks and is deleted&lt;br /&gt;
* Higher-tier materials grant more total harvests&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Calculation&#039;&#039;: Zentonium Large Metal Planter = 350 base + 225 material bonus = 575 durability = ~57 harvests&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Seed Types and Plants ==&lt;br /&gt;
&lt;br /&gt;
=== Small Flowers ===&lt;br /&gt;
Fast-growing decorative flowers. Over 35 different varieties across all rarity tiers.&lt;br /&gt;
&lt;br /&gt;
; Examples&lt;br /&gt;
* Common: Orfluer flowers, Campion flowers, Snowdrops, Poppies&lt;br /&gt;
* Uncommon: Foxglove flowers, White flowers, Red poppies&lt;br /&gt;
* Rare: Orange rosa, Pink periwinkle, Purple daisy, Yellow muriel&lt;br /&gt;
* Legendary: Blue zinnia, Frost daisy, Desert daisy, Morning flowers&lt;br /&gt;
&lt;br /&gt;
=== Large Flowers ===&lt;br /&gt;
Larger decorative bushes and flowering plants. Over 20 different varieties.&lt;br /&gt;
&lt;br /&gt;
; Examples&lt;br /&gt;
* Common: Silvershade bloom, Desert thicket, Wispwillow, Duskpetal&lt;br /&gt;
* Uncommon: Rosethorn veil, Azalea bush, Rose thicket&lt;br /&gt;
* Rare: Mud willow, Morning lilac, Echo fern&lt;br /&gt;
* Legendary: Whisper thorn, Rose bush, Dusk willow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Additional seed types (Bushes, Trees, Herbs, Exotic Plants, Fungi, Cacti, Vines, Aquatic Plants, Carnivorous Plants, Magical Plants, Giant Plants, Regional Plants) are planned for future releases.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Strategies ==&lt;br /&gt;
&lt;br /&gt;
; Maximize Quality&lt;br /&gt;
* Use high-tier Planter Tester tools (Zentonium Exceptional = +23%)&lt;br /&gt;
* Train [[TasteID]] to 120.0 for maximum skill bonus&lt;br /&gt;
* Perform quality checks daily &lt;br /&gt;
* Use Water Purification Filter and Soil Nutrient Booster upgrades&lt;br /&gt;
&lt;br /&gt;
; Maintain Plant Health&lt;br /&gt;
* Keep water and dirt levels above minimum requirements at all times&lt;br /&gt;
* Maintain quality above 30% to avoid severe penalties&lt;br /&gt;
* Monitor for negative status effects&lt;br /&gt;
* Use high-quality planters (Large Wooden = 35/30/37% resistances)&lt;br /&gt;
&lt;br /&gt;
; Growth Optimization&lt;br /&gt;
* High water and dirt quality = up to +10% growth speed&lt;br /&gt;
* Healthy plants (Excellent/Good) grow 10-25% faster&lt;br /&gt;
* Use Growth Accelerator upgrade (+10%) for maximum speed&lt;br /&gt;
* Never let resources drop to zero (50% growth penalty!)&lt;br /&gt;
&lt;br /&gt;
; Harvest Planning&lt;br /&gt;
* Legendary plants require high rarity bonuses (45%+)&lt;br /&gt;
* Maintain Excellent plant health at harvest (+15% rarity)&lt;br /&gt;
* Use Gold Clover Replica upgrade (+20%) for best results&lt;br /&gt;
* Four-Leaf Clovers status effect adds +20% rarity chance&lt;br /&gt;
&lt;br /&gt;
; Resource Management&lt;br /&gt;
* Fill planters completely before planting&lt;br /&gt;
* Check resource levels daily&lt;br /&gt;
* Very Hard seeds consume 70-80% quality per day - requires daily checks&lt;br /&gt;
* Use Dirt/Water Retainer upgrades to reduce quality loss&lt;br /&gt;
&lt;br /&gt;
; Planter Selection&lt;br /&gt;
* Wooden planters: Best for disease/fungal-prone seeds&lt;br /&gt;
* Metal planters: Best for pest-prone seeds and maximum durability&lt;br /&gt;
* Large planters: Highest bonuses and capacity for serious gardeners&lt;br /&gt;
* Small planters: Good for beginners and testing seeds&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Item Identification]]&lt;br /&gt;
* [[Resource Gathering]]&lt;br /&gt;
* [[Crafting Zones]]&lt;br /&gt;
* [[Getting Started]]&lt;br /&gt;
* [[Main Menu]]&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=528</id>
		<title>Plant Growing System</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=528"/>
		<updated>2026-01-08T20:27:35Z</updated>

		<summary type="html">&lt;p&gt;Riggz: /* Daily Quality Checks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| [[File:SmallFlowerSeed.png|500px]] || [[File:PlantGrowSystem.png|500px]] || [[File:LargeFlowerSeed.png|500px]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
{|align=right&lt;br /&gt;
  |__TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
= PU Plant System =&lt;br /&gt;
&lt;br /&gt;
The PU Plant System is a comprehensive gardening framework where players grow decorative plants in craftable planters. The system features daily quality checks, growth stages, plant health mechanics, status effects, upgrades, and material-based bonuses.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Players craft planters from wood or metal, plant seeds with varying difficulty levels, maintain water and dirt resources, perform daily quality checks using a Planter Tester tool, and harvest mature plants for decorative items with rarity tiers (Common, Uncommon, Rare, Legendary).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== Required Items ===&lt;br /&gt;
; [[Planter]]&lt;br /&gt;
* Craftable via Carpentry (wood) or Blacksmithing (metal)&lt;br /&gt;
* Available in multiple materials (Iron, Wood, Colored Ingots/Logs)&lt;br /&gt;
* Higher-tier materials provide increased durability&lt;br /&gt;
* Must be locked down in a player house to function&lt;br /&gt;
&lt;br /&gt;
; [[Planter Tester]]&lt;br /&gt;
* Craftable tool used for daily quality checks&lt;br /&gt;
* Made from various metal types (Iron through Zentonium)&lt;br /&gt;
* Better materials grant quality bonus to test results&lt;br /&gt;
* Has limited charges based on material and quality&lt;br /&gt;
&lt;br /&gt;
; [[Seeds]]&lt;br /&gt;
* Current seed types: Small Flowers, Large Flowers&lt;br /&gt;
* Growth Difficulty: VeryEasy, Easy, Moderate, Hard, VeryHard&lt;br /&gt;
* Harder difficulties require more skill and resources but yield better rewards&lt;br /&gt;
&lt;br /&gt;
; [[Dirt Pile]]&lt;br /&gt;
* Mined from farm terrain tiles using a pickaxe or shovel&lt;br /&gt;
* Required to fill planters (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
; [[Water]]&lt;br /&gt;
* Collected via water containers (Water Bucket and Water Barrels)&lt;br /&gt;
* Fill containers by double-clicking near water tiles&lt;br /&gt;
* Required to keep planters hydrated (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Types ==&lt;br /&gt;
&lt;br /&gt;
=== Wooden Planters ===&lt;br /&gt;
Wooden planters excel at disease and fungal resistance with balanced growth rates.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Wooden || 100 || 100/100 || 10% || 5% || 12% || +5% || +5% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Wooden || 150 || 200/200 || 15% || 10% || 18% || +10% || +10% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Wooden || 300 || 500/500 || 35% || 30% || 37% || +15% || +25% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Metal Planters ===&lt;br /&gt;
Metal planters prioritize pest resistance and durability with strong growth bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Metal || 150 || 100/100 || 8% || 10% || 4% || +4% || +4% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Metal || 250 || 300/300 || 23% || 25% || 19% || +8% || +14% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Metal || 350 || 500/500 || 38% || 40% || 34% || +12% || +24% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Capacity shows Water/Dirt maximum. All planters have 1 upgrade slot (base).&lt;br /&gt;
&lt;br /&gt;
=== Material Durability Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Durability Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Regular Wood/Iron || +5&lt;br /&gt;
|-&lt;br /&gt;
| Dullwood/Dull Copper || +25&lt;br /&gt;
|-&lt;br /&gt;
| Umbrawood/Umbra Iron || +50&lt;br /&gt;
|-&lt;br /&gt;
| Copperwood/Copper || +75&lt;br /&gt;
|-&lt;br /&gt;
| Bronzewood/Bronze || +100&lt;br /&gt;
|-&lt;br /&gt;
| Goldenwood/Gold || +125&lt;br /&gt;
|-&lt;br /&gt;
| Lunawood/Lunanite || +150&lt;br /&gt;
|-&lt;br /&gt;
| Durawood/Duranium || +175&lt;br /&gt;
|-&lt;br /&gt;
| Verawood/Veranium || +200&lt;br /&gt;
|-&lt;br /&gt;
| Zentowood/Zentonium || +225&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planting Process ==&lt;br /&gt;
&lt;br /&gt;
# Craft a Planter&lt;br /&gt;
#* Wood planters: higher disease/fungal resistance&lt;br /&gt;
#* Metal planters: higher durability and pest resistance&lt;br /&gt;
# Place in House&lt;br /&gt;
#* Place planter in your house&lt;br /&gt;
# Lock Down&lt;br /&gt;
#* Lock down the planter (must be owner or co-owner)&lt;br /&gt;
# Add Dirt&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
# Add Water&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
# Plant Seed&lt;br /&gt;
#* Use a seed on the planter&lt;br /&gt;
#* Requires minimum dirt and water (varies by seed)&lt;br /&gt;
#* Seed is consumed on successful planting&lt;br /&gt;
#* Plant status changes to &amp;quot;Seeded&amp;quot;&lt;br /&gt;
# Use a Planter Tester to rain your daily quality check&lt;br /&gt;
#* Use Fertilizer and Nutrified Water to raise Dirt and Water Qualities&lt;br /&gt;
#** Both Fertilizer and Nutrified Water can be crafted with [[Alchemy]].&lt;br /&gt;
# First Growth Check&lt;br /&gt;
#* Occurs 24 hours after planting&lt;br /&gt;
# Daily Maintenance&lt;br /&gt;
#* Perform quality checks, add resources, monitor plant health&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important&#039;&#039;: Planters not locked down that are seeded do not grow. The reset each day on growth check, repeating the same day. Effectively pausing the planter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Checks ==&lt;br /&gt;
&lt;br /&gt;
Each day, players perform **one quality check** per planter using a Planter Tester tool. This determines the maximum quality ceiling for water and dirt that day.&lt;br /&gt;
&lt;br /&gt;
=== Quality Check Formula ===&lt;br /&gt;
Final Quality = Base Quality + Skill Bonus + Success Bonus + Tool Bonus&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Base Quality&#039;&#039;&#039;: 30-75% (varies by seed difficulty)&lt;br /&gt;
** VeryEasy: 50-75%&lt;br /&gt;
** Easy: 45-70%&lt;br /&gt;
** Moderate: 40-65%&lt;br /&gt;
** Hard: 35-60%&lt;br /&gt;
** VeryHard: 30-55%&lt;br /&gt;
* &#039;&#039;&#039;Skill Bonus&#039;&#039;&#039;: 0-35% (based on Taste Identification skill)&lt;br /&gt;
** Scales from minimum to maximum skill requirement&lt;br /&gt;
** Full bonus at maximum skill for that difficulty&lt;br /&gt;
* &#039;&#039;&#039;Success Bonus&#039;&#039;&#039;: 5-10% (granted on successful skill check)&lt;br /&gt;
** Awarded when the skill check succeeds&lt;br /&gt;
** Adds variability to quality results&lt;br /&gt;
* &#039;&#039;&#039;Tool Bonus&#039;&#039;&#039;: 0-23% (based on Planter Tester material and quality)&lt;br /&gt;
&lt;br /&gt;
=== Planter Tester Tool Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Regular Bonus !! Exceptional Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Iron || 0% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| Dull Copper || +2% || +7%&lt;br /&gt;
|-&lt;br /&gt;
| Umbra Iron || +4% || +9%&lt;br /&gt;
|-&lt;br /&gt;
| Copper || +6% || +11%&lt;br /&gt;
|-&lt;br /&gt;
| Bronze || +8% || +13%&lt;br /&gt;
|-&lt;br /&gt;
| Gold || +10% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Lunanite || +12% || +17%&lt;br /&gt;
|-&lt;br /&gt;
| Duranium || +14% || +19%&lt;br /&gt;
|-&lt;br /&gt;
| Veranium || +16% || +21%&lt;br /&gt;
|-&lt;br /&gt;
| Zentonium || +18% || +23%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Zentonium Exceptional Planter Tester grants +23% to quality checks.&lt;br /&gt;
&lt;br /&gt;
=== TasteID Skill Requirements by Difficulty ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Min Skill !! Max Skill&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 50.0 || 80.0&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 60.0 || 90.0&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 70.0 || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 90.0 || 110.0&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 100.0 || 120.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Higher Item Identification skill grants better quality results. [[TasteID]] to 120.0 for maximum effectiveness on Very Hard seeds.&lt;br /&gt;
&lt;br /&gt;
== Quality Enhancement Items ==&lt;br /&gt;
&lt;br /&gt;
Special items can be used to increase the current water or dirt quality **after** performing a daily quality check. These items can only raise quality up to the maximum set by that day&#039;s quality check. Both are crafted with [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
=== Plant Fertilizer ===&lt;br /&gt;
Increases **current dirt quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to Max Dirt Quality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires dirt to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test dirt quality and get 65% max for the day. Current quality is 20%. Use Plant Fertilizer to raise it from 20% → 50% → 65% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
=== Nutrified Plant Water ===&lt;br /&gt;
Increases **current water quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to Max Water Quality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires water to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test water quality and get 70% max for the day. Current quality is 30%. Use Nutrified Plant Water to raise it from 30% → 60% → 70% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important Notes&#039;&#039;:&lt;br /&gt;
* Both Fertilizer and Nutrified Water are crafted with [[Alchemy]]&lt;br /&gt;
* These items raise **current quality**, not **maximum quality**&lt;br /&gt;
* They can only be used after performing the daily quality check&lt;br /&gt;
* Quality cannot exceed the daily maximum set by your quality check&lt;br /&gt;
* Larger planters require more uses to achieve the same percentage increase&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Degradation ==&lt;br /&gt;
&lt;br /&gt;
Each day at the daily reset (24 hours after planting), water and dirt quality decrease based on seed difficulty and active status effects.&lt;br /&gt;
&lt;br /&gt;
=== Base Quality Reduction ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Quality Loss per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 30-40%&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 40-50%&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 50-60%&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 60-70%&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 70-80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strategy&#039;&#039;: Higher difficulty seeds require more frequent quality checks and better tools to maintain high quality levels.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Growth System ==&lt;br /&gt;
&lt;br /&gt;
=== Growth Stages ===&lt;br /&gt;
Plants progress through five stages based on accumulated Growth Score:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Progress !! Visual !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Seeded || 0-25% || No visual spawn || Initial planting&lt;br /&gt;
|-&lt;br /&gt;
| Seedling || 25-50% || No visual spawn || Early growth&lt;br /&gt;
|-&lt;br /&gt;
| Sprout || 50-75% || Small sprout appears || First visible stage&lt;br /&gt;
|-&lt;br /&gt;
| Growing || 75-100% || Medium plant || Almost mature&lt;br /&gt;
|-&lt;br /&gt;
| Complete || 100% || Full plant || Ready to harvest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Daily Growth Calculation ===&lt;br /&gt;
Each day at reset, the planter calculates growth increase:&lt;br /&gt;
&lt;br /&gt;
Growth = Base Growth × Resource Penalty × Quality Bonus × Health Multiplier&lt;br /&gt;
&lt;br /&gt;
; Factors&lt;br /&gt;
* &#039;&#039;&#039;Base Growth&#039;&#039;&#039;: Random value between MinimumDailyGrowthScore and MaximumDailyGrowthScore (seed-dependent)&lt;br /&gt;
* &#039;&#039;&#039;Resource Penalty&#039;&#039;&#039;: 50% penalty if water OR dirt falls below minimum needed&lt;br /&gt;
* &#039;&#039;&#039;Quality Bonus&#039;&#039;&#039;: Up to +50% from combined water and dirt quality&lt;br /&gt;
** Water Quality contributes 5% of its value&lt;br /&gt;
** Dirt Quality contributes 5% of its value&lt;br /&gt;
** Example: 100% water + 100% dirt = +10% growth bonus&lt;br /&gt;
* &#039;&#039;&#039;Growth Rate Bonuses&#039;&#039;&#039;: From planter base stats, upgrades, and status effects&lt;br /&gt;
* &#039;&#039;&#039;Health Multiplier&#039;&#039;&#039;: Based on current plant health&lt;br /&gt;
&lt;br /&gt;
=== Resource Consumption ===&lt;br /&gt;
Each day, the plant consumes:&lt;br /&gt;
* Water: Random amount between MinimumWaterNeeded and MaximumWaterNeeded (seed-dependent)&lt;br /&gt;
* Dirt: Random amount between MinimumDirtNeeded and MaximumDirtNeeded (seed-dependent)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Warning&#039;&#039;: If resources drop to zero, growth is severely penalized!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Plant Health System ==&lt;br /&gt;
&lt;br /&gt;
Plant health is calculated daily and affects growth speed and rarity chance at harvest.&lt;br /&gt;
&lt;br /&gt;
=== Health Levels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health !! Growth Multiplier !! Rarity Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Excellent || +25% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Good || +10% || +8%&lt;br /&gt;
|-&lt;br /&gt;
| Fair || Normal || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Poor || -15% || -5%&lt;br /&gt;
|-&lt;br /&gt;
| Withered || -40% || -15%&lt;br /&gt;
|-&lt;br /&gt;
| Dead || 0% (no growth) || -25%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Calculation Formula ===&lt;br /&gt;
Health is recalculated daily based on four factors:&lt;br /&gt;
&lt;br /&gt;
Health Score = (Resource × 0.4) + (Quality × 0.8) + (Status × 0.4) − (Growth Penalty × 0.1)&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Resource Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Both resources present = 100 points&lt;br /&gt;
** Partial resources = 50 points&lt;br /&gt;
** Empty resources = 0 points&lt;br /&gt;
* &#039;&#039;&#039;Quality Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Average of water and dirt quality&lt;br /&gt;
** Below 30% quality applies 50% penalty&lt;br /&gt;
* &#039;&#039;&#039;Status Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Baseline: 50&lt;br /&gt;
** Negative effects: -20 per effect&lt;br /&gt;
** Positive effects: +10 per effect&lt;br /&gt;
* &#039;&#039;&#039;Growth Penalty&#039;&#039;&#039; (0-40):&lt;br /&gt;
** Seeded: 0&lt;br /&gt;
** Seedling: 10&lt;br /&gt;
** Sprout: 20&lt;br /&gt;
** Growing: 30&lt;br /&gt;
** Complete: 40&lt;br /&gt;
&lt;br /&gt;
=== Health Changes ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health Score !! Result&lt;br /&gt;
|-&lt;br /&gt;
| 85+ || Health improves by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 70-84 || Minor improvement (Poor → Fair only)&lt;br /&gt;
|-&lt;br /&gt;
| 50-69 || Health stable&lt;br /&gt;
|-&lt;br /&gt;
| 35-49 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 20-34 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;20 || Health decreases by 2 levels (rapid decline!)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Key Point&#039;&#039;: Mature plants (Growing/Complete stages) are MORE demanding and require better care to maintain health.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Status Effects (Random Events) ==&lt;br /&gt;
&lt;br /&gt;
Status effects are random events that apply each day based on seed difficulty, resistance stats, and quality levels.&lt;br /&gt;
&lt;br /&gt;
=== Event Roll Frequency ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Event Rolls per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 2&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Pests ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Aphids || 15% || 1-3 days || -10% Growth Rate, -5% Rarity, -10% Water Max Quality&lt;br /&gt;
|-&lt;br /&gt;
| Caterpillars || 12% || 1-3 days || -12% Dirt Max Quality, +8% Water Quality Loss, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Spider Mites || 10% || 2-4 days || -14% Fungal Resistance, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Diseases ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Blight || 12% || 1-3 days || -10% Growth Rate, -5% Dirt Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Root Rot || 10% || 2-4 days || +12% Water Quality Loss, -8% Water Max Quality, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Leaf Spot || 8% || 1-3 days || +14% Water Quality Loss, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Fungal ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Mold || 10% || 1-3 days || +10% Water Quality Loss, -5% Water Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Rot Mushrooms || 8% || 2-4 days || +12% Water Quality Loss, -8% Growth Rate, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Powdery Mildew || 7% || 1-3 days || -14% Water Max Quality, -11% Rarity, +14% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Soil/Water Issues ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Percolated Soil || 8% || 1-2 days || -12% Dirt Max Quality, -10% Growth Rate, -12% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Waterlogged Soil || 10% || 1-3 days || -15% Dirt Max Quality, -13% Rarity, -15% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| pH Imbalance || 8% || 1-2 days || -12% Water Max Quality, -10% Growth Rate, -12% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Water Parasites || 10% || 2-4 days || -15% Water Max Quality, -13% Rarity, -15% Fungal Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Defensive ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Defence || 5% || 2-4 days || +10% Fungal Resistance, +10% Growth Rate, -10% Dirt Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || 5% || 2-4 days || +10% Pest Resistance, +10% Rarity, -10% Water Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Antibody Boost || 5% || 2-4 days || +10% Disease Resistance, +10% Growth Rate, +10% Dirt Max Quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Quality ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fertile Soil || 6% || 3-5 days || +10% Dirt Max Quality, +10% Rarity, +10% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Balanced pH || 6% || 3-5 days || +10% Water Max Quality, +10% Growth Rate, +10% Pest Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Luck ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Four-Leaf Clovers || 3% || 2-4 days || +20% Rarity, -10% Dirt Quality Loss, -10% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: High water and dirt quality reduce negative effect chances by up to 30%. Positive effects are increased by quality.&lt;br /&gt;
&#039;&#039;Resistance&#039;&#039;: All Resistance reduces chance by 75% of resistance value. Example: 20% Pest Resistance = 15% reduction in chance.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Planters can be upgraded with consumable items that provide permanent bonuses until the upgrade expires (charge-based).&lt;br /&gt;
&lt;br /&gt;
Upgrades will be craftable with [[Tinkering]] and [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
=== Standard Upgrades (10 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Water Purification Filter || +10% Water Max Quality || Purifies water, increasing maximum water quality&lt;br /&gt;
|-&lt;br /&gt;
| Water Retainer || -10% Daily Water Quality Loss || Retains water quality, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Dirt Retainer || -10% Daily Dirt Quality Loss || Retains soil nutrients, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Soil Nutrient Booster || +10% Dirt Max Quality || Enriches soil with nutrients, increasing maximum quality&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || +10% Pest Resistance || Repels pests, increasing plant resistance&lt;br /&gt;
|-&lt;br /&gt;
| Disease Shield || +10% Disease Resistance || Shields against diseases, boosting plant immunity&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Inhibitor || +10% Fungal Resistance || Inhibits fungal growth, protecting plants&lt;br /&gt;
|-&lt;br /&gt;
| Growth Enhancer || +5% Growth Rate || Enhances growth rate moderately&lt;br /&gt;
|-&lt;br /&gt;
| Growth Accelerator || +10% Growth Rate || Significantly accelerates plant growth&lt;br /&gt;
|-&lt;br /&gt;
| Clover Replica || +5% Rarity Chance || A fortunate charm that increases rare plant chances&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Upgrades (20 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Gold Clover Replica || +20% Rarity Chance || An extremely lucky charm that greatly increases rare plant chances&lt;br /&gt;
|-&lt;br /&gt;
| Fumigation System || +20% Disease Resistance || Advanced fumigation system providing superior disease protection&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Microbial Liner || +20% Disease Resistance || Specialized liner that prevents microbial contamination&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Fungal Coating || +20% Fungal Resistance || Advanced coating that provides exceptional fungal protection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Upgrades consume one charge per daily reset. Small planters have 1 upgrade slot.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
&lt;br /&gt;
When a plant reaches 100% growth (Complete stage), it can be harvested for a decorative plant item.&lt;br /&gt;
&lt;br /&gt;
=== Harvest Requirements ===&lt;br /&gt;
* Plant must be at Complete stage (100% Growth Score)&lt;br /&gt;
* Plant that are dead produce nothing at harvest.&lt;br /&gt;
* Player must be owner/co-owner of house where planter is locked down&lt;br /&gt;
&lt;br /&gt;
=== Rarity System ===&lt;br /&gt;
Harvested plants have four rarity tiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rarity !! Base Chance !! Color&lt;br /&gt;
|-&lt;br /&gt;
| Common || 50% || White&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon || 30% || Green&lt;br /&gt;
|-&lt;br /&gt;
| Rare || 15% || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || 5% || Gold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Rarity Modifiers&lt;br /&gt;
* Total Rarity Bonus = Planter Base Bonus + Upgrade Bonuses + Status Effect Bonuses + Plant Health Bonus&lt;br /&gt;
* Plant Health Bonuses:&lt;br /&gt;
** Excellent: +15%&lt;br /&gt;
** Good: +8%&lt;br /&gt;
** Fair: 0%&lt;br /&gt;
** Poor: -5%&lt;br /&gt;
** Withered: -15%&lt;br /&gt;
** Dead: -25%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Large Metal Planter (+12% base) with Excellent health (+15%) and Gold Clover Replica (+20%) has +47% total rarity bonus, significantly increasing chances for Rare and Legendary plants.&lt;br /&gt;
&lt;br /&gt;
=== Durability Loss ===&lt;br /&gt;
* Each harvest reduces planter durability by 10 (base, varies by seed)&lt;br /&gt;
* When durability reaches 0, the planter breaks and is deleted&lt;br /&gt;
* Higher-tier materials grant more total harvests&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Calculation&#039;&#039;: Zentonium Large Metal Planter = 350 base + 225 material bonus = 575 durability = ~57 harvests&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Seed Types and Plants ==&lt;br /&gt;
&lt;br /&gt;
=== Small Flowers ===&lt;br /&gt;
Fast-growing decorative flowers. Over 35 different varieties across all rarity tiers.&lt;br /&gt;
&lt;br /&gt;
; Examples&lt;br /&gt;
* Common: Orfluer flowers, Campion flowers, Snowdrops, Poppies&lt;br /&gt;
* Uncommon: Foxglove flowers, White flowers, Red poppies&lt;br /&gt;
* Rare: Orange rosa, Pink periwinkle, Purple daisy, Yellow muriel&lt;br /&gt;
* Legendary: Blue zinnia, Frost daisy, Desert daisy, Morning flowers&lt;br /&gt;
&lt;br /&gt;
=== Large Flowers ===&lt;br /&gt;
Larger decorative bushes and flowering plants. Over 20 different varieties.&lt;br /&gt;
&lt;br /&gt;
; Examples&lt;br /&gt;
* Common: Silvershade bloom, Desert thicket, Wispwillow, Duskpetal&lt;br /&gt;
* Uncommon: Rosethorn veil, Azalea bush, Rose thicket&lt;br /&gt;
* Rare: Mud willow, Morning lilac, Echo fern&lt;br /&gt;
* Legendary: Whisper thorn, Rose bush, Dusk willow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Additional seed types (Bushes, Trees, Herbs, Exotic Plants, Fungi, Cacti, Vines, Aquatic Plants, Carnivorous Plants, Magical Plants, Giant Plants, Regional Plants) are planned for future releases.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Strategies ==&lt;br /&gt;
&lt;br /&gt;
; Maximize Quality&lt;br /&gt;
* Use high-tier Planter Tester tools (Zentonium Exceptional = +23%)&lt;br /&gt;
* Train [[TasteID]] to 120.0 for maximum skill bonus&lt;br /&gt;
* Perform quality checks daily &lt;br /&gt;
* Use Water Purification Filter and Soil Nutrient Booster upgrades&lt;br /&gt;
&lt;br /&gt;
; Maintain Plant Health&lt;br /&gt;
* Keep water and dirt levels above minimum requirements at all times&lt;br /&gt;
* Maintain quality above 30% to avoid severe penalties&lt;br /&gt;
* Monitor for negative status effects&lt;br /&gt;
* Use high-quality planters (Large Wooden = 35/30/37% resistances)&lt;br /&gt;
&lt;br /&gt;
; Growth Optimization&lt;br /&gt;
* High water and dirt quality = up to +10% growth speed&lt;br /&gt;
* Healthy plants (Excellent/Good) grow 10-25% faster&lt;br /&gt;
* Use Growth Accelerator upgrade (+10%) for maximum speed&lt;br /&gt;
* Never let resources drop to zero (50% growth penalty!)&lt;br /&gt;
&lt;br /&gt;
; Harvest Planning&lt;br /&gt;
* Legendary plants require high rarity bonuses (45%+)&lt;br /&gt;
* Maintain Excellent plant health at harvest (+15% rarity)&lt;br /&gt;
* Use Gold Clover Replica upgrade (+20%) for best results&lt;br /&gt;
* Four-Leaf Clovers status effect adds +20% rarity chance&lt;br /&gt;
&lt;br /&gt;
; Resource Management&lt;br /&gt;
* Fill planters completely before planting&lt;br /&gt;
* Check resource levels daily&lt;br /&gt;
* Very Hard seeds consume 70-80% quality per day - requires daily checks&lt;br /&gt;
* Use Dirt/Water Retainer upgrades to reduce quality loss&lt;br /&gt;
&lt;br /&gt;
; Planter Selection&lt;br /&gt;
* Wooden planters: Best for disease/fungal-prone seeds&lt;br /&gt;
* Metal planters: Best for pest-prone seeds and maximum durability&lt;br /&gt;
* Large planters: Highest bonuses and capacity for serious gardeners&lt;br /&gt;
* Small planters: Good for beginners and testing seeds&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Item Identification]]&lt;br /&gt;
* [[Resource Gathering]]&lt;br /&gt;
* [[Crafting Zones]]&lt;br /&gt;
* [[Getting Started]]&lt;br /&gt;
* [[Main Menu]]&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=527</id>
		<title>Plant Growing System</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=527"/>
		<updated>2026-01-08T20:26:59Z</updated>

		<summary type="html">&lt;p&gt;Riggz: /* Quality Check Formula */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| [[File:SmallFlowerSeed.png|500px]] || [[File:PlantGrowSystem.png|500px]] || [[File:LargeFlowerSeed.png|500px]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
{|align=right&lt;br /&gt;
  |__TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
= PU Plant System =&lt;br /&gt;
&lt;br /&gt;
The PU Plant System is a comprehensive gardening framework where players grow decorative plants in craftable planters. The system features daily quality checks, growth stages, plant health mechanics, status effects, upgrades, and material-based bonuses.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Players craft planters from wood or metal, plant seeds with varying difficulty levels, maintain water and dirt resources, perform daily quality checks using a Planter Tester tool, and harvest mature plants for decorative items with rarity tiers (Common, Uncommon, Rare, Legendary).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== Required Items ===&lt;br /&gt;
; [[Planter]]&lt;br /&gt;
* Craftable via Carpentry (wood) or Blacksmithing (metal)&lt;br /&gt;
* Available in multiple materials (Iron, Wood, Colored Ingots/Logs)&lt;br /&gt;
* Higher-tier materials provide increased durability&lt;br /&gt;
* Must be locked down in a player house to function&lt;br /&gt;
&lt;br /&gt;
; [[Planter Tester]]&lt;br /&gt;
* Craftable tool used for daily quality checks&lt;br /&gt;
* Made from various metal types (Iron through Zentonium)&lt;br /&gt;
* Better materials grant quality bonus to test results&lt;br /&gt;
* Has limited charges based on material and quality&lt;br /&gt;
&lt;br /&gt;
; [[Seeds]]&lt;br /&gt;
* Current seed types: Small Flowers, Large Flowers&lt;br /&gt;
* Growth Difficulty: VeryEasy, Easy, Moderate, Hard, VeryHard&lt;br /&gt;
* Harder difficulties require more skill and resources but yield better rewards&lt;br /&gt;
&lt;br /&gt;
; [[Dirt Pile]]&lt;br /&gt;
* Mined from farm terrain tiles using a pickaxe or shovel&lt;br /&gt;
* Required to fill planters (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
; [[Water]]&lt;br /&gt;
* Collected via water containers (Water Bucket and Water Barrels)&lt;br /&gt;
* Fill containers by double-clicking near water tiles&lt;br /&gt;
* Required to keep planters hydrated (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Types ==&lt;br /&gt;
&lt;br /&gt;
=== Wooden Planters ===&lt;br /&gt;
Wooden planters excel at disease and fungal resistance with balanced growth rates.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Wooden || 100 || 100/100 || 10% || 5% || 12% || +5% || +5% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Wooden || 150 || 200/200 || 15% || 10% || 18% || +10% || +10% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Wooden || 300 || 500/500 || 35% || 30% || 37% || +15% || +25% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Metal Planters ===&lt;br /&gt;
Metal planters prioritize pest resistance and durability with strong growth bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Metal || 150 || 100/100 || 8% || 10% || 4% || +4% || +4% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Metal || 250 || 300/300 || 23% || 25% || 19% || +8% || +14% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Metal || 350 || 500/500 || 38% || 40% || 34% || +12% || +24% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Capacity shows Water/Dirt maximum. All planters have 1 upgrade slot (base).&lt;br /&gt;
&lt;br /&gt;
=== Material Durability Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Durability Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Regular Wood/Iron || +5&lt;br /&gt;
|-&lt;br /&gt;
| Dullwood/Dull Copper || +25&lt;br /&gt;
|-&lt;br /&gt;
| Umbrawood/Umbra Iron || +50&lt;br /&gt;
|-&lt;br /&gt;
| Copperwood/Copper || +75&lt;br /&gt;
|-&lt;br /&gt;
| Bronzewood/Bronze || +100&lt;br /&gt;
|-&lt;br /&gt;
| Goldenwood/Gold || +125&lt;br /&gt;
|-&lt;br /&gt;
| Lunawood/Lunanite || +150&lt;br /&gt;
|-&lt;br /&gt;
| Durawood/Duranium || +175&lt;br /&gt;
|-&lt;br /&gt;
| Verawood/Veranium || +200&lt;br /&gt;
|-&lt;br /&gt;
| Zentowood/Zentonium || +225&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planting Process ==&lt;br /&gt;
&lt;br /&gt;
# Craft a Planter&lt;br /&gt;
#* Wood planters: higher disease/fungal resistance&lt;br /&gt;
#* Metal planters: higher durability and pest resistance&lt;br /&gt;
# Place in House&lt;br /&gt;
#* Place planter in your house&lt;br /&gt;
# Lock Down&lt;br /&gt;
#* Lock down the planter (must be owner or co-owner)&lt;br /&gt;
# Add Dirt&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
# Add Water&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
# Plant Seed&lt;br /&gt;
#* Use a seed on the planter&lt;br /&gt;
#* Requires minimum dirt and water (varies by seed)&lt;br /&gt;
#* Seed is consumed on successful planting&lt;br /&gt;
#* Plant status changes to &amp;quot;Seeded&amp;quot;&lt;br /&gt;
# Use a Planter Tester to rain your daily quality check&lt;br /&gt;
#* Use Fertilizer and Nutrified Water to raise Dirt and Water Qualities&lt;br /&gt;
#** Both Fertilizer and Nutrified Water can be crafted with [[Alchemy]].&lt;br /&gt;
# First Growth Check&lt;br /&gt;
#* Occurs 24 hours after planting&lt;br /&gt;
# Daily Maintenance&lt;br /&gt;
#* Perform quality checks, add resources, monitor plant health&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important&#039;&#039;: Planters not locked down that are seeded do not grow. The reset each day on growth check, repeating the same day. Effectively pausing the planter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Checks ==&lt;br /&gt;
&lt;br /&gt;
Each day, players perform **one quality check** per planter using a Planter Tester tool. This determines the maximum quality ceiling for water and dirt that day.&lt;br /&gt;
&lt;br /&gt;
=== Quality Check Formula ===&lt;br /&gt;
Final Quality = Base Quality + Skill Bonus + Success Bonus + Tool Bonus&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Base Quality&#039;&#039;&#039;: 30-75% (varies by seed difficulty)&lt;br /&gt;
** VeryEasy: 50-75%&lt;br /&gt;
** Easy: 45-70%&lt;br /&gt;
** Moderate: 40-65%&lt;br /&gt;
** Hard: 35-60%&lt;br /&gt;
** VeryHard: 30-55%&lt;br /&gt;
* &#039;&#039;&#039;Skill Bonus&#039;&#039;&#039;: 0-35% (based on Taste Identification skill)&lt;br /&gt;
** Scales from minimum to maximum skill requirement&lt;br /&gt;
** Full bonus at maximum skill for that difficulty&lt;br /&gt;
* &#039;&#039;&#039;Success Bonus&#039;&#039;&#039;: 5-10% (granted on successful skill check)&lt;br /&gt;
** Awarded when the skill check succeeds&lt;br /&gt;
** Adds variability to quality results&lt;br /&gt;
* &#039;&#039;&#039;Tool Bonus&#039;&#039;&#039;: 0-23% (based on Planter Tester material and quality)&lt;br /&gt;
&lt;br /&gt;
=== Planter Tester Tool Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Regular Bonus !! Exceptional Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Iron || 0% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| Dull Copper || +2% || +7%&lt;br /&gt;
|-&lt;br /&gt;
| Umbra Iron || +4% || +9%&lt;br /&gt;
|-&lt;br /&gt;
| Copper || +6% || +11%&lt;br /&gt;
|-&lt;br /&gt;
| Bronze || +8% || +13%&lt;br /&gt;
|-&lt;br /&gt;
| Gold || +10% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Lunanite || +12% || +17%&lt;br /&gt;
|-&lt;br /&gt;
| Duranium || +14% || +19%&lt;br /&gt;
|-&lt;br /&gt;
| Veranium || +16% || +21%&lt;br /&gt;
|-&lt;br /&gt;
| Zentonium || +18% || +23%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Zentonium Exceptional Planter Tester grants +23% to quality checks.&lt;br /&gt;
&lt;br /&gt;
=== TasteID Skill Requirements by Difficulty ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Min Skill !! Max Skill&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 50.0 || 80.0&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 60.0 || 90.0&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 70.0 || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 90.0 || 110.0&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 100.0 || 120.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Higher Item Identification skill grants better quality results. Train to 120.0 for maximum effectiveness on VeryHard seeds.&lt;br /&gt;
&lt;br /&gt;
== Quality Enhancement Items ==&lt;br /&gt;
&lt;br /&gt;
Special items can be used to increase the current water or dirt quality **after** performing a daily quality check. These items can only raise quality up to the maximum set by that day&#039;s quality check. Both are crafted with [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
=== Plant Fertilizer ===&lt;br /&gt;
Increases **current dirt quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to Max Dirt Quality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires dirt to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test dirt quality and get 65% max for the day. Current quality is 20%. Use Plant Fertilizer to raise it from 20% → 50% → 65% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
=== Nutrified Plant Water ===&lt;br /&gt;
Increases **current water quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to Max Water Quality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires water to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test water quality and get 70% max for the day. Current quality is 30%. Use Nutrified Plant Water to raise it from 30% → 60% → 70% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important Notes&#039;&#039;:&lt;br /&gt;
* Both Fertilizer and Nutrified Water are crafted with [[Alchemy]]&lt;br /&gt;
* These items raise **current quality**, not **maximum quality**&lt;br /&gt;
* They can only be used after performing the daily quality check&lt;br /&gt;
* Quality cannot exceed the daily maximum set by your quality check&lt;br /&gt;
* Larger planters require more uses to achieve the same percentage increase&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Degradation ==&lt;br /&gt;
&lt;br /&gt;
Each day at the daily reset (24 hours after planting), water and dirt quality decrease based on seed difficulty and active status effects.&lt;br /&gt;
&lt;br /&gt;
=== Base Quality Reduction ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Quality Loss per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 30-40%&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 40-50%&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 50-60%&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 60-70%&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 70-80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strategy&#039;&#039;: Higher difficulty seeds require more frequent quality checks and better tools to maintain high quality levels.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Growth System ==&lt;br /&gt;
&lt;br /&gt;
=== Growth Stages ===&lt;br /&gt;
Plants progress through five stages based on accumulated Growth Score:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Progress !! Visual !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Seeded || 0-25% || No visual spawn || Initial planting&lt;br /&gt;
|-&lt;br /&gt;
| Seedling || 25-50% || No visual spawn || Early growth&lt;br /&gt;
|-&lt;br /&gt;
| Sprout || 50-75% || Small sprout appears || First visible stage&lt;br /&gt;
|-&lt;br /&gt;
| Growing || 75-100% || Medium plant || Almost mature&lt;br /&gt;
|-&lt;br /&gt;
| Complete || 100% || Full plant || Ready to harvest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Daily Growth Calculation ===&lt;br /&gt;
Each day at reset, the planter calculates growth increase:&lt;br /&gt;
&lt;br /&gt;
Growth = Base Growth × Resource Penalty × Quality Bonus × Health Multiplier&lt;br /&gt;
&lt;br /&gt;
; Factors&lt;br /&gt;
* &#039;&#039;&#039;Base Growth&#039;&#039;&#039;: Random value between MinimumDailyGrowthScore and MaximumDailyGrowthScore (seed-dependent)&lt;br /&gt;
* &#039;&#039;&#039;Resource Penalty&#039;&#039;&#039;: 50% penalty if water OR dirt falls below minimum needed&lt;br /&gt;
* &#039;&#039;&#039;Quality Bonus&#039;&#039;&#039;: Up to +50% from combined water and dirt quality&lt;br /&gt;
** Water Quality contributes 5% of its value&lt;br /&gt;
** Dirt Quality contributes 5% of its value&lt;br /&gt;
** Example: 100% water + 100% dirt = +10% growth bonus&lt;br /&gt;
* &#039;&#039;&#039;Growth Rate Bonuses&#039;&#039;&#039;: From planter base stats, upgrades, and status effects&lt;br /&gt;
* &#039;&#039;&#039;Health Multiplier&#039;&#039;&#039;: Based on current plant health&lt;br /&gt;
&lt;br /&gt;
=== Resource Consumption ===&lt;br /&gt;
Each day, the plant consumes:&lt;br /&gt;
* Water: Random amount between MinimumWaterNeeded and MaximumWaterNeeded (seed-dependent)&lt;br /&gt;
* Dirt: Random amount between MinimumDirtNeeded and MaximumDirtNeeded (seed-dependent)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Warning&#039;&#039;: If resources drop to zero, growth is severely penalized!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Plant Health System ==&lt;br /&gt;
&lt;br /&gt;
Plant health is calculated daily and affects growth speed and rarity chance at harvest.&lt;br /&gt;
&lt;br /&gt;
=== Health Levels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health !! Growth Multiplier !! Rarity Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Excellent || +25% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Good || +10% || +8%&lt;br /&gt;
|-&lt;br /&gt;
| Fair || Normal || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Poor || -15% || -5%&lt;br /&gt;
|-&lt;br /&gt;
| Withered || -40% || -15%&lt;br /&gt;
|-&lt;br /&gt;
| Dead || 0% (no growth) || -25%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Calculation Formula ===&lt;br /&gt;
Health is recalculated daily based on four factors:&lt;br /&gt;
&lt;br /&gt;
Health Score = (Resource × 0.4) + (Quality × 0.8) + (Status × 0.4) − (Growth Penalty × 0.1)&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Resource Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Both resources present = 100 points&lt;br /&gt;
** Partial resources = 50 points&lt;br /&gt;
** Empty resources = 0 points&lt;br /&gt;
* &#039;&#039;&#039;Quality Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Average of water and dirt quality&lt;br /&gt;
** Below 30% quality applies 50% penalty&lt;br /&gt;
* &#039;&#039;&#039;Status Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Baseline: 50&lt;br /&gt;
** Negative effects: -20 per effect&lt;br /&gt;
** Positive effects: +10 per effect&lt;br /&gt;
* &#039;&#039;&#039;Growth Penalty&#039;&#039;&#039; (0-40):&lt;br /&gt;
** Seeded: 0&lt;br /&gt;
** Seedling: 10&lt;br /&gt;
** Sprout: 20&lt;br /&gt;
** Growing: 30&lt;br /&gt;
** Complete: 40&lt;br /&gt;
&lt;br /&gt;
=== Health Changes ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health Score !! Result&lt;br /&gt;
|-&lt;br /&gt;
| 85+ || Health improves by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 70-84 || Minor improvement (Poor → Fair only)&lt;br /&gt;
|-&lt;br /&gt;
| 50-69 || Health stable&lt;br /&gt;
|-&lt;br /&gt;
| 35-49 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 20-34 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;20 || Health decreases by 2 levels (rapid decline!)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Key Point&#039;&#039;: Mature plants (Growing/Complete stages) are MORE demanding and require better care to maintain health.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Status Effects (Random Events) ==&lt;br /&gt;
&lt;br /&gt;
Status effects are random events that apply each day based on seed difficulty, resistance stats, and quality levels.&lt;br /&gt;
&lt;br /&gt;
=== Event Roll Frequency ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Event Rolls per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 2&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Pests ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Aphids || 15% || 1-3 days || -10% Growth Rate, -5% Rarity, -10% Water Max Quality&lt;br /&gt;
|-&lt;br /&gt;
| Caterpillars || 12% || 1-3 days || -12% Dirt Max Quality, +8% Water Quality Loss, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Spider Mites || 10% || 2-4 days || -14% Fungal Resistance, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Diseases ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Blight || 12% || 1-3 days || -10% Growth Rate, -5% Dirt Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Root Rot || 10% || 2-4 days || +12% Water Quality Loss, -8% Water Max Quality, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Leaf Spot || 8% || 1-3 days || +14% Water Quality Loss, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Fungal ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Mold || 10% || 1-3 days || +10% Water Quality Loss, -5% Water Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Rot Mushrooms || 8% || 2-4 days || +12% Water Quality Loss, -8% Growth Rate, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Powdery Mildew || 7% || 1-3 days || -14% Water Max Quality, -11% Rarity, +14% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Soil/Water Issues ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Percolated Soil || 8% || 1-2 days || -12% Dirt Max Quality, -10% Growth Rate, -12% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Waterlogged Soil || 10% || 1-3 days || -15% Dirt Max Quality, -13% Rarity, -15% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| pH Imbalance || 8% || 1-2 days || -12% Water Max Quality, -10% Growth Rate, -12% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Water Parasites || 10% || 2-4 days || -15% Water Max Quality, -13% Rarity, -15% Fungal Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Defensive ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Defence || 5% || 2-4 days || +10% Fungal Resistance, +10% Growth Rate, -10% Dirt Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || 5% || 2-4 days || +10% Pest Resistance, +10% Rarity, -10% Water Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Antibody Boost || 5% || 2-4 days || +10% Disease Resistance, +10% Growth Rate, +10% Dirt Max Quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Quality ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fertile Soil || 6% || 3-5 days || +10% Dirt Max Quality, +10% Rarity, +10% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Balanced pH || 6% || 3-5 days || +10% Water Max Quality, +10% Growth Rate, +10% Pest Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Luck ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Four-Leaf Clovers || 3% || 2-4 days || +20% Rarity, -10% Dirt Quality Loss, -10% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: High water and dirt quality reduce negative effect chances by up to 30%. Positive effects are increased by quality.&lt;br /&gt;
&#039;&#039;Resistance&#039;&#039;: All Resistance reduces chance by 75% of resistance value. Example: 20% Pest Resistance = 15% reduction in chance.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Planters can be upgraded with consumable items that provide permanent bonuses until the upgrade expires (charge-based).&lt;br /&gt;
&lt;br /&gt;
Upgrades will be craftable with [[Tinkering]] and [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
=== Standard Upgrades (10 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Water Purification Filter || +10% Water Max Quality || Purifies water, increasing maximum water quality&lt;br /&gt;
|-&lt;br /&gt;
| Water Retainer || -10% Daily Water Quality Loss || Retains water quality, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Dirt Retainer || -10% Daily Dirt Quality Loss || Retains soil nutrients, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Soil Nutrient Booster || +10% Dirt Max Quality || Enriches soil with nutrients, increasing maximum quality&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || +10% Pest Resistance || Repels pests, increasing plant resistance&lt;br /&gt;
|-&lt;br /&gt;
| Disease Shield || +10% Disease Resistance || Shields against diseases, boosting plant immunity&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Inhibitor || +10% Fungal Resistance || Inhibits fungal growth, protecting plants&lt;br /&gt;
|-&lt;br /&gt;
| Growth Enhancer || +5% Growth Rate || Enhances growth rate moderately&lt;br /&gt;
|-&lt;br /&gt;
| Growth Accelerator || +10% Growth Rate || Significantly accelerates plant growth&lt;br /&gt;
|-&lt;br /&gt;
| Clover Replica || +5% Rarity Chance || A fortunate charm that increases rare plant chances&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Upgrades (20 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Gold Clover Replica || +20% Rarity Chance || An extremely lucky charm that greatly increases rare plant chances&lt;br /&gt;
|-&lt;br /&gt;
| Fumigation System || +20% Disease Resistance || Advanced fumigation system providing superior disease protection&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Microbial Liner || +20% Disease Resistance || Specialized liner that prevents microbial contamination&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Fungal Coating || +20% Fungal Resistance || Advanced coating that provides exceptional fungal protection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Upgrades consume one charge per daily reset. Small planters have 1 upgrade slot.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
&lt;br /&gt;
When a plant reaches 100% growth (Complete stage), it can be harvested for a decorative plant item.&lt;br /&gt;
&lt;br /&gt;
=== Harvest Requirements ===&lt;br /&gt;
* Plant must be at Complete stage (100% Growth Score)&lt;br /&gt;
* Plant that are dead produce nothing at harvest.&lt;br /&gt;
* Player must be owner/co-owner of house where planter is locked down&lt;br /&gt;
&lt;br /&gt;
=== Rarity System ===&lt;br /&gt;
Harvested plants have four rarity tiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rarity !! Base Chance !! Color&lt;br /&gt;
|-&lt;br /&gt;
| Common || 50% || White&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon || 30% || Green&lt;br /&gt;
|-&lt;br /&gt;
| Rare || 15% || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || 5% || Gold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Rarity Modifiers&lt;br /&gt;
* Total Rarity Bonus = Planter Base Bonus + Upgrade Bonuses + Status Effect Bonuses + Plant Health Bonus&lt;br /&gt;
* Plant Health Bonuses:&lt;br /&gt;
** Excellent: +15%&lt;br /&gt;
** Good: +8%&lt;br /&gt;
** Fair: 0%&lt;br /&gt;
** Poor: -5%&lt;br /&gt;
** Withered: -15%&lt;br /&gt;
** Dead: -25%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Large Metal Planter (+12% base) with Excellent health (+15%) and Gold Clover Replica (+20%) has +47% total rarity bonus, significantly increasing chances for Rare and Legendary plants.&lt;br /&gt;
&lt;br /&gt;
=== Durability Loss ===&lt;br /&gt;
* Each harvest reduces planter durability by 10 (base, varies by seed)&lt;br /&gt;
* When durability reaches 0, the planter breaks and is deleted&lt;br /&gt;
* Higher-tier materials grant more total harvests&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Calculation&#039;&#039;: Zentonium Large Metal Planter = 350 base + 225 material bonus = 575 durability = ~57 harvests&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Seed Types and Plants ==&lt;br /&gt;
&lt;br /&gt;
=== Small Flowers ===&lt;br /&gt;
Fast-growing decorative flowers. Over 35 different varieties across all rarity tiers.&lt;br /&gt;
&lt;br /&gt;
; Examples&lt;br /&gt;
* Common: Orfluer flowers, Campion flowers, Snowdrops, Poppies&lt;br /&gt;
* Uncommon: Foxglove flowers, White flowers, Red poppies&lt;br /&gt;
* Rare: Orange rosa, Pink periwinkle, Purple daisy, Yellow muriel&lt;br /&gt;
* Legendary: Blue zinnia, Frost daisy, Desert daisy, Morning flowers&lt;br /&gt;
&lt;br /&gt;
=== Large Flowers ===&lt;br /&gt;
Larger decorative bushes and flowering plants. Over 20 different varieties.&lt;br /&gt;
&lt;br /&gt;
; Examples&lt;br /&gt;
* Common: Silvershade bloom, Desert thicket, Wispwillow, Duskpetal&lt;br /&gt;
* Uncommon: Rosethorn veil, Azalea bush, Rose thicket&lt;br /&gt;
* Rare: Mud willow, Morning lilac, Echo fern&lt;br /&gt;
* Legendary: Whisper thorn, Rose bush, Dusk willow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Additional seed types (Bushes, Trees, Herbs, Exotic Plants, Fungi, Cacti, Vines, Aquatic Plants, Carnivorous Plants, Magical Plants, Giant Plants, Regional Plants) are planned for future releases.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Strategies ==&lt;br /&gt;
&lt;br /&gt;
; Maximize Quality&lt;br /&gt;
* Use high-tier Planter Tester tools (Zentonium Exceptional = +23%)&lt;br /&gt;
* Train [[TasteID]] to 120.0 for maximum skill bonus&lt;br /&gt;
* Perform quality checks daily &lt;br /&gt;
* Use Water Purification Filter and Soil Nutrient Booster upgrades&lt;br /&gt;
&lt;br /&gt;
; Maintain Plant Health&lt;br /&gt;
* Keep water and dirt levels above minimum requirements at all times&lt;br /&gt;
* Maintain quality above 30% to avoid severe penalties&lt;br /&gt;
* Monitor for negative status effects&lt;br /&gt;
* Use high-quality planters (Large Wooden = 35/30/37% resistances)&lt;br /&gt;
&lt;br /&gt;
; Growth Optimization&lt;br /&gt;
* High water and dirt quality = up to +10% growth speed&lt;br /&gt;
* Healthy plants (Excellent/Good) grow 10-25% faster&lt;br /&gt;
* Use Growth Accelerator upgrade (+10%) for maximum speed&lt;br /&gt;
* Never let resources drop to zero (50% growth penalty!)&lt;br /&gt;
&lt;br /&gt;
; Harvest Planning&lt;br /&gt;
* Legendary plants require high rarity bonuses (45%+)&lt;br /&gt;
* Maintain Excellent plant health at harvest (+15% rarity)&lt;br /&gt;
* Use Gold Clover Replica upgrade (+20%) for best results&lt;br /&gt;
* Four-Leaf Clovers status effect adds +20% rarity chance&lt;br /&gt;
&lt;br /&gt;
; Resource Management&lt;br /&gt;
* Fill planters completely before planting&lt;br /&gt;
* Check resource levels daily&lt;br /&gt;
* Very Hard seeds consume 70-80% quality per day - requires daily checks&lt;br /&gt;
* Use Dirt/Water Retainer upgrades to reduce quality loss&lt;br /&gt;
&lt;br /&gt;
; Planter Selection&lt;br /&gt;
* Wooden planters: Best for disease/fungal-prone seeds&lt;br /&gt;
* Metal planters: Best for pest-prone seeds and maximum durability&lt;br /&gt;
* Large planters: Highest bonuses and capacity for serious gardeners&lt;br /&gt;
* Small planters: Good for beginners and testing seeds&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Item Identification]]&lt;br /&gt;
* [[Resource Gathering]]&lt;br /&gt;
* [[Crafting Zones]]&lt;br /&gt;
* [[Getting Started]]&lt;br /&gt;
* [[Main Menu]]&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=526</id>
		<title>Plant Growing System</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=526"/>
		<updated>2026-01-08T20:21:43Z</updated>

		<summary type="html">&lt;p&gt;Riggz: /* Tips &amp;amp; Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| [[File:SmallFlowerSeed.png|500px]] || [[File:PlantGrowSystem.png|500px]] || [[File:LargeFlowerSeed.png|500px]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
{|align=right&lt;br /&gt;
  |__TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
= PU Plant System =&lt;br /&gt;
&lt;br /&gt;
The PU Plant System is a comprehensive gardening framework where players grow decorative plants in craftable planters. The system features daily quality checks, growth stages, plant health mechanics, status effects, upgrades, and material-based bonuses.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Players craft planters from wood or metal, plant seeds with varying difficulty levels, maintain water and dirt resources, perform daily quality checks using a Planter Tester tool, and harvest mature plants for decorative items with rarity tiers (Common, Uncommon, Rare, Legendary).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== Required Items ===&lt;br /&gt;
; [[Planter]]&lt;br /&gt;
* Craftable via Carpentry (wood) or Blacksmithing (metal)&lt;br /&gt;
* Available in multiple materials (Iron, Wood, Colored Ingots/Logs)&lt;br /&gt;
* Higher-tier materials provide increased durability&lt;br /&gt;
* Must be locked down in a player house to function&lt;br /&gt;
&lt;br /&gt;
; [[Planter Tester]]&lt;br /&gt;
* Craftable tool used for daily quality checks&lt;br /&gt;
* Made from various metal types (Iron through Zentonium)&lt;br /&gt;
* Better materials grant quality bonus to test results&lt;br /&gt;
* Has limited charges based on material and quality&lt;br /&gt;
&lt;br /&gt;
; [[Seeds]]&lt;br /&gt;
* Current seed types: Small Flowers, Large Flowers&lt;br /&gt;
* Growth Difficulty: VeryEasy, Easy, Moderate, Hard, VeryHard&lt;br /&gt;
* Harder difficulties require more skill and resources but yield better rewards&lt;br /&gt;
&lt;br /&gt;
; [[Dirt Pile]]&lt;br /&gt;
* Mined from farm terrain tiles using a pickaxe or shovel&lt;br /&gt;
* Required to fill planters (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
; [[Water]]&lt;br /&gt;
* Collected via water containers (Water Bucket and Water Barrels)&lt;br /&gt;
* Fill containers by double-clicking near water tiles&lt;br /&gt;
* Required to keep planters hydrated (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Types ==&lt;br /&gt;
&lt;br /&gt;
=== Wooden Planters ===&lt;br /&gt;
Wooden planters excel at disease and fungal resistance with balanced growth rates.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Wooden || 100 || 100/100 || 10% || 5% || 12% || +5% || +5% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Wooden || 150 || 200/200 || 15% || 10% || 18% || +10% || +10% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Wooden || 300 || 500/500 || 35% || 30% || 37% || +15% || +25% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Metal Planters ===&lt;br /&gt;
Metal planters prioritize pest resistance and durability with strong growth bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Metal || 150 || 100/100 || 8% || 10% || 4% || +4% || +4% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Metal || 250 || 300/300 || 23% || 25% || 19% || +8% || +14% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Metal || 350 || 500/500 || 38% || 40% || 34% || +12% || +24% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Capacity shows Water/Dirt maximum. All planters have 1 upgrade slot (base).&lt;br /&gt;
&lt;br /&gt;
=== Material Durability Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Durability Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Regular Wood/Iron || +5&lt;br /&gt;
|-&lt;br /&gt;
| Dullwood/Dull Copper || +25&lt;br /&gt;
|-&lt;br /&gt;
| Umbrawood/Umbra Iron || +50&lt;br /&gt;
|-&lt;br /&gt;
| Copperwood/Copper || +75&lt;br /&gt;
|-&lt;br /&gt;
| Bronzewood/Bronze || +100&lt;br /&gt;
|-&lt;br /&gt;
| Goldenwood/Gold || +125&lt;br /&gt;
|-&lt;br /&gt;
| Lunawood/Lunanite || +150&lt;br /&gt;
|-&lt;br /&gt;
| Durawood/Duranium || +175&lt;br /&gt;
|-&lt;br /&gt;
| Verawood/Veranium || +200&lt;br /&gt;
|-&lt;br /&gt;
| Zentowood/Zentonium || +225&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planting Process ==&lt;br /&gt;
&lt;br /&gt;
# Craft a Planter&lt;br /&gt;
#* Wood planters: higher disease/fungal resistance&lt;br /&gt;
#* Metal planters: higher durability and pest resistance&lt;br /&gt;
# Place in House&lt;br /&gt;
#* Place planter in your house&lt;br /&gt;
# Lock Down&lt;br /&gt;
#* Lock down the planter (must be owner or co-owner)&lt;br /&gt;
# Add Dirt&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
# Add Water&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
# Plant Seed&lt;br /&gt;
#* Use a seed on the planter&lt;br /&gt;
#* Requires minimum dirt and water (varies by seed)&lt;br /&gt;
#* Seed is consumed on successful planting&lt;br /&gt;
#* Plant status changes to &amp;quot;Seeded&amp;quot;&lt;br /&gt;
# Use a Planter Tester to rain your daily quality check&lt;br /&gt;
#* Use Fertilizer and Nutrified Water to raise Dirt and Water Qualities&lt;br /&gt;
#** Both Fertilizer and Nutrified Water can be crafted with [[Alchemy]].&lt;br /&gt;
# First Growth Check&lt;br /&gt;
#* Occurs 24 hours after planting&lt;br /&gt;
# Daily Maintenance&lt;br /&gt;
#* Perform quality checks, add resources, monitor plant health&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important&#039;&#039;: Planters not locked down that are seeded do not grow. The reset each day on growth check, repeating the same day. Effectively pausing the planter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Checks ==&lt;br /&gt;
&lt;br /&gt;
Each day, players perform **one quality check** per planter using a Planter Tester tool. This determines the maximum quality ceiling for water and dirt that day.&lt;br /&gt;
&lt;br /&gt;
=== Quality Check Formula ===&lt;br /&gt;
Final Quality = Base Quality + Skill Bonus + Success Bonus + Tool Bonus&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Base Quality&#039;&#039;&#039;: 30-75% (varies by seed difficulty)&lt;br /&gt;
** VeryEasy: 50-75%&lt;br /&gt;
** Easy: 45-70%&lt;br /&gt;
** Moderate: 40-65%&lt;br /&gt;
** Hard: 35-60%&lt;br /&gt;
** VeryHard: 30-55%&lt;br /&gt;
* &#039;&#039;&#039;Skill Bonus&#039;&#039;&#039;: 0-35% (based on Item Identification skill)&lt;br /&gt;
** Scales from minimum to maximum skill requirement&lt;br /&gt;
** Full bonus at maximum skill for that difficulty&lt;br /&gt;
* &#039;&#039;&#039;Success Bonus&#039;&#039;&#039;: 5-10% (granted on successful skill check)&lt;br /&gt;
** Awarded when the skill check succeeds&lt;br /&gt;
** Adds variability to quality results&lt;br /&gt;
* &#039;&#039;&#039;Tool Bonus&#039;&#039;&#039;: 0-23% (based on Planter Tester material and quality)&lt;br /&gt;
&lt;br /&gt;
=== Planter Tester Tool Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Regular Bonus !! Exceptional Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Iron || 0% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| Dull Copper || +2% || +7%&lt;br /&gt;
|-&lt;br /&gt;
| Umbra Iron || +4% || +9%&lt;br /&gt;
|-&lt;br /&gt;
| Copper || +6% || +11%&lt;br /&gt;
|-&lt;br /&gt;
| Bronze || +8% || +13%&lt;br /&gt;
|-&lt;br /&gt;
| Gold || +10% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Lunanite || +12% || +17%&lt;br /&gt;
|-&lt;br /&gt;
| Duranium || +14% || +19%&lt;br /&gt;
|-&lt;br /&gt;
| Veranium || +16% || +21%&lt;br /&gt;
|-&lt;br /&gt;
| Zentonium || +18% || +23%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Zentonium Exceptional Planter Tester grants +23% to quality checks.&lt;br /&gt;
&lt;br /&gt;
=== TasteID Skill Requirements by Difficulty ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Min Skill !! Max Skill&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 50.0 || 80.0&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 60.0 || 90.0&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 70.0 || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 90.0 || 110.0&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 100.0 || 120.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Higher Item Identification skill grants better quality results. Train to 120.0 for maximum effectiveness on VeryHard seeds.&lt;br /&gt;
&lt;br /&gt;
== Quality Enhancement Items ==&lt;br /&gt;
&lt;br /&gt;
Special items can be used to increase the current water or dirt quality **after** performing a daily quality check. These items can only raise quality up to the maximum set by that day&#039;s quality check. Both are crafted with [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
=== Plant Fertilizer ===&lt;br /&gt;
Increases **current dirt quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to Max Dirt Quality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires dirt to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test dirt quality and get 65% max for the day. Current quality is 20%. Use Plant Fertilizer to raise it from 20% → 50% → 65% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
=== Nutrified Plant Water ===&lt;br /&gt;
Increases **current water quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to Max Water Quality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires water to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test water quality and get 70% max for the day. Current quality is 30%. Use Nutrified Plant Water to raise it from 30% → 60% → 70% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important Notes&#039;&#039;:&lt;br /&gt;
* Both Fertilizer and Nutrified Water are crafted with [[Alchemy]]&lt;br /&gt;
* These items raise **current quality**, not **maximum quality**&lt;br /&gt;
* They can only be used after performing the daily quality check&lt;br /&gt;
* Quality cannot exceed the daily maximum set by your quality check&lt;br /&gt;
* Larger planters require more uses to achieve the same percentage increase&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Degradation ==&lt;br /&gt;
&lt;br /&gt;
Each day at the daily reset (24 hours after planting), water and dirt quality decrease based on seed difficulty and active status effects.&lt;br /&gt;
&lt;br /&gt;
=== Base Quality Reduction ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Quality Loss per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 30-40%&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 40-50%&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 50-60%&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 60-70%&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 70-80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strategy&#039;&#039;: Higher difficulty seeds require more frequent quality checks and better tools to maintain high quality levels.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Growth System ==&lt;br /&gt;
&lt;br /&gt;
=== Growth Stages ===&lt;br /&gt;
Plants progress through five stages based on accumulated Growth Score:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Progress !! Visual !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Seeded || 0-25% || No visual spawn || Initial planting&lt;br /&gt;
|-&lt;br /&gt;
| Seedling || 25-50% || No visual spawn || Early growth&lt;br /&gt;
|-&lt;br /&gt;
| Sprout || 50-75% || Small sprout appears || First visible stage&lt;br /&gt;
|-&lt;br /&gt;
| Growing || 75-100% || Medium plant || Almost mature&lt;br /&gt;
|-&lt;br /&gt;
| Complete || 100% || Full plant || Ready to harvest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Daily Growth Calculation ===&lt;br /&gt;
Each day at reset, the planter calculates growth increase:&lt;br /&gt;
&lt;br /&gt;
Growth = Base Growth × Resource Penalty × Quality Bonus × Health Multiplier&lt;br /&gt;
&lt;br /&gt;
; Factors&lt;br /&gt;
* &#039;&#039;&#039;Base Growth&#039;&#039;&#039;: Random value between MinimumDailyGrowthScore and MaximumDailyGrowthScore (seed-dependent)&lt;br /&gt;
* &#039;&#039;&#039;Resource Penalty&#039;&#039;&#039;: 50% penalty if water OR dirt falls below minimum needed&lt;br /&gt;
* &#039;&#039;&#039;Quality Bonus&#039;&#039;&#039;: Up to +50% from combined water and dirt quality&lt;br /&gt;
** Water Quality contributes 5% of its value&lt;br /&gt;
** Dirt Quality contributes 5% of its value&lt;br /&gt;
** Example: 100% water + 100% dirt = +10% growth bonus&lt;br /&gt;
* &#039;&#039;&#039;Growth Rate Bonuses&#039;&#039;&#039;: From planter base stats, upgrades, and status effects&lt;br /&gt;
* &#039;&#039;&#039;Health Multiplier&#039;&#039;&#039;: Based on current plant health&lt;br /&gt;
&lt;br /&gt;
=== Resource Consumption ===&lt;br /&gt;
Each day, the plant consumes:&lt;br /&gt;
* Water: Random amount between MinimumWaterNeeded and MaximumWaterNeeded (seed-dependent)&lt;br /&gt;
* Dirt: Random amount between MinimumDirtNeeded and MaximumDirtNeeded (seed-dependent)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Warning&#039;&#039;: If resources drop to zero, growth is severely penalized!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Plant Health System ==&lt;br /&gt;
&lt;br /&gt;
Plant health is calculated daily and affects growth speed and rarity chance at harvest.&lt;br /&gt;
&lt;br /&gt;
=== Health Levels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health !! Growth Multiplier !! Rarity Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Excellent || +25% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Good || +10% || +8%&lt;br /&gt;
|-&lt;br /&gt;
| Fair || Normal || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Poor || -15% || -5%&lt;br /&gt;
|-&lt;br /&gt;
| Withered || -40% || -15%&lt;br /&gt;
|-&lt;br /&gt;
| Dead || 0% (no growth) || -25%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Calculation Formula ===&lt;br /&gt;
Health is recalculated daily based on four factors:&lt;br /&gt;
&lt;br /&gt;
Health Score = (Resource × 0.4) + (Quality × 0.8) + (Status × 0.4) − (Growth Penalty × 0.1)&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Resource Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Both resources present = 100 points&lt;br /&gt;
** Partial resources = 50 points&lt;br /&gt;
** Empty resources = 0 points&lt;br /&gt;
* &#039;&#039;&#039;Quality Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Average of water and dirt quality&lt;br /&gt;
** Below 30% quality applies 50% penalty&lt;br /&gt;
* &#039;&#039;&#039;Status Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Baseline: 50&lt;br /&gt;
** Negative effects: -20 per effect&lt;br /&gt;
** Positive effects: +10 per effect&lt;br /&gt;
* &#039;&#039;&#039;Growth Penalty&#039;&#039;&#039; (0-40):&lt;br /&gt;
** Seeded: 0&lt;br /&gt;
** Seedling: 10&lt;br /&gt;
** Sprout: 20&lt;br /&gt;
** Growing: 30&lt;br /&gt;
** Complete: 40&lt;br /&gt;
&lt;br /&gt;
=== Health Changes ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health Score !! Result&lt;br /&gt;
|-&lt;br /&gt;
| 85+ || Health improves by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 70-84 || Minor improvement (Poor → Fair only)&lt;br /&gt;
|-&lt;br /&gt;
| 50-69 || Health stable&lt;br /&gt;
|-&lt;br /&gt;
| 35-49 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 20-34 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;20 || Health decreases by 2 levels (rapid decline!)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Key Point&#039;&#039;: Mature plants (Growing/Complete stages) are MORE demanding and require better care to maintain health.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Status Effects (Random Events) ==&lt;br /&gt;
&lt;br /&gt;
Status effects are random events that apply each day based on seed difficulty, resistance stats, and quality levels.&lt;br /&gt;
&lt;br /&gt;
=== Event Roll Frequency ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Event Rolls per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 2&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Pests ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Aphids || 15% || 1-3 days || -10% Growth Rate, -5% Rarity, -10% Water Max Quality&lt;br /&gt;
|-&lt;br /&gt;
| Caterpillars || 12% || 1-3 days || -12% Dirt Max Quality, +8% Water Quality Loss, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Spider Mites || 10% || 2-4 days || -14% Fungal Resistance, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Diseases ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Blight || 12% || 1-3 days || -10% Growth Rate, -5% Dirt Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Root Rot || 10% || 2-4 days || +12% Water Quality Loss, -8% Water Max Quality, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Leaf Spot || 8% || 1-3 days || +14% Water Quality Loss, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Fungal ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Mold || 10% || 1-3 days || +10% Water Quality Loss, -5% Water Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Rot Mushrooms || 8% || 2-4 days || +12% Water Quality Loss, -8% Growth Rate, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Powdery Mildew || 7% || 1-3 days || -14% Water Max Quality, -11% Rarity, +14% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Soil/Water Issues ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Percolated Soil || 8% || 1-2 days || -12% Dirt Max Quality, -10% Growth Rate, -12% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Waterlogged Soil || 10% || 1-3 days || -15% Dirt Max Quality, -13% Rarity, -15% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| pH Imbalance || 8% || 1-2 days || -12% Water Max Quality, -10% Growth Rate, -12% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Water Parasites || 10% || 2-4 days || -15% Water Max Quality, -13% Rarity, -15% Fungal Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Defensive ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Defence || 5% || 2-4 days || +10% Fungal Resistance, +10% Growth Rate, -10% Dirt Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || 5% || 2-4 days || +10% Pest Resistance, +10% Rarity, -10% Water Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Antibody Boost || 5% || 2-4 days || +10% Disease Resistance, +10% Growth Rate, +10% Dirt Max Quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Quality ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fertile Soil || 6% || 3-5 days || +10% Dirt Max Quality, +10% Rarity, +10% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Balanced pH || 6% || 3-5 days || +10% Water Max Quality, +10% Growth Rate, +10% Pest Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Luck ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Four-Leaf Clovers || 3% || 2-4 days || +20% Rarity, -10% Dirt Quality Loss, -10% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: High water and dirt quality reduce negative effect chances by up to 30%. Positive effects are increased by quality.&lt;br /&gt;
&#039;&#039;Resistance&#039;&#039;: All Resistance reduces chance by 75% of resistance value. Example: 20% Pest Resistance = 15% reduction in chance.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Planters can be upgraded with consumable items that provide permanent bonuses until the upgrade expires (charge-based).&lt;br /&gt;
&lt;br /&gt;
Upgrades will be craftable with [[Tinkering]] and [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
=== Standard Upgrades (10 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Water Purification Filter || +10% Water Max Quality || Purifies water, increasing maximum water quality&lt;br /&gt;
|-&lt;br /&gt;
| Water Retainer || -10% Daily Water Quality Loss || Retains water quality, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Dirt Retainer || -10% Daily Dirt Quality Loss || Retains soil nutrients, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Soil Nutrient Booster || +10% Dirt Max Quality || Enriches soil with nutrients, increasing maximum quality&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || +10% Pest Resistance || Repels pests, increasing plant resistance&lt;br /&gt;
|-&lt;br /&gt;
| Disease Shield || +10% Disease Resistance || Shields against diseases, boosting plant immunity&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Inhibitor || +10% Fungal Resistance || Inhibits fungal growth, protecting plants&lt;br /&gt;
|-&lt;br /&gt;
| Growth Enhancer || +5% Growth Rate || Enhances growth rate moderately&lt;br /&gt;
|-&lt;br /&gt;
| Growth Accelerator || +10% Growth Rate || Significantly accelerates plant growth&lt;br /&gt;
|-&lt;br /&gt;
| Clover Replica || +5% Rarity Chance || A fortunate charm that increases rare plant chances&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Upgrades (20 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Gold Clover Replica || +20% Rarity Chance || An extremely lucky charm that greatly increases rare plant chances&lt;br /&gt;
|-&lt;br /&gt;
| Fumigation System || +20% Disease Resistance || Advanced fumigation system providing superior disease protection&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Microbial Liner || +20% Disease Resistance || Specialized liner that prevents microbial contamination&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Fungal Coating || +20% Fungal Resistance || Advanced coating that provides exceptional fungal protection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Upgrades consume one charge per daily reset. Small planters have 1 upgrade slot.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
&lt;br /&gt;
When a plant reaches 100% growth (Complete stage), it can be harvested for a decorative plant item.&lt;br /&gt;
&lt;br /&gt;
=== Harvest Requirements ===&lt;br /&gt;
* Plant must be at Complete stage (100% Growth Score)&lt;br /&gt;
* Plant that are dead produce nothing at harvest.&lt;br /&gt;
* Player must be owner/co-owner of house where planter is locked down&lt;br /&gt;
&lt;br /&gt;
=== Rarity System ===&lt;br /&gt;
Harvested plants have four rarity tiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rarity !! Base Chance !! Color&lt;br /&gt;
|-&lt;br /&gt;
| Common || 50% || White&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon || 30% || Green&lt;br /&gt;
|-&lt;br /&gt;
| Rare || 15% || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || 5% || Gold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Rarity Modifiers&lt;br /&gt;
* Total Rarity Bonus = Planter Base Bonus + Upgrade Bonuses + Status Effect Bonuses + Plant Health Bonus&lt;br /&gt;
* Plant Health Bonuses:&lt;br /&gt;
** Excellent: +15%&lt;br /&gt;
** Good: +8%&lt;br /&gt;
** Fair: 0%&lt;br /&gt;
** Poor: -5%&lt;br /&gt;
** Withered: -15%&lt;br /&gt;
** Dead: -25%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Large Metal Planter (+12% base) with Excellent health (+15%) and Gold Clover Replica (+20%) has +47% total rarity bonus, significantly increasing chances for Rare and Legendary plants.&lt;br /&gt;
&lt;br /&gt;
=== Durability Loss ===&lt;br /&gt;
* Each harvest reduces planter durability by 10 (base, varies by seed)&lt;br /&gt;
* When durability reaches 0, the planter breaks and is deleted&lt;br /&gt;
* Higher-tier materials grant more total harvests&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Calculation&#039;&#039;: Zentonium Large Metal Planter = 350 base + 225 material bonus = 575 durability = ~57 harvests&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Seed Types and Plants ==&lt;br /&gt;
&lt;br /&gt;
=== Small Flowers ===&lt;br /&gt;
Fast-growing decorative flowers. Over 35 different varieties across all rarity tiers.&lt;br /&gt;
&lt;br /&gt;
; Examples&lt;br /&gt;
* Common: Orfluer flowers, Campion flowers, Snowdrops, Poppies&lt;br /&gt;
* Uncommon: Foxglove flowers, White flowers, Red poppies&lt;br /&gt;
* Rare: Orange rosa, Pink periwinkle, Purple daisy, Yellow muriel&lt;br /&gt;
* Legendary: Blue zinnia, Frost daisy, Desert daisy, Morning flowers&lt;br /&gt;
&lt;br /&gt;
=== Large Flowers ===&lt;br /&gt;
Larger decorative bushes and flowering plants. Over 20 different varieties.&lt;br /&gt;
&lt;br /&gt;
; Examples&lt;br /&gt;
* Common: Silvershade bloom, Desert thicket, Wispwillow, Duskpetal&lt;br /&gt;
* Uncommon: Rosethorn veil, Azalea bush, Rose thicket&lt;br /&gt;
* Rare: Mud willow, Morning lilac, Echo fern&lt;br /&gt;
* Legendary: Whisper thorn, Rose bush, Dusk willow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Additional seed types (Bushes, Trees, Herbs, Exotic Plants, Fungi, Cacti, Vines, Aquatic Plants, Carnivorous Plants, Magical Plants, Giant Plants, Regional Plants) are planned for future releases.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Strategies ==&lt;br /&gt;
&lt;br /&gt;
; Maximize Quality&lt;br /&gt;
* Use high-tier Planter Tester tools (Zentonium Exceptional = +23%)&lt;br /&gt;
* Train [[TasteID]] to 120.0 for maximum skill bonus&lt;br /&gt;
* Perform quality checks daily &lt;br /&gt;
* Use Water Purification Filter and Soil Nutrient Booster upgrades&lt;br /&gt;
&lt;br /&gt;
; Maintain Plant Health&lt;br /&gt;
* Keep water and dirt levels above minimum requirements at all times&lt;br /&gt;
* Maintain quality above 30% to avoid severe penalties&lt;br /&gt;
* Monitor for negative status effects&lt;br /&gt;
* Use high-quality planters (Large Wooden = 35/30/37% resistances)&lt;br /&gt;
&lt;br /&gt;
; Growth Optimization&lt;br /&gt;
* High water and dirt quality = up to +10% growth speed&lt;br /&gt;
* Healthy plants (Excellent/Good) grow 10-25% faster&lt;br /&gt;
* Use Growth Accelerator upgrade (+10%) for maximum speed&lt;br /&gt;
* Never let resources drop to zero (50% growth penalty!)&lt;br /&gt;
&lt;br /&gt;
; Harvest Planning&lt;br /&gt;
* Legendary plants require high rarity bonuses (45%+)&lt;br /&gt;
* Maintain Excellent plant health at harvest (+15% rarity)&lt;br /&gt;
* Use Gold Clover Replica upgrade (+20%) for best results&lt;br /&gt;
* Four-Leaf Clovers status effect adds +20% rarity chance&lt;br /&gt;
&lt;br /&gt;
; Resource Management&lt;br /&gt;
* Fill planters completely before planting&lt;br /&gt;
* Check resource levels daily&lt;br /&gt;
* Very Hard seeds consume 70-80% quality per day - requires daily checks&lt;br /&gt;
* Use Dirt/Water Retainer upgrades to reduce quality loss&lt;br /&gt;
&lt;br /&gt;
; Planter Selection&lt;br /&gt;
* Wooden planters: Best for disease/fungal-prone seeds&lt;br /&gt;
* Metal planters: Best for pest-prone seeds and maximum durability&lt;br /&gt;
* Large planters: Highest bonuses and capacity for serious gardeners&lt;br /&gt;
* Small planters: Good for beginners and testing seeds&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Item Identification]]&lt;br /&gt;
* [[Resource Gathering]]&lt;br /&gt;
* [[Crafting Zones]]&lt;br /&gt;
* [[Getting Started]]&lt;br /&gt;
* [[Main Menu]]&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=525</id>
		<title>Plant Growing System</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=525"/>
		<updated>2026-01-08T20:11:26Z</updated>

		<summary type="html">&lt;p&gt;Riggz: /* Nutrified Plant Water */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| [[File:SmallFlowerSeed.png|500px]] || [[File:PlantGrowSystem.png|500px]] || [[File:LargeFlowerSeed.png|500px]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
{|align=right&lt;br /&gt;
  |__TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
= PU Plant System =&lt;br /&gt;
&lt;br /&gt;
The PU Plant System is a comprehensive gardening framework where players grow decorative plants in craftable planters. The system features daily quality checks, growth stages, plant health mechanics, status effects, upgrades, and material-based bonuses.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Players craft planters from wood or metal, plant seeds with varying difficulty levels, maintain water and dirt resources, perform daily quality checks using a Planter Tester tool, and harvest mature plants for decorative items with rarity tiers (Common, Uncommon, Rare, Legendary).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== Required Items ===&lt;br /&gt;
; [[Planter]]&lt;br /&gt;
* Craftable via Carpentry (wood) or Blacksmithing (metal)&lt;br /&gt;
* Available in multiple materials (Iron, Wood, Colored Ingots/Logs)&lt;br /&gt;
* Higher-tier materials provide increased durability&lt;br /&gt;
* Must be locked down in a player house to function&lt;br /&gt;
&lt;br /&gt;
; [[Planter Tester]]&lt;br /&gt;
* Craftable tool used for daily quality checks&lt;br /&gt;
* Made from various metal types (Iron through Zentonium)&lt;br /&gt;
* Better materials grant quality bonus to test results&lt;br /&gt;
* Has limited charges based on material and quality&lt;br /&gt;
&lt;br /&gt;
; [[Seeds]]&lt;br /&gt;
* Current seed types: Small Flowers, Large Flowers&lt;br /&gt;
* Growth Difficulty: VeryEasy, Easy, Moderate, Hard, VeryHard&lt;br /&gt;
* Harder difficulties require more skill and resources but yield better rewards&lt;br /&gt;
&lt;br /&gt;
; [[Dirt Pile]]&lt;br /&gt;
* Mined from farm terrain tiles using a pickaxe or shovel&lt;br /&gt;
* Required to fill planters (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
; [[Water]]&lt;br /&gt;
* Collected via water containers (Water Bucket and Water Barrels)&lt;br /&gt;
* Fill containers by double-clicking near water tiles&lt;br /&gt;
* Required to keep planters hydrated (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Types ==&lt;br /&gt;
&lt;br /&gt;
=== Wooden Planters ===&lt;br /&gt;
Wooden planters excel at disease and fungal resistance with balanced growth rates.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Wooden || 100 || 100/100 || 10% || 5% || 12% || +5% || +5% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Wooden || 150 || 200/200 || 15% || 10% || 18% || +10% || +10% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Wooden || 300 || 500/500 || 35% || 30% || 37% || +15% || +25% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Metal Planters ===&lt;br /&gt;
Metal planters prioritize pest resistance and durability with strong growth bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Metal || 150 || 100/100 || 8% || 10% || 4% || +4% || +4% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Metal || 250 || 300/300 || 23% || 25% || 19% || +8% || +14% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Metal || 350 || 500/500 || 38% || 40% || 34% || +12% || +24% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Capacity shows Water/Dirt maximum. All planters have 1 upgrade slot (base).&lt;br /&gt;
&lt;br /&gt;
=== Material Durability Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Durability Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Regular Wood/Iron || +5&lt;br /&gt;
|-&lt;br /&gt;
| Dullwood/Dull Copper || +25&lt;br /&gt;
|-&lt;br /&gt;
| Umbrawood/Umbra Iron || +50&lt;br /&gt;
|-&lt;br /&gt;
| Copperwood/Copper || +75&lt;br /&gt;
|-&lt;br /&gt;
| Bronzewood/Bronze || +100&lt;br /&gt;
|-&lt;br /&gt;
| Goldenwood/Gold || +125&lt;br /&gt;
|-&lt;br /&gt;
| Lunawood/Lunanite || +150&lt;br /&gt;
|-&lt;br /&gt;
| Durawood/Duranium || +175&lt;br /&gt;
|-&lt;br /&gt;
| Verawood/Veranium || +200&lt;br /&gt;
|-&lt;br /&gt;
| Zentowood/Zentonium || +225&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planting Process ==&lt;br /&gt;
&lt;br /&gt;
# Craft a Planter&lt;br /&gt;
#* Wood planters: higher disease/fungal resistance&lt;br /&gt;
#* Metal planters: higher durability and pest resistance&lt;br /&gt;
# Place in House&lt;br /&gt;
#* Place planter in your house&lt;br /&gt;
# Lock Down&lt;br /&gt;
#* Lock down the planter (must be owner or co-owner)&lt;br /&gt;
# Add Dirt&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
# Add Water&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
# Plant Seed&lt;br /&gt;
#* Use a seed on the planter&lt;br /&gt;
#* Requires minimum dirt and water (varies by seed)&lt;br /&gt;
#* Seed is consumed on successful planting&lt;br /&gt;
#* Plant status changes to &amp;quot;Seeded&amp;quot;&lt;br /&gt;
# Use a Planter Tester to rain your daily quality check&lt;br /&gt;
#* Use Fertilizer and Nutrified Water to raise Dirt and Water Qualities&lt;br /&gt;
#** Both Fertilizer and Nutrified Water can be crafted with [[Alchemy]].&lt;br /&gt;
# First Growth Check&lt;br /&gt;
#* Occurs 24 hours after planting&lt;br /&gt;
# Daily Maintenance&lt;br /&gt;
#* Perform quality checks, add resources, monitor plant health&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important&#039;&#039;: Planters not locked down that are seeded do not grow. The reset each day on growth check, repeating the same day. Effectively pausing the planter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Checks ==&lt;br /&gt;
&lt;br /&gt;
Each day, players perform **one quality check** per planter using a Planter Tester tool. This determines the maximum quality ceiling for water and dirt that day.&lt;br /&gt;
&lt;br /&gt;
=== Quality Check Formula ===&lt;br /&gt;
Final Quality = Base Quality + Skill Bonus + Success Bonus + Tool Bonus&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Base Quality&#039;&#039;&#039;: 30-75% (varies by seed difficulty)&lt;br /&gt;
** VeryEasy: 50-75%&lt;br /&gt;
** Easy: 45-70%&lt;br /&gt;
** Moderate: 40-65%&lt;br /&gt;
** Hard: 35-60%&lt;br /&gt;
** VeryHard: 30-55%&lt;br /&gt;
* &#039;&#039;&#039;Skill Bonus&#039;&#039;&#039;: 0-35% (based on Item Identification skill)&lt;br /&gt;
** Scales from minimum to maximum skill requirement&lt;br /&gt;
** Full bonus at maximum skill for that difficulty&lt;br /&gt;
* &#039;&#039;&#039;Success Bonus&#039;&#039;&#039;: 5-10% (granted on successful skill check)&lt;br /&gt;
** Awarded when the skill check succeeds&lt;br /&gt;
** Adds variability to quality results&lt;br /&gt;
* &#039;&#039;&#039;Tool Bonus&#039;&#039;&#039;: 0-23% (based on Planter Tester material and quality)&lt;br /&gt;
&lt;br /&gt;
=== Planter Tester Tool Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Regular Bonus !! Exceptional Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Iron || 0% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| Dull Copper || +2% || +7%&lt;br /&gt;
|-&lt;br /&gt;
| Umbra Iron || +4% || +9%&lt;br /&gt;
|-&lt;br /&gt;
| Copper || +6% || +11%&lt;br /&gt;
|-&lt;br /&gt;
| Bronze || +8% || +13%&lt;br /&gt;
|-&lt;br /&gt;
| Gold || +10% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Lunanite || +12% || +17%&lt;br /&gt;
|-&lt;br /&gt;
| Duranium || +14% || +19%&lt;br /&gt;
|-&lt;br /&gt;
| Veranium || +16% || +21%&lt;br /&gt;
|-&lt;br /&gt;
| Zentonium || +18% || +23%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Zentonium Exceptional Planter Tester grants +23% to quality checks.&lt;br /&gt;
&lt;br /&gt;
=== TasteID Skill Requirements by Difficulty ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Min Skill !! Max Skill&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 50.0 || 80.0&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 60.0 || 90.0&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 70.0 || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 90.0 || 110.0&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 100.0 || 120.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Higher Item Identification skill grants better quality results. Train to 120.0 for maximum effectiveness on VeryHard seeds.&lt;br /&gt;
&lt;br /&gt;
== Quality Enhancement Items ==&lt;br /&gt;
&lt;br /&gt;
Special items can be used to increase the current water or dirt quality **after** performing a daily quality check. These items can only raise quality up to the maximum set by that day&#039;s quality check. Both are crafted with [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
=== Plant Fertilizer ===&lt;br /&gt;
Increases **current dirt quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to Max Dirt Quality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires dirt to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test dirt quality and get 65% max for the day. Current quality is 20%. Use Plant Fertilizer to raise it from 20% → 50% → 65% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
=== Nutrified Plant Water ===&lt;br /&gt;
Increases **current water quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to Max Water Quality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires water to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test water quality and get 70% max for the day. Current quality is 30%. Use Nutrified Plant Water to raise it from 30% → 60% → 70% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important Notes&#039;&#039;:&lt;br /&gt;
* Both Fertilizer and Nutrified Water are crafted with [[Alchemy]]&lt;br /&gt;
* These items raise **current quality**, not **maximum quality**&lt;br /&gt;
* They can only be used after performing the daily quality check&lt;br /&gt;
* Quality cannot exceed the daily maximum set by your quality check&lt;br /&gt;
* Larger planters require more uses to achieve the same percentage increase&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Degradation ==&lt;br /&gt;
&lt;br /&gt;
Each day at the daily reset (24 hours after planting), water and dirt quality decrease based on seed difficulty and active status effects.&lt;br /&gt;
&lt;br /&gt;
=== Base Quality Reduction ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Quality Loss per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 30-40%&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 40-50%&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 50-60%&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 60-70%&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 70-80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strategy&#039;&#039;: Higher difficulty seeds require more frequent quality checks and better tools to maintain high quality levels.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Growth System ==&lt;br /&gt;
&lt;br /&gt;
=== Growth Stages ===&lt;br /&gt;
Plants progress through five stages based on accumulated Growth Score:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Progress !! Visual !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Seeded || 0-25% || No visual spawn || Initial planting&lt;br /&gt;
|-&lt;br /&gt;
| Seedling || 25-50% || No visual spawn || Early growth&lt;br /&gt;
|-&lt;br /&gt;
| Sprout || 50-75% || Small sprout appears || First visible stage&lt;br /&gt;
|-&lt;br /&gt;
| Growing || 75-100% || Medium plant || Almost mature&lt;br /&gt;
|-&lt;br /&gt;
| Complete || 100% || Full plant || Ready to harvest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Daily Growth Calculation ===&lt;br /&gt;
Each day at reset, the planter calculates growth increase:&lt;br /&gt;
&lt;br /&gt;
Growth = Base Growth × Resource Penalty × Quality Bonus × Health Multiplier&lt;br /&gt;
&lt;br /&gt;
; Factors&lt;br /&gt;
* &#039;&#039;&#039;Base Growth&#039;&#039;&#039;: Random value between MinimumDailyGrowthScore and MaximumDailyGrowthScore (seed-dependent)&lt;br /&gt;
* &#039;&#039;&#039;Resource Penalty&#039;&#039;&#039;: 50% penalty if water OR dirt falls below minimum needed&lt;br /&gt;
* &#039;&#039;&#039;Quality Bonus&#039;&#039;&#039;: Up to +50% from combined water and dirt quality&lt;br /&gt;
** Water Quality contributes 5% of its value&lt;br /&gt;
** Dirt Quality contributes 5% of its value&lt;br /&gt;
** Example: 100% water + 100% dirt = +10% growth bonus&lt;br /&gt;
* &#039;&#039;&#039;Growth Rate Bonuses&#039;&#039;&#039;: From planter base stats, upgrades, and status effects&lt;br /&gt;
* &#039;&#039;&#039;Health Multiplier&#039;&#039;&#039;: Based on current plant health&lt;br /&gt;
&lt;br /&gt;
=== Resource Consumption ===&lt;br /&gt;
Each day, the plant consumes:&lt;br /&gt;
* Water: Random amount between MinimumWaterNeeded and MaximumWaterNeeded (seed-dependent)&lt;br /&gt;
* Dirt: Random amount between MinimumDirtNeeded and MaximumDirtNeeded (seed-dependent)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Warning&#039;&#039;: If resources drop to zero, growth is severely penalized!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Plant Health System ==&lt;br /&gt;
&lt;br /&gt;
Plant health is calculated daily and affects growth speed and rarity chance at harvest.&lt;br /&gt;
&lt;br /&gt;
=== Health Levels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health !! Growth Multiplier !! Rarity Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Excellent || +25% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Good || +10% || +8%&lt;br /&gt;
|-&lt;br /&gt;
| Fair || Normal || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Poor || -15% || -5%&lt;br /&gt;
|-&lt;br /&gt;
| Withered || -40% || -15%&lt;br /&gt;
|-&lt;br /&gt;
| Dead || 0% (no growth) || -25%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Calculation Formula ===&lt;br /&gt;
Health is recalculated daily based on four factors:&lt;br /&gt;
&lt;br /&gt;
Health Score = (Resource × 0.4) + (Quality × 0.8) + (Status × 0.4) − (Growth Penalty × 0.1)&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Resource Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Both resources present = 100 points&lt;br /&gt;
** Partial resources = 50 points&lt;br /&gt;
** Empty resources = 0 points&lt;br /&gt;
* &#039;&#039;&#039;Quality Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Average of water and dirt quality&lt;br /&gt;
** Below 30% quality applies 50% penalty&lt;br /&gt;
* &#039;&#039;&#039;Status Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Baseline: 50&lt;br /&gt;
** Negative effects: -20 per effect&lt;br /&gt;
** Positive effects: +10 per effect&lt;br /&gt;
* &#039;&#039;&#039;Growth Penalty&#039;&#039;&#039; (0-40):&lt;br /&gt;
** Seeded: 0&lt;br /&gt;
** Seedling: 10&lt;br /&gt;
** Sprout: 20&lt;br /&gt;
** Growing: 30&lt;br /&gt;
** Complete: 40&lt;br /&gt;
&lt;br /&gt;
=== Health Changes ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health Score !! Result&lt;br /&gt;
|-&lt;br /&gt;
| 85+ || Health improves by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 70-84 || Minor improvement (Poor → Fair only)&lt;br /&gt;
|-&lt;br /&gt;
| 50-69 || Health stable&lt;br /&gt;
|-&lt;br /&gt;
| 35-49 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 20-34 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;20 || Health decreases by 2 levels (rapid decline!)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Key Point&#039;&#039;: Mature plants (Growing/Complete stages) are MORE demanding and require better care to maintain health.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Status Effects (Random Events) ==&lt;br /&gt;
&lt;br /&gt;
Status effects are random events that apply each day based on seed difficulty, resistance stats, and quality levels.&lt;br /&gt;
&lt;br /&gt;
=== Event Roll Frequency ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Event Rolls per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 2&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Pests ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Aphids || 15% || 1-3 days || -10% Growth Rate, -5% Rarity, -10% Water Max Quality&lt;br /&gt;
|-&lt;br /&gt;
| Caterpillars || 12% || 1-3 days || -12% Dirt Max Quality, +8% Water Quality Loss, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Spider Mites || 10% || 2-4 days || -14% Fungal Resistance, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Diseases ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Blight || 12% || 1-3 days || -10% Growth Rate, -5% Dirt Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Root Rot || 10% || 2-4 days || +12% Water Quality Loss, -8% Water Max Quality, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Leaf Spot || 8% || 1-3 days || +14% Water Quality Loss, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Fungal ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Mold || 10% || 1-3 days || +10% Water Quality Loss, -5% Water Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Rot Mushrooms || 8% || 2-4 days || +12% Water Quality Loss, -8% Growth Rate, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Powdery Mildew || 7% || 1-3 days || -14% Water Max Quality, -11% Rarity, +14% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Soil/Water Issues ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Percolated Soil || 8% || 1-2 days || -12% Dirt Max Quality, -10% Growth Rate, -12% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Waterlogged Soil || 10% || 1-3 days || -15% Dirt Max Quality, -13% Rarity, -15% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| pH Imbalance || 8% || 1-2 days || -12% Water Max Quality, -10% Growth Rate, -12% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Water Parasites || 10% || 2-4 days || -15% Water Max Quality, -13% Rarity, -15% Fungal Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Defensive ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Defence || 5% || 2-4 days || +10% Fungal Resistance, +10% Growth Rate, -10% Dirt Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || 5% || 2-4 days || +10% Pest Resistance, +10% Rarity, -10% Water Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Antibody Boost || 5% || 2-4 days || +10% Disease Resistance, +10% Growth Rate, +10% Dirt Max Quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Quality ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fertile Soil || 6% || 3-5 days || +10% Dirt Max Quality, +10% Rarity, +10% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Balanced pH || 6% || 3-5 days || +10% Water Max Quality, +10% Growth Rate, +10% Pest Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Luck ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Four-Leaf Clovers || 3% || 2-4 days || +20% Rarity, -10% Dirt Quality Loss, -10% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: High water and dirt quality reduce negative effect chances by up to 30%. Positive effects are increased by quality.&lt;br /&gt;
&#039;&#039;Resistance&#039;&#039;: All Resistance reduces chance by 75% of resistance value. Example: 20% Pest Resistance = 15% reduction in chance.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Planters can be upgraded with consumable items that provide permanent bonuses until the upgrade expires (charge-based).&lt;br /&gt;
&lt;br /&gt;
Upgrades will be craftable with [[Tinkering]] and [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
=== Standard Upgrades (10 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Water Purification Filter || +10% Water Max Quality || Purifies water, increasing maximum water quality&lt;br /&gt;
|-&lt;br /&gt;
| Water Retainer || -10% Daily Water Quality Loss || Retains water quality, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Dirt Retainer || -10% Daily Dirt Quality Loss || Retains soil nutrients, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Soil Nutrient Booster || +10% Dirt Max Quality || Enriches soil with nutrients, increasing maximum quality&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || +10% Pest Resistance || Repels pests, increasing plant resistance&lt;br /&gt;
|-&lt;br /&gt;
| Disease Shield || +10% Disease Resistance || Shields against diseases, boosting plant immunity&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Inhibitor || +10% Fungal Resistance || Inhibits fungal growth, protecting plants&lt;br /&gt;
|-&lt;br /&gt;
| Growth Enhancer || +5% Growth Rate || Enhances growth rate moderately&lt;br /&gt;
|-&lt;br /&gt;
| Growth Accelerator || +10% Growth Rate || Significantly accelerates plant growth&lt;br /&gt;
|-&lt;br /&gt;
| Clover Replica || +5% Rarity Chance || A fortunate charm that increases rare plant chances&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Upgrades (20 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Gold Clover Replica || +20% Rarity Chance || An extremely lucky charm that greatly increases rare plant chances&lt;br /&gt;
|-&lt;br /&gt;
| Fumigation System || +20% Disease Resistance || Advanced fumigation system providing superior disease protection&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Microbial Liner || +20% Disease Resistance || Specialized liner that prevents microbial contamination&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Fungal Coating || +20% Fungal Resistance || Advanced coating that provides exceptional fungal protection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Upgrades consume one charge per daily reset. Small planters have 1 upgrade slot.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
&lt;br /&gt;
When a plant reaches 100% growth (Complete stage), it can be harvested for a decorative plant item.&lt;br /&gt;
&lt;br /&gt;
=== Harvest Requirements ===&lt;br /&gt;
* Plant must be at Complete stage (100% Growth Score)&lt;br /&gt;
* Plant that are dead produce nothing at harvest.&lt;br /&gt;
* Player must be owner/co-owner of house where planter is locked down&lt;br /&gt;
&lt;br /&gt;
=== Rarity System ===&lt;br /&gt;
Harvested plants have four rarity tiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rarity !! Base Chance !! Color&lt;br /&gt;
|-&lt;br /&gt;
| Common || 50% || White&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon || 30% || Green&lt;br /&gt;
|-&lt;br /&gt;
| Rare || 15% || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || 5% || Gold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Rarity Modifiers&lt;br /&gt;
* Total Rarity Bonus = Planter Base Bonus + Upgrade Bonuses + Status Effect Bonuses + Plant Health Bonus&lt;br /&gt;
* Plant Health Bonuses:&lt;br /&gt;
** Excellent: +15%&lt;br /&gt;
** Good: +8%&lt;br /&gt;
** Fair: 0%&lt;br /&gt;
** Poor: -5%&lt;br /&gt;
** Withered: -15%&lt;br /&gt;
** Dead: -25%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Large Metal Planter (+12% base) with Excellent health (+15%) and Gold Clover Replica (+20%) has +47% total rarity bonus, significantly increasing chances for Rare and Legendary plants.&lt;br /&gt;
&lt;br /&gt;
=== Durability Loss ===&lt;br /&gt;
* Each harvest reduces planter durability by 10 (base, varies by seed)&lt;br /&gt;
* When durability reaches 0, the planter breaks and is deleted&lt;br /&gt;
* Higher-tier materials grant more total harvests&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Calculation&#039;&#039;: Zentonium Large Metal Planter = 350 base + 225 material bonus = 575 durability = ~57 harvests&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Seed Types and Plants ==&lt;br /&gt;
&lt;br /&gt;
=== Small Flowers ===&lt;br /&gt;
Fast-growing decorative flowers. Over 35 different varieties across all rarity tiers.&lt;br /&gt;
&lt;br /&gt;
; Examples&lt;br /&gt;
* Common: Orfluer flowers, Campion flowers, Snowdrops, Poppies&lt;br /&gt;
* Uncommon: Foxglove flowers, White flowers, Red poppies&lt;br /&gt;
* Rare: Orange rosa, Pink periwinkle, Purple daisy, Yellow muriel&lt;br /&gt;
* Legendary: Blue zinnia, Frost daisy, Desert daisy, Morning flowers&lt;br /&gt;
&lt;br /&gt;
=== Large Flowers ===&lt;br /&gt;
Larger decorative bushes and flowering plants. Over 20 different varieties.&lt;br /&gt;
&lt;br /&gt;
; Examples&lt;br /&gt;
* Common: Silvershade bloom, Desert thicket, Wispwillow, Duskpetal&lt;br /&gt;
* Uncommon: Rosethorn veil, Azalea bush, Rose thicket&lt;br /&gt;
* Rare: Mud willow, Morning lilac, Echo fern&lt;br /&gt;
* Legendary: Whisper thorn, Rose bush, Dusk willow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Additional seed types (Bushes, Trees, Herbs, Exotic Plants, Fungi, Cacti, Vines, Aquatic Plants, Carnivorous Plants, Magical Plants, Giant Plants, Regional Plants) are planned for future releases.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Strategies ==&lt;br /&gt;
&lt;br /&gt;
; Maximize Quality&lt;br /&gt;
* Use high-tier Planter Tester tools (Zentonium Exceptional = +23%)&lt;br /&gt;
* Train Item Identification to 120.0 for maximum skill bonus&lt;br /&gt;
* Perform quality checks daily immediately after reset&lt;br /&gt;
* Use Water Purification Filter and Soil Nutrient Booster upgrades&lt;br /&gt;
&lt;br /&gt;
; Maintain Plant Health&lt;br /&gt;
* Keep water and dirt levels above minimum requirements at all times&lt;br /&gt;
* Maintain quality above 30% to avoid severe penalties&lt;br /&gt;
* Monitor for negative status effects&lt;br /&gt;
* Use high-quality planters (Large Wooden = 35/30/37% resistances)&lt;br /&gt;
&lt;br /&gt;
; Growth Optimization&lt;br /&gt;
* High water and dirt quality = up to +10% growth speed&lt;br /&gt;
* Healthy plants (Excellent/Good) grow 10-25% faster&lt;br /&gt;
* Use Growth Accelerator upgrade (+10%) for maximum speed&lt;br /&gt;
* Never let resources drop to zero (50% growth penalty!)&lt;br /&gt;
&lt;br /&gt;
; Harvest Planning&lt;br /&gt;
* Legendary plants require high rarity bonuses (45%+)&lt;br /&gt;
* Maintain Excellent plant health at harvest (+15% rarity)&lt;br /&gt;
* Use Gold Clover Replica upgrade (+20%) for best results&lt;br /&gt;
* Four-Leaf Clovers status effect adds +20% rarity chance&lt;br /&gt;
&lt;br /&gt;
; Resource Management&lt;br /&gt;
* Fill planters completely before planting&lt;br /&gt;
* Check resource levels daily&lt;br /&gt;
* VeryHard seeds consume 70-80% quality per day - requires daily checks&lt;br /&gt;
* Use Dirt/Water Retainer upgrades to reduce quality loss&lt;br /&gt;
&lt;br /&gt;
; Planter Selection&lt;br /&gt;
* Wooden planters: Best for disease/fungal-prone seeds&lt;br /&gt;
* Metal planters: Best for pest-prone seeds and maximum durability&lt;br /&gt;
* Large planters: Highest bonuses and capacity for serious gardeners&lt;br /&gt;
* Small planters: Good for beginners and testing seeds&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Item Identification]]&lt;br /&gt;
* [[Resource Gathering]]&lt;br /&gt;
* [[Crafting Zones]]&lt;br /&gt;
* [[Getting Started]]&lt;br /&gt;
* [[Main Menu]]&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=524</id>
		<title>Plant Growing System</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=524"/>
		<updated>2026-01-08T20:09:55Z</updated>

		<summary type="html">&lt;p&gt;Riggz: /* Quality Enhancement Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| [[File:SmallFlowerSeed.png|500px]] || [[File:PlantGrowSystem.png|500px]] || [[File:LargeFlowerSeed.png|500px]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
{|align=right&lt;br /&gt;
  |__TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
= PU Plant System =&lt;br /&gt;
&lt;br /&gt;
The PU Plant System is a comprehensive gardening framework where players grow decorative plants in craftable planters. The system features daily quality checks, growth stages, plant health mechanics, status effects, upgrades, and material-based bonuses.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Players craft planters from wood or metal, plant seeds with varying difficulty levels, maintain water and dirt resources, perform daily quality checks using a Planter Tester tool, and harvest mature plants for decorative items with rarity tiers (Common, Uncommon, Rare, Legendary).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== Required Items ===&lt;br /&gt;
; [[Planter]]&lt;br /&gt;
* Craftable via Carpentry (wood) or Blacksmithing (metal)&lt;br /&gt;
* Available in multiple materials (Iron, Wood, Colored Ingots/Logs)&lt;br /&gt;
* Higher-tier materials provide increased durability&lt;br /&gt;
* Must be locked down in a player house to function&lt;br /&gt;
&lt;br /&gt;
; [[Planter Tester]]&lt;br /&gt;
* Craftable tool used for daily quality checks&lt;br /&gt;
* Made from various metal types (Iron through Zentonium)&lt;br /&gt;
* Better materials grant quality bonus to test results&lt;br /&gt;
* Has limited charges based on material and quality&lt;br /&gt;
&lt;br /&gt;
; [[Seeds]]&lt;br /&gt;
* Current seed types: Small Flowers, Large Flowers&lt;br /&gt;
* Growth Difficulty: VeryEasy, Easy, Moderate, Hard, VeryHard&lt;br /&gt;
* Harder difficulties require more skill and resources but yield better rewards&lt;br /&gt;
&lt;br /&gt;
; [[Dirt Pile]]&lt;br /&gt;
* Mined from farm terrain tiles using a pickaxe or shovel&lt;br /&gt;
* Required to fill planters (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
; [[Water]]&lt;br /&gt;
* Collected via water containers (Water Bucket and Water Barrels)&lt;br /&gt;
* Fill containers by double-clicking near water tiles&lt;br /&gt;
* Required to keep planters hydrated (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Types ==&lt;br /&gt;
&lt;br /&gt;
=== Wooden Planters ===&lt;br /&gt;
Wooden planters excel at disease and fungal resistance with balanced growth rates.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Wooden || 100 || 100/100 || 10% || 5% || 12% || +5% || +5% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Wooden || 150 || 200/200 || 15% || 10% || 18% || +10% || +10% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Wooden || 300 || 500/500 || 35% || 30% || 37% || +15% || +25% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Metal Planters ===&lt;br /&gt;
Metal planters prioritize pest resistance and durability with strong growth bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Metal || 150 || 100/100 || 8% || 10% || 4% || +4% || +4% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Metal || 250 || 300/300 || 23% || 25% || 19% || +8% || +14% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Metal || 350 || 500/500 || 38% || 40% || 34% || +12% || +24% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Capacity shows Water/Dirt maximum. All planters have 1 upgrade slot (base).&lt;br /&gt;
&lt;br /&gt;
=== Material Durability Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Durability Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Regular Wood/Iron || +5&lt;br /&gt;
|-&lt;br /&gt;
| Dullwood/Dull Copper || +25&lt;br /&gt;
|-&lt;br /&gt;
| Umbrawood/Umbra Iron || +50&lt;br /&gt;
|-&lt;br /&gt;
| Copperwood/Copper || +75&lt;br /&gt;
|-&lt;br /&gt;
| Bronzewood/Bronze || +100&lt;br /&gt;
|-&lt;br /&gt;
| Goldenwood/Gold || +125&lt;br /&gt;
|-&lt;br /&gt;
| Lunawood/Lunanite || +150&lt;br /&gt;
|-&lt;br /&gt;
| Durawood/Duranium || +175&lt;br /&gt;
|-&lt;br /&gt;
| Verawood/Veranium || +200&lt;br /&gt;
|-&lt;br /&gt;
| Zentowood/Zentonium || +225&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planting Process ==&lt;br /&gt;
&lt;br /&gt;
# Craft a Planter&lt;br /&gt;
#* Wood planters: higher disease/fungal resistance&lt;br /&gt;
#* Metal planters: higher durability and pest resistance&lt;br /&gt;
# Place in House&lt;br /&gt;
#* Place planter in your house&lt;br /&gt;
# Lock Down&lt;br /&gt;
#* Lock down the planter (must be owner or co-owner)&lt;br /&gt;
# Add Dirt&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
# Add Water&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
# Plant Seed&lt;br /&gt;
#* Use a seed on the planter&lt;br /&gt;
#* Requires minimum dirt and water (varies by seed)&lt;br /&gt;
#* Seed is consumed on successful planting&lt;br /&gt;
#* Plant status changes to &amp;quot;Seeded&amp;quot;&lt;br /&gt;
# Use a Planter Tester to rain your daily quality check&lt;br /&gt;
#* Use Fertilizer and Nutrified Water to raise Dirt and Water Qualities&lt;br /&gt;
#** Both Fertilizer and Nutrified Water can be crafted with [[Alchemy]].&lt;br /&gt;
# First Growth Check&lt;br /&gt;
#* Occurs 24 hours after planting&lt;br /&gt;
# Daily Maintenance&lt;br /&gt;
#* Perform quality checks, add resources, monitor plant health&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important&#039;&#039;: Planters not locked down that are seeded do not grow. The reset each day on growth check, repeating the same day. Effectively pausing the planter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Checks ==&lt;br /&gt;
&lt;br /&gt;
Each day, players perform **one quality check** per planter using a Planter Tester tool. This determines the maximum quality ceiling for water and dirt that day.&lt;br /&gt;
&lt;br /&gt;
=== Quality Check Formula ===&lt;br /&gt;
Final Quality = Base Quality + Skill Bonus + Success Bonus + Tool Bonus&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Base Quality&#039;&#039;&#039;: 30-75% (varies by seed difficulty)&lt;br /&gt;
** VeryEasy: 50-75%&lt;br /&gt;
** Easy: 45-70%&lt;br /&gt;
** Moderate: 40-65%&lt;br /&gt;
** Hard: 35-60%&lt;br /&gt;
** VeryHard: 30-55%&lt;br /&gt;
* &#039;&#039;&#039;Skill Bonus&#039;&#039;&#039;: 0-35% (based on Item Identification skill)&lt;br /&gt;
** Scales from minimum to maximum skill requirement&lt;br /&gt;
** Full bonus at maximum skill for that difficulty&lt;br /&gt;
* &#039;&#039;&#039;Success Bonus&#039;&#039;&#039;: 5-10% (granted on successful skill check)&lt;br /&gt;
** Awarded when the skill check succeeds&lt;br /&gt;
** Adds variability to quality results&lt;br /&gt;
* &#039;&#039;&#039;Tool Bonus&#039;&#039;&#039;: 0-23% (based on Planter Tester material and quality)&lt;br /&gt;
&lt;br /&gt;
=== Planter Tester Tool Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Regular Bonus !! Exceptional Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Iron || 0% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| Dull Copper || +2% || +7%&lt;br /&gt;
|-&lt;br /&gt;
| Umbra Iron || +4% || +9%&lt;br /&gt;
|-&lt;br /&gt;
| Copper || +6% || +11%&lt;br /&gt;
|-&lt;br /&gt;
| Bronze || +8% || +13%&lt;br /&gt;
|-&lt;br /&gt;
| Gold || +10% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Lunanite || +12% || +17%&lt;br /&gt;
|-&lt;br /&gt;
| Duranium || +14% || +19%&lt;br /&gt;
|-&lt;br /&gt;
| Veranium || +16% || +21%&lt;br /&gt;
|-&lt;br /&gt;
| Zentonium || +18% || +23%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Zentonium Exceptional Planter Tester grants +23% to quality checks.&lt;br /&gt;
&lt;br /&gt;
=== TasteID Skill Requirements by Difficulty ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Min Skill !! Max Skill&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 50.0 || 80.0&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 60.0 || 90.0&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 70.0 || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 90.0 || 110.0&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 100.0 || 120.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Higher Item Identification skill grants better quality results. Train to 120.0 for maximum effectiveness on VeryHard seeds.&lt;br /&gt;
&lt;br /&gt;
== Quality Enhancement Items ==&lt;br /&gt;
&lt;br /&gt;
Special items can be used to increase the current water or dirt quality **after** performing a daily quality check. These items can only raise quality up to the maximum set by that day&#039;s quality check. Both are crafted with [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
=== Plant Fertilizer ===&lt;br /&gt;
Increases **current dirt quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to Max Dirt Quality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires dirt to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test dirt quality and get 65% max for the day. Current quality is 20%. Use Plant Fertilizer to raise it from 20% → 50% → 65% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
=== Nutrified Plant Water ===&lt;br /&gt;
Increases **current water quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to Max Water Quality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires water to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test water quality and get 70% max for the day. Current quality is 30%. Use Nutrified Plant Water to raise it from 30% → 60% → 70% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important Notes&#039;&#039;:&lt;br /&gt;
* Both Fertilizer and Nutrified Water are crafted with [[Alchemy]]&lt;br /&gt;
* These items raise **current quality**, not **maximum quality**&lt;br /&gt;
* They can only be used after performing the daily quality check&lt;br /&gt;
* Quality cannot exceed the daily maximum set by your quality check&lt;br /&gt;
* These items are very powerful - typically only 2-3 uses needed to reach daily maximum&lt;br /&gt;
* Larger planters require more uses to achieve the same percentage increase&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Degradation ==&lt;br /&gt;
&lt;br /&gt;
Each day at the daily reset (24 hours after planting), water and dirt quality decrease based on seed difficulty and active status effects.&lt;br /&gt;
&lt;br /&gt;
=== Base Quality Reduction ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Quality Loss per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 30-40%&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 40-50%&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 50-60%&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 60-70%&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 70-80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strategy&#039;&#039;: Higher difficulty seeds require more frequent quality checks and better tools to maintain high quality levels.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Growth System ==&lt;br /&gt;
&lt;br /&gt;
=== Growth Stages ===&lt;br /&gt;
Plants progress through five stages based on accumulated Growth Score:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Progress !! Visual !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Seeded || 0-25% || No visual spawn || Initial planting&lt;br /&gt;
|-&lt;br /&gt;
| Seedling || 25-50% || No visual spawn || Early growth&lt;br /&gt;
|-&lt;br /&gt;
| Sprout || 50-75% || Small sprout appears || First visible stage&lt;br /&gt;
|-&lt;br /&gt;
| Growing || 75-100% || Medium plant || Almost mature&lt;br /&gt;
|-&lt;br /&gt;
| Complete || 100% || Full plant || Ready to harvest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Daily Growth Calculation ===&lt;br /&gt;
Each day at reset, the planter calculates growth increase:&lt;br /&gt;
&lt;br /&gt;
Growth = Base Growth × Resource Penalty × Quality Bonus × Health Multiplier&lt;br /&gt;
&lt;br /&gt;
; Factors&lt;br /&gt;
* &#039;&#039;&#039;Base Growth&#039;&#039;&#039;: Random value between MinimumDailyGrowthScore and MaximumDailyGrowthScore (seed-dependent)&lt;br /&gt;
* &#039;&#039;&#039;Resource Penalty&#039;&#039;&#039;: 50% penalty if water OR dirt falls below minimum needed&lt;br /&gt;
* &#039;&#039;&#039;Quality Bonus&#039;&#039;&#039;: Up to +50% from combined water and dirt quality&lt;br /&gt;
** Water Quality contributes 5% of its value&lt;br /&gt;
** Dirt Quality contributes 5% of its value&lt;br /&gt;
** Example: 100% water + 100% dirt = +10% growth bonus&lt;br /&gt;
* &#039;&#039;&#039;Growth Rate Bonuses&#039;&#039;&#039;: From planter base stats, upgrades, and status effects&lt;br /&gt;
* &#039;&#039;&#039;Health Multiplier&#039;&#039;&#039;: Based on current plant health&lt;br /&gt;
&lt;br /&gt;
=== Resource Consumption ===&lt;br /&gt;
Each day, the plant consumes:&lt;br /&gt;
* Water: Random amount between MinimumWaterNeeded and MaximumWaterNeeded (seed-dependent)&lt;br /&gt;
* Dirt: Random amount between MinimumDirtNeeded and MaximumDirtNeeded (seed-dependent)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Warning&#039;&#039;: If resources drop to zero, growth is severely penalized!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Plant Health System ==&lt;br /&gt;
&lt;br /&gt;
Plant health is calculated daily and affects growth speed and rarity chance at harvest.&lt;br /&gt;
&lt;br /&gt;
=== Health Levels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health !! Growth Multiplier !! Rarity Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Excellent || +25% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Good || +10% || +8%&lt;br /&gt;
|-&lt;br /&gt;
| Fair || Normal || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Poor || -15% || -5%&lt;br /&gt;
|-&lt;br /&gt;
| Withered || -40% || -15%&lt;br /&gt;
|-&lt;br /&gt;
| Dead || 0% (no growth) || -25%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Calculation Formula ===&lt;br /&gt;
Health is recalculated daily based on four factors:&lt;br /&gt;
&lt;br /&gt;
Health Score = (Resource × 0.4) + (Quality × 0.8) + (Status × 0.4) − (Growth Penalty × 0.1)&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Resource Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Both resources present = 100 points&lt;br /&gt;
** Partial resources = 50 points&lt;br /&gt;
** Empty resources = 0 points&lt;br /&gt;
* &#039;&#039;&#039;Quality Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Average of water and dirt quality&lt;br /&gt;
** Below 30% quality applies 50% penalty&lt;br /&gt;
* &#039;&#039;&#039;Status Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Baseline: 50&lt;br /&gt;
** Negative effects: -20 per effect&lt;br /&gt;
** Positive effects: +10 per effect&lt;br /&gt;
* &#039;&#039;&#039;Growth Penalty&#039;&#039;&#039; (0-40):&lt;br /&gt;
** Seeded: 0&lt;br /&gt;
** Seedling: 10&lt;br /&gt;
** Sprout: 20&lt;br /&gt;
** Growing: 30&lt;br /&gt;
** Complete: 40&lt;br /&gt;
&lt;br /&gt;
=== Health Changes ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health Score !! Result&lt;br /&gt;
|-&lt;br /&gt;
| 85+ || Health improves by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 70-84 || Minor improvement (Poor → Fair only)&lt;br /&gt;
|-&lt;br /&gt;
| 50-69 || Health stable&lt;br /&gt;
|-&lt;br /&gt;
| 35-49 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 20-34 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;20 || Health decreases by 2 levels (rapid decline!)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Key Point&#039;&#039;: Mature plants (Growing/Complete stages) are MORE demanding and require better care to maintain health.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Status Effects (Random Events) ==&lt;br /&gt;
&lt;br /&gt;
Status effects are random events that apply each day based on seed difficulty, resistance stats, and quality levels.&lt;br /&gt;
&lt;br /&gt;
=== Event Roll Frequency ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Event Rolls per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 2&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Pests ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Aphids || 15% || 1-3 days || -10% Growth Rate, -5% Rarity, -10% Water Max Quality&lt;br /&gt;
|-&lt;br /&gt;
| Caterpillars || 12% || 1-3 days || -12% Dirt Max Quality, +8% Water Quality Loss, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Spider Mites || 10% || 2-4 days || -14% Fungal Resistance, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Diseases ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Blight || 12% || 1-3 days || -10% Growth Rate, -5% Dirt Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Root Rot || 10% || 2-4 days || +12% Water Quality Loss, -8% Water Max Quality, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Leaf Spot || 8% || 1-3 days || +14% Water Quality Loss, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Fungal ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Mold || 10% || 1-3 days || +10% Water Quality Loss, -5% Water Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Rot Mushrooms || 8% || 2-4 days || +12% Water Quality Loss, -8% Growth Rate, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Powdery Mildew || 7% || 1-3 days || -14% Water Max Quality, -11% Rarity, +14% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Soil/Water Issues ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Percolated Soil || 8% || 1-2 days || -12% Dirt Max Quality, -10% Growth Rate, -12% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Waterlogged Soil || 10% || 1-3 days || -15% Dirt Max Quality, -13% Rarity, -15% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| pH Imbalance || 8% || 1-2 days || -12% Water Max Quality, -10% Growth Rate, -12% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Water Parasites || 10% || 2-4 days || -15% Water Max Quality, -13% Rarity, -15% Fungal Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Defensive ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Defence || 5% || 2-4 days || +10% Fungal Resistance, +10% Growth Rate, -10% Dirt Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || 5% || 2-4 days || +10% Pest Resistance, +10% Rarity, -10% Water Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Antibody Boost || 5% || 2-4 days || +10% Disease Resistance, +10% Growth Rate, +10% Dirt Max Quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Quality ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fertile Soil || 6% || 3-5 days || +10% Dirt Max Quality, +10% Rarity, +10% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Balanced pH || 6% || 3-5 days || +10% Water Max Quality, +10% Growth Rate, +10% Pest Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Luck ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Four-Leaf Clovers || 3% || 2-4 days || +20% Rarity, -10% Dirt Quality Loss, -10% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: High water and dirt quality reduce negative effect chances by up to 30%. Positive effects are increased by quality.&lt;br /&gt;
&#039;&#039;Resistance&#039;&#039;: All Resistance reduces chance by 75% of resistance value. Example: 20% Pest Resistance = 15% reduction in chance.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Planters can be upgraded with consumable items that provide permanent bonuses until the upgrade expires (charge-based).&lt;br /&gt;
&lt;br /&gt;
Upgrades will be craftable with [[Tinkering]] and [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
=== Standard Upgrades (10 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Water Purification Filter || +10% Water Max Quality || Purifies water, increasing maximum water quality&lt;br /&gt;
|-&lt;br /&gt;
| Water Retainer || -10% Daily Water Quality Loss || Retains water quality, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Dirt Retainer || -10% Daily Dirt Quality Loss || Retains soil nutrients, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Soil Nutrient Booster || +10% Dirt Max Quality || Enriches soil with nutrients, increasing maximum quality&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || +10% Pest Resistance || Repels pests, increasing plant resistance&lt;br /&gt;
|-&lt;br /&gt;
| Disease Shield || +10% Disease Resistance || Shields against diseases, boosting plant immunity&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Inhibitor || +10% Fungal Resistance || Inhibits fungal growth, protecting plants&lt;br /&gt;
|-&lt;br /&gt;
| Growth Enhancer || +5% Growth Rate || Enhances growth rate moderately&lt;br /&gt;
|-&lt;br /&gt;
| Growth Accelerator || +10% Growth Rate || Significantly accelerates plant growth&lt;br /&gt;
|-&lt;br /&gt;
| Clover Replica || +5% Rarity Chance || A fortunate charm that increases rare plant chances&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Upgrades (20 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Gold Clover Replica || +20% Rarity Chance || An extremely lucky charm that greatly increases rare plant chances&lt;br /&gt;
|-&lt;br /&gt;
| Fumigation System || +20% Disease Resistance || Advanced fumigation system providing superior disease protection&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Microbial Liner || +20% Disease Resistance || Specialized liner that prevents microbial contamination&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Fungal Coating || +20% Fungal Resistance || Advanced coating that provides exceptional fungal protection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Upgrades consume one charge per daily reset. Small planters have 1 upgrade slot.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
&lt;br /&gt;
When a plant reaches 100% growth (Complete stage), it can be harvested for a decorative plant item.&lt;br /&gt;
&lt;br /&gt;
=== Harvest Requirements ===&lt;br /&gt;
* Plant must be at Complete stage (100% Growth Score)&lt;br /&gt;
* Plant that are dead produce nothing at harvest.&lt;br /&gt;
* Player must be owner/co-owner of house where planter is locked down&lt;br /&gt;
&lt;br /&gt;
=== Rarity System ===&lt;br /&gt;
Harvested plants have four rarity tiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rarity !! Base Chance !! Color&lt;br /&gt;
|-&lt;br /&gt;
| Common || 50% || White&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon || 30% || Green&lt;br /&gt;
|-&lt;br /&gt;
| Rare || 15% || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || 5% || Gold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Rarity Modifiers&lt;br /&gt;
* Total Rarity Bonus = Planter Base Bonus + Upgrade Bonuses + Status Effect Bonuses + Plant Health Bonus&lt;br /&gt;
* Plant Health Bonuses:&lt;br /&gt;
** Excellent: +15%&lt;br /&gt;
** Good: +8%&lt;br /&gt;
** Fair: 0%&lt;br /&gt;
** Poor: -5%&lt;br /&gt;
** Withered: -15%&lt;br /&gt;
** Dead: -25%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Large Metal Planter (+12% base) with Excellent health (+15%) and Gold Clover Replica (+20%) has +47% total rarity bonus, significantly increasing chances for Rare and Legendary plants.&lt;br /&gt;
&lt;br /&gt;
=== Durability Loss ===&lt;br /&gt;
* Each harvest reduces planter durability by 10 (base, varies by seed)&lt;br /&gt;
* When durability reaches 0, the planter breaks and is deleted&lt;br /&gt;
* Higher-tier materials grant more total harvests&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Calculation&#039;&#039;: Zentonium Large Metal Planter = 350 base + 225 material bonus = 575 durability = ~57 harvests&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Seed Types and Plants ==&lt;br /&gt;
&lt;br /&gt;
=== Small Flowers ===&lt;br /&gt;
Fast-growing decorative flowers. Over 35 different varieties across all rarity tiers.&lt;br /&gt;
&lt;br /&gt;
; Examples&lt;br /&gt;
* Common: Orfluer flowers, Campion flowers, Snowdrops, Poppies&lt;br /&gt;
* Uncommon: Foxglove flowers, White flowers, Red poppies&lt;br /&gt;
* Rare: Orange rosa, Pink periwinkle, Purple daisy, Yellow muriel&lt;br /&gt;
* Legendary: Blue zinnia, Frost daisy, Desert daisy, Morning flowers&lt;br /&gt;
&lt;br /&gt;
=== Large Flowers ===&lt;br /&gt;
Larger decorative bushes and flowering plants. Over 20 different varieties.&lt;br /&gt;
&lt;br /&gt;
; Examples&lt;br /&gt;
* Common: Silvershade bloom, Desert thicket, Wispwillow, Duskpetal&lt;br /&gt;
* Uncommon: Rosethorn veil, Azalea bush, Rose thicket&lt;br /&gt;
* Rare: Mud willow, Morning lilac, Echo fern&lt;br /&gt;
* Legendary: Whisper thorn, Rose bush, Dusk willow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Additional seed types (Bushes, Trees, Herbs, Exotic Plants, Fungi, Cacti, Vines, Aquatic Plants, Carnivorous Plants, Magical Plants, Giant Plants, Regional Plants) are planned for future releases.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Strategies ==&lt;br /&gt;
&lt;br /&gt;
; Maximize Quality&lt;br /&gt;
* Use high-tier Planter Tester tools (Zentonium Exceptional = +23%)&lt;br /&gt;
* Train Item Identification to 120.0 for maximum skill bonus&lt;br /&gt;
* Perform quality checks daily immediately after reset&lt;br /&gt;
* Use Water Purification Filter and Soil Nutrient Booster upgrades&lt;br /&gt;
&lt;br /&gt;
; Maintain Plant Health&lt;br /&gt;
* Keep water and dirt levels above minimum requirements at all times&lt;br /&gt;
* Maintain quality above 30% to avoid severe penalties&lt;br /&gt;
* Monitor for negative status effects&lt;br /&gt;
* Use high-quality planters (Large Wooden = 35/30/37% resistances)&lt;br /&gt;
&lt;br /&gt;
; Growth Optimization&lt;br /&gt;
* High water and dirt quality = up to +10% growth speed&lt;br /&gt;
* Healthy plants (Excellent/Good) grow 10-25% faster&lt;br /&gt;
* Use Growth Accelerator upgrade (+10%) for maximum speed&lt;br /&gt;
* Never let resources drop to zero (50% growth penalty!)&lt;br /&gt;
&lt;br /&gt;
; Harvest Planning&lt;br /&gt;
* Legendary plants require high rarity bonuses (45%+)&lt;br /&gt;
* Maintain Excellent plant health at harvest (+15% rarity)&lt;br /&gt;
* Use Gold Clover Replica upgrade (+20%) for best results&lt;br /&gt;
* Four-Leaf Clovers status effect adds +20% rarity chance&lt;br /&gt;
&lt;br /&gt;
; Resource Management&lt;br /&gt;
* Fill planters completely before planting&lt;br /&gt;
* Check resource levels daily&lt;br /&gt;
* VeryHard seeds consume 70-80% quality per day - requires daily checks&lt;br /&gt;
* Use Dirt/Water Retainer upgrades to reduce quality loss&lt;br /&gt;
&lt;br /&gt;
; Planter Selection&lt;br /&gt;
* Wooden planters: Best for disease/fungal-prone seeds&lt;br /&gt;
* Metal planters: Best for pest-prone seeds and maximum durability&lt;br /&gt;
* Large planters: Highest bonuses and capacity for serious gardeners&lt;br /&gt;
* Small planters: Good for beginners and testing seeds&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Item Identification]]&lt;br /&gt;
* [[Resource Gathering]]&lt;br /&gt;
* [[Crafting Zones]]&lt;br /&gt;
* [[Getting Started]]&lt;br /&gt;
* [[Main Menu]]&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=523</id>
		<title>Plant Growing System</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=523"/>
		<updated>2026-01-08T20:09:44Z</updated>

		<summary type="html">&lt;p&gt;Riggz: /* Quality Enhancement Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| [[File:SmallFlowerSeed.png|500px]] || [[File:PlantGrowSystem.png|500px]] || [[File:LargeFlowerSeed.png|500px]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
{|align=right&lt;br /&gt;
  |__TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
= PU Plant System =&lt;br /&gt;
&lt;br /&gt;
The PU Plant System is a comprehensive gardening framework where players grow decorative plants in craftable planters. The system features daily quality checks, growth stages, plant health mechanics, status effects, upgrades, and material-based bonuses.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Players craft planters from wood or metal, plant seeds with varying difficulty levels, maintain water and dirt resources, perform daily quality checks using a Planter Tester tool, and harvest mature plants for decorative items with rarity tiers (Common, Uncommon, Rare, Legendary).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== Required Items ===&lt;br /&gt;
; [[Planter]]&lt;br /&gt;
* Craftable via Carpentry (wood) or Blacksmithing (metal)&lt;br /&gt;
* Available in multiple materials (Iron, Wood, Colored Ingots/Logs)&lt;br /&gt;
* Higher-tier materials provide increased durability&lt;br /&gt;
* Must be locked down in a player house to function&lt;br /&gt;
&lt;br /&gt;
; [[Planter Tester]]&lt;br /&gt;
* Craftable tool used for daily quality checks&lt;br /&gt;
* Made from various metal types (Iron through Zentonium)&lt;br /&gt;
* Better materials grant quality bonus to test results&lt;br /&gt;
* Has limited charges based on material and quality&lt;br /&gt;
&lt;br /&gt;
; [[Seeds]]&lt;br /&gt;
* Current seed types: Small Flowers, Large Flowers&lt;br /&gt;
* Growth Difficulty: VeryEasy, Easy, Moderate, Hard, VeryHard&lt;br /&gt;
* Harder difficulties require more skill and resources but yield better rewards&lt;br /&gt;
&lt;br /&gt;
; [[Dirt Pile]]&lt;br /&gt;
* Mined from farm terrain tiles using a pickaxe or shovel&lt;br /&gt;
* Required to fill planters (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
; [[Water]]&lt;br /&gt;
* Collected via water containers (Water Bucket and Water Barrels)&lt;br /&gt;
* Fill containers by double-clicking near water tiles&lt;br /&gt;
* Required to keep planters hydrated (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Types ==&lt;br /&gt;
&lt;br /&gt;
=== Wooden Planters ===&lt;br /&gt;
Wooden planters excel at disease and fungal resistance with balanced growth rates.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Wooden || 100 || 100/100 || 10% || 5% || 12% || +5% || +5% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Wooden || 150 || 200/200 || 15% || 10% || 18% || +10% || +10% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Wooden || 300 || 500/500 || 35% || 30% || 37% || +15% || +25% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Metal Planters ===&lt;br /&gt;
Metal planters prioritize pest resistance and durability with strong growth bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Metal || 150 || 100/100 || 8% || 10% || 4% || +4% || +4% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Metal || 250 || 300/300 || 23% || 25% || 19% || +8% || +14% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Metal || 350 || 500/500 || 38% || 40% || 34% || +12% || +24% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Capacity shows Water/Dirt maximum. All planters have 1 upgrade slot (base).&lt;br /&gt;
&lt;br /&gt;
=== Material Durability Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Durability Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Regular Wood/Iron || +5&lt;br /&gt;
|-&lt;br /&gt;
| Dullwood/Dull Copper || +25&lt;br /&gt;
|-&lt;br /&gt;
| Umbrawood/Umbra Iron || +50&lt;br /&gt;
|-&lt;br /&gt;
| Copperwood/Copper || +75&lt;br /&gt;
|-&lt;br /&gt;
| Bronzewood/Bronze || +100&lt;br /&gt;
|-&lt;br /&gt;
| Goldenwood/Gold || +125&lt;br /&gt;
|-&lt;br /&gt;
| Lunawood/Lunanite || +150&lt;br /&gt;
|-&lt;br /&gt;
| Durawood/Duranium || +175&lt;br /&gt;
|-&lt;br /&gt;
| Verawood/Veranium || +200&lt;br /&gt;
|-&lt;br /&gt;
| Zentowood/Zentonium || +225&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planting Process ==&lt;br /&gt;
&lt;br /&gt;
# Craft a Planter&lt;br /&gt;
#* Wood planters: higher disease/fungal resistance&lt;br /&gt;
#* Metal planters: higher durability and pest resistance&lt;br /&gt;
# Place in House&lt;br /&gt;
#* Place planter in your house&lt;br /&gt;
# Lock Down&lt;br /&gt;
#* Lock down the planter (must be owner or co-owner)&lt;br /&gt;
# Add Dirt&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
# Add Water&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
# Plant Seed&lt;br /&gt;
#* Use a seed on the planter&lt;br /&gt;
#* Requires minimum dirt and water (varies by seed)&lt;br /&gt;
#* Seed is consumed on successful planting&lt;br /&gt;
#* Plant status changes to &amp;quot;Seeded&amp;quot;&lt;br /&gt;
# Use a Planter Tester to rain your daily quality check&lt;br /&gt;
#* Use Fertilizer and Nutrified Water to raise Dirt and Water Qualities&lt;br /&gt;
#** Both Fertilizer and Nutrified Water can be crafted with [[Alchemy]].&lt;br /&gt;
# First Growth Check&lt;br /&gt;
#* Occurs 24 hours after planting&lt;br /&gt;
# Daily Maintenance&lt;br /&gt;
#* Perform quality checks, add resources, monitor plant health&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important&#039;&#039;: Planters not locked down that are seeded do not grow. The reset each day on growth check, repeating the same day. Effectively pausing the planter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Checks ==&lt;br /&gt;
&lt;br /&gt;
Each day, players perform **one quality check** per planter using a Planter Tester tool. This determines the maximum quality ceiling for water and dirt that day.&lt;br /&gt;
&lt;br /&gt;
=== Quality Check Formula ===&lt;br /&gt;
Final Quality = Base Quality + Skill Bonus + Success Bonus + Tool Bonus&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Base Quality&#039;&#039;&#039;: 30-75% (varies by seed difficulty)&lt;br /&gt;
** VeryEasy: 50-75%&lt;br /&gt;
** Easy: 45-70%&lt;br /&gt;
** Moderate: 40-65%&lt;br /&gt;
** Hard: 35-60%&lt;br /&gt;
** VeryHard: 30-55%&lt;br /&gt;
* &#039;&#039;&#039;Skill Bonus&#039;&#039;&#039;: 0-35% (based on Item Identification skill)&lt;br /&gt;
** Scales from minimum to maximum skill requirement&lt;br /&gt;
** Full bonus at maximum skill for that difficulty&lt;br /&gt;
* &#039;&#039;&#039;Success Bonus&#039;&#039;&#039;: 5-10% (granted on successful skill check)&lt;br /&gt;
** Awarded when the skill check succeeds&lt;br /&gt;
** Adds variability to quality results&lt;br /&gt;
* &#039;&#039;&#039;Tool Bonus&#039;&#039;&#039;: 0-23% (based on Planter Tester material and quality)&lt;br /&gt;
&lt;br /&gt;
=== Planter Tester Tool Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Regular Bonus !! Exceptional Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Iron || 0% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| Dull Copper || +2% || +7%&lt;br /&gt;
|-&lt;br /&gt;
| Umbra Iron || +4% || +9%&lt;br /&gt;
|-&lt;br /&gt;
| Copper || +6% || +11%&lt;br /&gt;
|-&lt;br /&gt;
| Bronze || +8% || +13%&lt;br /&gt;
|-&lt;br /&gt;
| Gold || +10% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Lunanite || +12% || +17%&lt;br /&gt;
|-&lt;br /&gt;
| Duranium || +14% || +19%&lt;br /&gt;
|-&lt;br /&gt;
| Veranium || +16% || +21%&lt;br /&gt;
|-&lt;br /&gt;
| Zentonium || +18% || +23%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Zentonium Exceptional Planter Tester grants +23% to quality checks.&lt;br /&gt;
&lt;br /&gt;
=== TasteID Skill Requirements by Difficulty ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Min Skill !! Max Skill&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 50.0 || 80.0&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 60.0 || 90.0&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 70.0 || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 90.0 || 110.0&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 100.0 || 120.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Higher Item Identification skill grants better quality results. Train to 120.0 for maximum effectiveness on VeryHard seeds.&lt;br /&gt;
&lt;br /&gt;
== Quality Enhancement Items ==&lt;br /&gt;
&lt;br /&gt;
Special items can be used to increase the current water or dirt quality **after** performing a daily quality check. These items can only raise quality up to the maximum set by that day&#039;s quality check. Both are crafted with [[Alchemy]]&lt;br /&gt;
&lt;br /&gt;
=== Plant Fertilizer ===&lt;br /&gt;
Increases **current dirt quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to Max Dirt Quality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires dirt to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test dirt quality and get 65% max for the day. Current quality is 20%. Use Plant Fertilizer to raise it from 20% → 50% → 65% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
=== Nutrified Plant Water ===&lt;br /&gt;
Increases **current water quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to Max Water Quality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires water to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test water quality and get 70% max for the day. Current quality is 30%. Use Nutrified Plant Water to raise it from 30% → 60% → 70% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important Notes&#039;&#039;:&lt;br /&gt;
* Both Fertilizer and Nutrified Water are crafted with [[Alchemy]]&lt;br /&gt;
* These items raise **current quality**, not **maximum quality**&lt;br /&gt;
* They can only be used after performing the daily quality check&lt;br /&gt;
* Quality cannot exceed the daily maximum set by your quality check&lt;br /&gt;
* These items are very powerful - typically only 2-3 uses needed to reach daily maximum&lt;br /&gt;
* Larger planters require more uses to achieve the same percentage increase&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Degradation ==&lt;br /&gt;
&lt;br /&gt;
Each day at the daily reset (24 hours after planting), water and dirt quality decrease based on seed difficulty and active status effects.&lt;br /&gt;
&lt;br /&gt;
=== Base Quality Reduction ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Quality Loss per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 30-40%&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 40-50%&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 50-60%&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 60-70%&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 70-80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strategy&#039;&#039;: Higher difficulty seeds require more frequent quality checks and better tools to maintain high quality levels.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Growth System ==&lt;br /&gt;
&lt;br /&gt;
=== Growth Stages ===&lt;br /&gt;
Plants progress through five stages based on accumulated Growth Score:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Progress !! Visual !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Seeded || 0-25% || No visual spawn || Initial planting&lt;br /&gt;
|-&lt;br /&gt;
| Seedling || 25-50% || No visual spawn || Early growth&lt;br /&gt;
|-&lt;br /&gt;
| Sprout || 50-75% || Small sprout appears || First visible stage&lt;br /&gt;
|-&lt;br /&gt;
| Growing || 75-100% || Medium plant || Almost mature&lt;br /&gt;
|-&lt;br /&gt;
| Complete || 100% || Full plant || Ready to harvest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Daily Growth Calculation ===&lt;br /&gt;
Each day at reset, the planter calculates growth increase:&lt;br /&gt;
&lt;br /&gt;
Growth = Base Growth × Resource Penalty × Quality Bonus × Health Multiplier&lt;br /&gt;
&lt;br /&gt;
; Factors&lt;br /&gt;
* &#039;&#039;&#039;Base Growth&#039;&#039;&#039;: Random value between MinimumDailyGrowthScore and MaximumDailyGrowthScore (seed-dependent)&lt;br /&gt;
* &#039;&#039;&#039;Resource Penalty&#039;&#039;&#039;: 50% penalty if water OR dirt falls below minimum needed&lt;br /&gt;
* &#039;&#039;&#039;Quality Bonus&#039;&#039;&#039;: Up to +50% from combined water and dirt quality&lt;br /&gt;
** Water Quality contributes 5% of its value&lt;br /&gt;
** Dirt Quality contributes 5% of its value&lt;br /&gt;
** Example: 100% water + 100% dirt = +10% growth bonus&lt;br /&gt;
* &#039;&#039;&#039;Growth Rate Bonuses&#039;&#039;&#039;: From planter base stats, upgrades, and status effects&lt;br /&gt;
* &#039;&#039;&#039;Health Multiplier&#039;&#039;&#039;: Based on current plant health&lt;br /&gt;
&lt;br /&gt;
=== Resource Consumption ===&lt;br /&gt;
Each day, the plant consumes:&lt;br /&gt;
* Water: Random amount between MinimumWaterNeeded and MaximumWaterNeeded (seed-dependent)&lt;br /&gt;
* Dirt: Random amount between MinimumDirtNeeded and MaximumDirtNeeded (seed-dependent)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Warning&#039;&#039;: If resources drop to zero, growth is severely penalized!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Plant Health System ==&lt;br /&gt;
&lt;br /&gt;
Plant health is calculated daily and affects growth speed and rarity chance at harvest.&lt;br /&gt;
&lt;br /&gt;
=== Health Levels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health !! Growth Multiplier !! Rarity Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Excellent || +25% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Good || +10% || +8%&lt;br /&gt;
|-&lt;br /&gt;
| Fair || Normal || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Poor || -15% || -5%&lt;br /&gt;
|-&lt;br /&gt;
| Withered || -40% || -15%&lt;br /&gt;
|-&lt;br /&gt;
| Dead || 0% (no growth) || -25%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Calculation Formula ===&lt;br /&gt;
Health is recalculated daily based on four factors:&lt;br /&gt;
&lt;br /&gt;
Health Score = (Resource × 0.4) + (Quality × 0.8) + (Status × 0.4) − (Growth Penalty × 0.1)&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Resource Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Both resources present = 100 points&lt;br /&gt;
** Partial resources = 50 points&lt;br /&gt;
** Empty resources = 0 points&lt;br /&gt;
* &#039;&#039;&#039;Quality Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Average of water and dirt quality&lt;br /&gt;
** Below 30% quality applies 50% penalty&lt;br /&gt;
* &#039;&#039;&#039;Status Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Baseline: 50&lt;br /&gt;
** Negative effects: -20 per effect&lt;br /&gt;
** Positive effects: +10 per effect&lt;br /&gt;
* &#039;&#039;&#039;Growth Penalty&#039;&#039;&#039; (0-40):&lt;br /&gt;
** Seeded: 0&lt;br /&gt;
** Seedling: 10&lt;br /&gt;
** Sprout: 20&lt;br /&gt;
** Growing: 30&lt;br /&gt;
** Complete: 40&lt;br /&gt;
&lt;br /&gt;
=== Health Changes ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health Score !! Result&lt;br /&gt;
|-&lt;br /&gt;
| 85+ || Health improves by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 70-84 || Minor improvement (Poor → Fair only)&lt;br /&gt;
|-&lt;br /&gt;
| 50-69 || Health stable&lt;br /&gt;
|-&lt;br /&gt;
| 35-49 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 20-34 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;20 || Health decreases by 2 levels (rapid decline!)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Key Point&#039;&#039;: Mature plants (Growing/Complete stages) are MORE demanding and require better care to maintain health.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Status Effects (Random Events) ==&lt;br /&gt;
&lt;br /&gt;
Status effects are random events that apply each day based on seed difficulty, resistance stats, and quality levels.&lt;br /&gt;
&lt;br /&gt;
=== Event Roll Frequency ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Event Rolls per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 2&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Pests ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Aphids || 15% || 1-3 days || -10% Growth Rate, -5% Rarity, -10% Water Max Quality&lt;br /&gt;
|-&lt;br /&gt;
| Caterpillars || 12% || 1-3 days || -12% Dirt Max Quality, +8% Water Quality Loss, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Spider Mites || 10% || 2-4 days || -14% Fungal Resistance, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Diseases ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Blight || 12% || 1-3 days || -10% Growth Rate, -5% Dirt Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Root Rot || 10% || 2-4 days || +12% Water Quality Loss, -8% Water Max Quality, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Leaf Spot || 8% || 1-3 days || +14% Water Quality Loss, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Fungal ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Mold || 10% || 1-3 days || +10% Water Quality Loss, -5% Water Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Rot Mushrooms || 8% || 2-4 days || +12% Water Quality Loss, -8% Growth Rate, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Powdery Mildew || 7% || 1-3 days || -14% Water Max Quality, -11% Rarity, +14% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Soil/Water Issues ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Percolated Soil || 8% || 1-2 days || -12% Dirt Max Quality, -10% Growth Rate, -12% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Waterlogged Soil || 10% || 1-3 days || -15% Dirt Max Quality, -13% Rarity, -15% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| pH Imbalance || 8% || 1-2 days || -12% Water Max Quality, -10% Growth Rate, -12% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Water Parasites || 10% || 2-4 days || -15% Water Max Quality, -13% Rarity, -15% Fungal Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Defensive ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Defence || 5% || 2-4 days || +10% Fungal Resistance, +10% Growth Rate, -10% Dirt Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || 5% || 2-4 days || +10% Pest Resistance, +10% Rarity, -10% Water Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Antibody Boost || 5% || 2-4 days || +10% Disease Resistance, +10% Growth Rate, +10% Dirt Max Quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Quality ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fertile Soil || 6% || 3-5 days || +10% Dirt Max Quality, +10% Rarity, +10% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Balanced pH || 6% || 3-5 days || +10% Water Max Quality, +10% Growth Rate, +10% Pest Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Luck ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Four-Leaf Clovers || 3% || 2-4 days || +20% Rarity, -10% Dirt Quality Loss, -10% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: High water and dirt quality reduce negative effect chances by up to 30%. Positive effects are increased by quality.&lt;br /&gt;
&#039;&#039;Resistance&#039;&#039;: All Resistance reduces chance by 75% of resistance value. Example: 20% Pest Resistance = 15% reduction in chance.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Planters can be upgraded with consumable items that provide permanent bonuses until the upgrade expires (charge-based).&lt;br /&gt;
&lt;br /&gt;
Upgrades will be craftable with [[Tinkering]] and [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
=== Standard Upgrades (10 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Water Purification Filter || +10% Water Max Quality || Purifies water, increasing maximum water quality&lt;br /&gt;
|-&lt;br /&gt;
| Water Retainer || -10% Daily Water Quality Loss || Retains water quality, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Dirt Retainer || -10% Daily Dirt Quality Loss || Retains soil nutrients, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Soil Nutrient Booster || +10% Dirt Max Quality || Enriches soil with nutrients, increasing maximum quality&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || +10% Pest Resistance || Repels pests, increasing plant resistance&lt;br /&gt;
|-&lt;br /&gt;
| Disease Shield || +10% Disease Resistance || Shields against diseases, boosting plant immunity&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Inhibitor || +10% Fungal Resistance || Inhibits fungal growth, protecting plants&lt;br /&gt;
|-&lt;br /&gt;
| Growth Enhancer || +5% Growth Rate || Enhances growth rate moderately&lt;br /&gt;
|-&lt;br /&gt;
| Growth Accelerator || +10% Growth Rate || Significantly accelerates plant growth&lt;br /&gt;
|-&lt;br /&gt;
| Clover Replica || +5% Rarity Chance || A fortunate charm that increases rare plant chances&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Upgrades (20 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Gold Clover Replica || +20% Rarity Chance || An extremely lucky charm that greatly increases rare plant chances&lt;br /&gt;
|-&lt;br /&gt;
| Fumigation System || +20% Disease Resistance || Advanced fumigation system providing superior disease protection&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Microbial Liner || +20% Disease Resistance || Specialized liner that prevents microbial contamination&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Fungal Coating || +20% Fungal Resistance || Advanced coating that provides exceptional fungal protection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Upgrades consume one charge per daily reset. Small planters have 1 upgrade slot.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
&lt;br /&gt;
When a plant reaches 100% growth (Complete stage), it can be harvested for a decorative plant item.&lt;br /&gt;
&lt;br /&gt;
=== Harvest Requirements ===&lt;br /&gt;
* Plant must be at Complete stage (100% Growth Score)&lt;br /&gt;
* Plant that are dead produce nothing at harvest.&lt;br /&gt;
* Player must be owner/co-owner of house where planter is locked down&lt;br /&gt;
&lt;br /&gt;
=== Rarity System ===&lt;br /&gt;
Harvested plants have four rarity tiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rarity !! Base Chance !! Color&lt;br /&gt;
|-&lt;br /&gt;
| Common || 50% || White&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon || 30% || Green&lt;br /&gt;
|-&lt;br /&gt;
| Rare || 15% || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || 5% || Gold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Rarity Modifiers&lt;br /&gt;
* Total Rarity Bonus = Planter Base Bonus + Upgrade Bonuses + Status Effect Bonuses + Plant Health Bonus&lt;br /&gt;
* Plant Health Bonuses:&lt;br /&gt;
** Excellent: +15%&lt;br /&gt;
** Good: +8%&lt;br /&gt;
** Fair: 0%&lt;br /&gt;
** Poor: -5%&lt;br /&gt;
** Withered: -15%&lt;br /&gt;
** Dead: -25%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Large Metal Planter (+12% base) with Excellent health (+15%) and Gold Clover Replica (+20%) has +47% total rarity bonus, significantly increasing chances for Rare and Legendary plants.&lt;br /&gt;
&lt;br /&gt;
=== Durability Loss ===&lt;br /&gt;
* Each harvest reduces planter durability by 10 (base, varies by seed)&lt;br /&gt;
* When durability reaches 0, the planter breaks and is deleted&lt;br /&gt;
* Higher-tier materials grant more total harvests&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Calculation&#039;&#039;: Zentonium Large Metal Planter = 350 base + 225 material bonus = 575 durability = ~57 harvests&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Seed Types and Plants ==&lt;br /&gt;
&lt;br /&gt;
=== Small Flowers ===&lt;br /&gt;
Fast-growing decorative flowers. Over 35 different varieties across all rarity tiers.&lt;br /&gt;
&lt;br /&gt;
; Examples&lt;br /&gt;
* Common: Orfluer flowers, Campion flowers, Snowdrops, Poppies&lt;br /&gt;
* Uncommon: Foxglove flowers, White flowers, Red poppies&lt;br /&gt;
* Rare: Orange rosa, Pink periwinkle, Purple daisy, Yellow muriel&lt;br /&gt;
* Legendary: Blue zinnia, Frost daisy, Desert daisy, Morning flowers&lt;br /&gt;
&lt;br /&gt;
=== Large Flowers ===&lt;br /&gt;
Larger decorative bushes and flowering plants. Over 20 different varieties.&lt;br /&gt;
&lt;br /&gt;
; Examples&lt;br /&gt;
* Common: Silvershade bloom, Desert thicket, Wispwillow, Duskpetal&lt;br /&gt;
* Uncommon: Rosethorn veil, Azalea bush, Rose thicket&lt;br /&gt;
* Rare: Mud willow, Morning lilac, Echo fern&lt;br /&gt;
* Legendary: Whisper thorn, Rose bush, Dusk willow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Additional seed types (Bushes, Trees, Herbs, Exotic Plants, Fungi, Cacti, Vines, Aquatic Plants, Carnivorous Plants, Magical Plants, Giant Plants, Regional Plants) are planned for future releases.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Strategies ==&lt;br /&gt;
&lt;br /&gt;
; Maximize Quality&lt;br /&gt;
* Use high-tier Planter Tester tools (Zentonium Exceptional = +23%)&lt;br /&gt;
* Train Item Identification to 120.0 for maximum skill bonus&lt;br /&gt;
* Perform quality checks daily immediately after reset&lt;br /&gt;
* Use Water Purification Filter and Soil Nutrient Booster upgrades&lt;br /&gt;
&lt;br /&gt;
; Maintain Plant Health&lt;br /&gt;
* Keep water and dirt levels above minimum requirements at all times&lt;br /&gt;
* Maintain quality above 30% to avoid severe penalties&lt;br /&gt;
* Monitor for negative status effects&lt;br /&gt;
* Use high-quality planters (Large Wooden = 35/30/37% resistances)&lt;br /&gt;
&lt;br /&gt;
; Growth Optimization&lt;br /&gt;
* High water and dirt quality = up to +10% growth speed&lt;br /&gt;
* Healthy plants (Excellent/Good) grow 10-25% faster&lt;br /&gt;
* Use Growth Accelerator upgrade (+10%) for maximum speed&lt;br /&gt;
* Never let resources drop to zero (50% growth penalty!)&lt;br /&gt;
&lt;br /&gt;
; Harvest Planning&lt;br /&gt;
* Legendary plants require high rarity bonuses (45%+)&lt;br /&gt;
* Maintain Excellent plant health at harvest (+15% rarity)&lt;br /&gt;
* Use Gold Clover Replica upgrade (+20%) for best results&lt;br /&gt;
* Four-Leaf Clovers status effect adds +20% rarity chance&lt;br /&gt;
&lt;br /&gt;
; Resource Management&lt;br /&gt;
* Fill planters completely before planting&lt;br /&gt;
* Check resource levels daily&lt;br /&gt;
* VeryHard seeds consume 70-80% quality per day - requires daily checks&lt;br /&gt;
* Use Dirt/Water Retainer upgrades to reduce quality loss&lt;br /&gt;
&lt;br /&gt;
; Planter Selection&lt;br /&gt;
* Wooden planters: Best for disease/fungal-prone seeds&lt;br /&gt;
* Metal planters: Best for pest-prone seeds and maximum durability&lt;br /&gt;
* Large planters: Highest bonuses and capacity for serious gardeners&lt;br /&gt;
* Small planters: Good for beginners and testing seeds&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Item Identification]]&lt;br /&gt;
* [[Resource Gathering]]&lt;br /&gt;
* [[Crafting Zones]]&lt;br /&gt;
* [[Getting Started]]&lt;br /&gt;
* [[Main Menu]]&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=522</id>
		<title>Plant Growing System</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=522"/>
		<updated>2026-01-08T20:09:10Z</updated>

		<summary type="html">&lt;p&gt;Riggz: /* Plant Fertilizer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| [[File:SmallFlowerSeed.png|500px]] || [[File:PlantGrowSystem.png|500px]] || [[File:LargeFlowerSeed.png|500px]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
{|align=right&lt;br /&gt;
  |__TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
= PU Plant System =&lt;br /&gt;
&lt;br /&gt;
The PU Plant System is a comprehensive gardening framework where players grow decorative plants in craftable planters. The system features daily quality checks, growth stages, plant health mechanics, status effects, upgrades, and material-based bonuses.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Players craft planters from wood or metal, plant seeds with varying difficulty levels, maintain water and dirt resources, perform daily quality checks using a Planter Tester tool, and harvest mature plants for decorative items with rarity tiers (Common, Uncommon, Rare, Legendary).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== Required Items ===&lt;br /&gt;
; [[Planter]]&lt;br /&gt;
* Craftable via Carpentry (wood) or Blacksmithing (metal)&lt;br /&gt;
* Available in multiple materials (Iron, Wood, Colored Ingots/Logs)&lt;br /&gt;
* Higher-tier materials provide increased durability&lt;br /&gt;
* Must be locked down in a player house to function&lt;br /&gt;
&lt;br /&gt;
; [[Planter Tester]]&lt;br /&gt;
* Craftable tool used for daily quality checks&lt;br /&gt;
* Made from various metal types (Iron through Zentonium)&lt;br /&gt;
* Better materials grant quality bonus to test results&lt;br /&gt;
* Has limited charges based on material and quality&lt;br /&gt;
&lt;br /&gt;
; [[Seeds]]&lt;br /&gt;
* Current seed types: Small Flowers, Large Flowers&lt;br /&gt;
* Growth Difficulty: VeryEasy, Easy, Moderate, Hard, VeryHard&lt;br /&gt;
* Harder difficulties require more skill and resources but yield better rewards&lt;br /&gt;
&lt;br /&gt;
; [[Dirt Pile]]&lt;br /&gt;
* Mined from farm terrain tiles using a pickaxe or shovel&lt;br /&gt;
* Required to fill planters (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
; [[Water]]&lt;br /&gt;
* Collected via water containers (Water Bucket and Water Barrels)&lt;br /&gt;
* Fill containers by double-clicking near water tiles&lt;br /&gt;
* Required to keep planters hydrated (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Types ==&lt;br /&gt;
&lt;br /&gt;
=== Wooden Planters ===&lt;br /&gt;
Wooden planters excel at disease and fungal resistance with balanced growth rates.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Wooden || 100 || 100/100 || 10% || 5% || 12% || +5% || +5% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Wooden || 150 || 200/200 || 15% || 10% || 18% || +10% || +10% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Wooden || 300 || 500/500 || 35% || 30% || 37% || +15% || +25% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Metal Planters ===&lt;br /&gt;
Metal planters prioritize pest resistance and durability with strong growth bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Metal || 150 || 100/100 || 8% || 10% || 4% || +4% || +4% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Metal || 250 || 300/300 || 23% || 25% || 19% || +8% || +14% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Metal || 350 || 500/500 || 38% || 40% || 34% || +12% || +24% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Capacity shows Water/Dirt maximum. All planters have 1 upgrade slot (base).&lt;br /&gt;
&lt;br /&gt;
=== Material Durability Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Durability Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Regular Wood/Iron || +5&lt;br /&gt;
|-&lt;br /&gt;
| Dullwood/Dull Copper || +25&lt;br /&gt;
|-&lt;br /&gt;
| Umbrawood/Umbra Iron || +50&lt;br /&gt;
|-&lt;br /&gt;
| Copperwood/Copper || +75&lt;br /&gt;
|-&lt;br /&gt;
| Bronzewood/Bronze || +100&lt;br /&gt;
|-&lt;br /&gt;
| Goldenwood/Gold || +125&lt;br /&gt;
|-&lt;br /&gt;
| Lunawood/Lunanite || +150&lt;br /&gt;
|-&lt;br /&gt;
| Durawood/Duranium || +175&lt;br /&gt;
|-&lt;br /&gt;
| Verawood/Veranium || +200&lt;br /&gt;
|-&lt;br /&gt;
| Zentowood/Zentonium || +225&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planting Process ==&lt;br /&gt;
&lt;br /&gt;
# Craft a Planter&lt;br /&gt;
#* Wood planters: higher disease/fungal resistance&lt;br /&gt;
#* Metal planters: higher durability and pest resistance&lt;br /&gt;
# Place in House&lt;br /&gt;
#* Place planter in your house&lt;br /&gt;
# Lock Down&lt;br /&gt;
#* Lock down the planter (must be owner or co-owner)&lt;br /&gt;
# Add Dirt&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
# Add Water&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
# Plant Seed&lt;br /&gt;
#* Use a seed on the planter&lt;br /&gt;
#* Requires minimum dirt and water (varies by seed)&lt;br /&gt;
#* Seed is consumed on successful planting&lt;br /&gt;
#* Plant status changes to &amp;quot;Seeded&amp;quot;&lt;br /&gt;
# Use a Planter Tester to rain your daily quality check&lt;br /&gt;
#* Use Fertilizer and Nutrified Water to raise Dirt and Water Qualities&lt;br /&gt;
#** Both Fertilizer and Nutrified Water can be crafted with [[Alchemy]].&lt;br /&gt;
# First Growth Check&lt;br /&gt;
#* Occurs 24 hours after planting&lt;br /&gt;
# Daily Maintenance&lt;br /&gt;
#* Perform quality checks, add resources, monitor plant health&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important&#039;&#039;: Planters not locked down that are seeded do not grow. The reset each day on growth check, repeating the same day. Effectively pausing the planter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Checks ==&lt;br /&gt;
&lt;br /&gt;
Each day, players perform **one quality check** per planter using a Planter Tester tool. This determines the maximum quality ceiling for water and dirt that day.&lt;br /&gt;
&lt;br /&gt;
=== Quality Check Formula ===&lt;br /&gt;
Final Quality = Base Quality + Skill Bonus + Success Bonus + Tool Bonus&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Base Quality&#039;&#039;&#039;: 30-75% (varies by seed difficulty)&lt;br /&gt;
** VeryEasy: 50-75%&lt;br /&gt;
** Easy: 45-70%&lt;br /&gt;
** Moderate: 40-65%&lt;br /&gt;
** Hard: 35-60%&lt;br /&gt;
** VeryHard: 30-55%&lt;br /&gt;
* &#039;&#039;&#039;Skill Bonus&#039;&#039;&#039;: 0-35% (based on Item Identification skill)&lt;br /&gt;
** Scales from minimum to maximum skill requirement&lt;br /&gt;
** Full bonus at maximum skill for that difficulty&lt;br /&gt;
* &#039;&#039;&#039;Success Bonus&#039;&#039;&#039;: 5-10% (granted on successful skill check)&lt;br /&gt;
** Awarded when the skill check succeeds&lt;br /&gt;
** Adds variability to quality results&lt;br /&gt;
* &#039;&#039;&#039;Tool Bonus&#039;&#039;&#039;: 0-23% (based on Planter Tester material and quality)&lt;br /&gt;
&lt;br /&gt;
=== Planter Tester Tool Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Regular Bonus !! Exceptional Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Iron || 0% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| Dull Copper || +2% || +7%&lt;br /&gt;
|-&lt;br /&gt;
| Umbra Iron || +4% || +9%&lt;br /&gt;
|-&lt;br /&gt;
| Copper || +6% || +11%&lt;br /&gt;
|-&lt;br /&gt;
| Bronze || +8% || +13%&lt;br /&gt;
|-&lt;br /&gt;
| Gold || +10% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Lunanite || +12% || +17%&lt;br /&gt;
|-&lt;br /&gt;
| Duranium || +14% || +19%&lt;br /&gt;
|-&lt;br /&gt;
| Veranium || +16% || +21%&lt;br /&gt;
|-&lt;br /&gt;
| Zentonium || +18% || +23%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Zentonium Exceptional Planter Tester grants +23% to quality checks.&lt;br /&gt;
&lt;br /&gt;
=== TasteID Skill Requirements by Difficulty ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Min Skill !! Max Skill&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 50.0 || 80.0&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 60.0 || 90.0&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 70.0 || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 90.0 || 110.0&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 100.0 || 120.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Higher Item Identification skill grants better quality results. Train to 120.0 for maximum effectiveness on VeryHard seeds.&lt;br /&gt;
&lt;br /&gt;
== Quality Enhancement Items ==&lt;br /&gt;
&lt;br /&gt;
Special items can be used to increase the current water or dirt quality **after** performing a daily quality check. These items can only raise quality up to the maximum set by that day&#039;s quality check.&lt;br /&gt;
&lt;br /&gt;
=== Plant Fertilizer ===&lt;br /&gt;
Increases **current dirt quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to Max Dirt Quality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires dirt to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test dirt quality and get 65% max for the day. Current quality is 20%. Use Plant Fertilizer to raise it from 20% → 50% → 65% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
=== Nutrified Plant Water ===&lt;br /&gt;
Increases **current water quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to Max Water Quality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires water to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test water quality and get 70% max for the day. Current quality is 30%. Use Nutrified Plant Water to raise it from 30% → 60% → 70% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important Notes&#039;&#039;:&lt;br /&gt;
* Both Fertilizer and Nutrified Water are crafted with [[Alchemy]]&lt;br /&gt;
* These items raise **current quality**, not **maximum quality**&lt;br /&gt;
* They can only be used after performing the daily quality check&lt;br /&gt;
* Quality cannot exceed the daily maximum set by your quality check&lt;br /&gt;
* These items are very powerful - typically only 2-3 uses needed to reach daily maximum&lt;br /&gt;
* Larger planters require more uses to achieve the same percentage increase&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Degradation ==&lt;br /&gt;
&lt;br /&gt;
Each day at the daily reset (24 hours after planting), water and dirt quality decrease based on seed difficulty and active status effects.&lt;br /&gt;
&lt;br /&gt;
=== Base Quality Reduction ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Quality Loss per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 30-40%&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 40-50%&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 50-60%&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 60-70%&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 70-80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strategy&#039;&#039;: Higher difficulty seeds require more frequent quality checks and better tools to maintain high quality levels.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Growth System ==&lt;br /&gt;
&lt;br /&gt;
=== Growth Stages ===&lt;br /&gt;
Plants progress through five stages based on accumulated Growth Score:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Progress !! Visual !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Seeded || 0-25% || No visual spawn || Initial planting&lt;br /&gt;
|-&lt;br /&gt;
| Seedling || 25-50% || No visual spawn || Early growth&lt;br /&gt;
|-&lt;br /&gt;
| Sprout || 50-75% || Small sprout appears || First visible stage&lt;br /&gt;
|-&lt;br /&gt;
| Growing || 75-100% || Medium plant || Almost mature&lt;br /&gt;
|-&lt;br /&gt;
| Complete || 100% || Full plant || Ready to harvest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Daily Growth Calculation ===&lt;br /&gt;
Each day at reset, the planter calculates growth increase:&lt;br /&gt;
&lt;br /&gt;
Growth = Base Growth × Resource Penalty × Quality Bonus × Health Multiplier&lt;br /&gt;
&lt;br /&gt;
; Factors&lt;br /&gt;
* &#039;&#039;&#039;Base Growth&#039;&#039;&#039;: Random value between MinimumDailyGrowthScore and MaximumDailyGrowthScore (seed-dependent)&lt;br /&gt;
* &#039;&#039;&#039;Resource Penalty&#039;&#039;&#039;: 50% penalty if water OR dirt falls below minimum needed&lt;br /&gt;
* &#039;&#039;&#039;Quality Bonus&#039;&#039;&#039;: Up to +50% from combined water and dirt quality&lt;br /&gt;
** Water Quality contributes 5% of its value&lt;br /&gt;
** Dirt Quality contributes 5% of its value&lt;br /&gt;
** Example: 100% water + 100% dirt = +10% growth bonus&lt;br /&gt;
* &#039;&#039;&#039;Growth Rate Bonuses&#039;&#039;&#039;: From planter base stats, upgrades, and status effects&lt;br /&gt;
* &#039;&#039;&#039;Health Multiplier&#039;&#039;&#039;: Based on current plant health&lt;br /&gt;
&lt;br /&gt;
=== Resource Consumption ===&lt;br /&gt;
Each day, the plant consumes:&lt;br /&gt;
* Water: Random amount between MinimumWaterNeeded and MaximumWaterNeeded (seed-dependent)&lt;br /&gt;
* Dirt: Random amount between MinimumDirtNeeded and MaximumDirtNeeded (seed-dependent)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Warning&#039;&#039;: If resources drop to zero, growth is severely penalized!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Plant Health System ==&lt;br /&gt;
&lt;br /&gt;
Plant health is calculated daily and affects growth speed and rarity chance at harvest.&lt;br /&gt;
&lt;br /&gt;
=== Health Levels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health !! Growth Multiplier !! Rarity Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Excellent || +25% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Good || +10% || +8%&lt;br /&gt;
|-&lt;br /&gt;
| Fair || Normal || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Poor || -15% || -5%&lt;br /&gt;
|-&lt;br /&gt;
| Withered || -40% || -15%&lt;br /&gt;
|-&lt;br /&gt;
| Dead || 0% (no growth) || -25%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Calculation Formula ===&lt;br /&gt;
Health is recalculated daily based on four factors:&lt;br /&gt;
&lt;br /&gt;
Health Score = (Resource × 0.4) + (Quality × 0.8) + (Status × 0.4) − (Growth Penalty × 0.1)&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Resource Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Both resources present = 100 points&lt;br /&gt;
** Partial resources = 50 points&lt;br /&gt;
** Empty resources = 0 points&lt;br /&gt;
* &#039;&#039;&#039;Quality Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Average of water and dirt quality&lt;br /&gt;
** Below 30% quality applies 50% penalty&lt;br /&gt;
* &#039;&#039;&#039;Status Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Baseline: 50&lt;br /&gt;
** Negative effects: -20 per effect&lt;br /&gt;
** Positive effects: +10 per effect&lt;br /&gt;
* &#039;&#039;&#039;Growth Penalty&#039;&#039;&#039; (0-40):&lt;br /&gt;
** Seeded: 0&lt;br /&gt;
** Seedling: 10&lt;br /&gt;
** Sprout: 20&lt;br /&gt;
** Growing: 30&lt;br /&gt;
** Complete: 40&lt;br /&gt;
&lt;br /&gt;
=== Health Changes ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health Score !! Result&lt;br /&gt;
|-&lt;br /&gt;
| 85+ || Health improves by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 70-84 || Minor improvement (Poor → Fair only)&lt;br /&gt;
|-&lt;br /&gt;
| 50-69 || Health stable&lt;br /&gt;
|-&lt;br /&gt;
| 35-49 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 20-34 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;20 || Health decreases by 2 levels (rapid decline!)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Key Point&#039;&#039;: Mature plants (Growing/Complete stages) are MORE demanding and require better care to maintain health.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Status Effects (Random Events) ==&lt;br /&gt;
&lt;br /&gt;
Status effects are random events that apply each day based on seed difficulty, resistance stats, and quality levels.&lt;br /&gt;
&lt;br /&gt;
=== Event Roll Frequency ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Event Rolls per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 2&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Pests ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Aphids || 15% || 1-3 days || -10% Growth Rate, -5% Rarity, -10% Water Max Quality&lt;br /&gt;
|-&lt;br /&gt;
| Caterpillars || 12% || 1-3 days || -12% Dirt Max Quality, +8% Water Quality Loss, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Spider Mites || 10% || 2-4 days || -14% Fungal Resistance, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Diseases ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Blight || 12% || 1-3 days || -10% Growth Rate, -5% Dirt Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Root Rot || 10% || 2-4 days || +12% Water Quality Loss, -8% Water Max Quality, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Leaf Spot || 8% || 1-3 days || +14% Water Quality Loss, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Fungal ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Mold || 10% || 1-3 days || +10% Water Quality Loss, -5% Water Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Rot Mushrooms || 8% || 2-4 days || +12% Water Quality Loss, -8% Growth Rate, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Powdery Mildew || 7% || 1-3 days || -14% Water Max Quality, -11% Rarity, +14% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Soil/Water Issues ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Percolated Soil || 8% || 1-2 days || -12% Dirt Max Quality, -10% Growth Rate, -12% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Waterlogged Soil || 10% || 1-3 days || -15% Dirt Max Quality, -13% Rarity, -15% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| pH Imbalance || 8% || 1-2 days || -12% Water Max Quality, -10% Growth Rate, -12% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Water Parasites || 10% || 2-4 days || -15% Water Max Quality, -13% Rarity, -15% Fungal Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Defensive ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Defence || 5% || 2-4 days || +10% Fungal Resistance, +10% Growth Rate, -10% Dirt Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || 5% || 2-4 days || +10% Pest Resistance, +10% Rarity, -10% Water Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Antibody Boost || 5% || 2-4 days || +10% Disease Resistance, +10% Growth Rate, +10% Dirt Max Quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Quality ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fertile Soil || 6% || 3-5 days || +10% Dirt Max Quality, +10% Rarity, +10% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Balanced pH || 6% || 3-5 days || +10% Water Max Quality, +10% Growth Rate, +10% Pest Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Luck ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Four-Leaf Clovers || 3% || 2-4 days || +20% Rarity, -10% Dirt Quality Loss, -10% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: High water and dirt quality reduce negative effect chances by up to 30%. Positive effects are increased by quality.&lt;br /&gt;
&#039;&#039;Resistance&#039;&#039;: All Resistance reduces chance by 75% of resistance value. Example: 20% Pest Resistance = 15% reduction in chance.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Planters can be upgraded with consumable items that provide permanent bonuses until the upgrade expires (charge-based).&lt;br /&gt;
&lt;br /&gt;
Upgrades will be craftable with [[Tinkering]] and [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
=== Standard Upgrades (10 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Water Purification Filter || +10% Water Max Quality || Purifies water, increasing maximum water quality&lt;br /&gt;
|-&lt;br /&gt;
| Water Retainer || -10% Daily Water Quality Loss || Retains water quality, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Dirt Retainer || -10% Daily Dirt Quality Loss || Retains soil nutrients, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Soil Nutrient Booster || +10% Dirt Max Quality || Enriches soil with nutrients, increasing maximum quality&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || +10% Pest Resistance || Repels pests, increasing plant resistance&lt;br /&gt;
|-&lt;br /&gt;
| Disease Shield || +10% Disease Resistance || Shields against diseases, boosting plant immunity&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Inhibitor || +10% Fungal Resistance || Inhibits fungal growth, protecting plants&lt;br /&gt;
|-&lt;br /&gt;
| Growth Enhancer || +5% Growth Rate || Enhances growth rate moderately&lt;br /&gt;
|-&lt;br /&gt;
| Growth Accelerator || +10% Growth Rate || Significantly accelerates plant growth&lt;br /&gt;
|-&lt;br /&gt;
| Clover Replica || +5% Rarity Chance || A fortunate charm that increases rare plant chances&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Upgrades (20 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Gold Clover Replica || +20% Rarity Chance || An extremely lucky charm that greatly increases rare plant chances&lt;br /&gt;
|-&lt;br /&gt;
| Fumigation System || +20% Disease Resistance || Advanced fumigation system providing superior disease protection&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Microbial Liner || +20% Disease Resistance || Specialized liner that prevents microbial contamination&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Fungal Coating || +20% Fungal Resistance || Advanced coating that provides exceptional fungal protection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Upgrades consume one charge per daily reset. Small planters have 1 upgrade slot.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
&lt;br /&gt;
When a plant reaches 100% growth (Complete stage), it can be harvested for a decorative plant item.&lt;br /&gt;
&lt;br /&gt;
=== Harvest Requirements ===&lt;br /&gt;
* Plant must be at Complete stage (100% Growth Score)&lt;br /&gt;
* Plant that are dead produce nothing at harvest.&lt;br /&gt;
* Player must be owner/co-owner of house where planter is locked down&lt;br /&gt;
&lt;br /&gt;
=== Rarity System ===&lt;br /&gt;
Harvested plants have four rarity tiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rarity !! Base Chance !! Color&lt;br /&gt;
|-&lt;br /&gt;
| Common || 50% || White&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon || 30% || Green&lt;br /&gt;
|-&lt;br /&gt;
| Rare || 15% || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || 5% || Gold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Rarity Modifiers&lt;br /&gt;
* Total Rarity Bonus = Planter Base Bonus + Upgrade Bonuses + Status Effect Bonuses + Plant Health Bonus&lt;br /&gt;
* Plant Health Bonuses:&lt;br /&gt;
** Excellent: +15%&lt;br /&gt;
** Good: +8%&lt;br /&gt;
** Fair: 0%&lt;br /&gt;
** Poor: -5%&lt;br /&gt;
** Withered: -15%&lt;br /&gt;
** Dead: -25%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Large Metal Planter (+12% base) with Excellent health (+15%) and Gold Clover Replica (+20%) has +47% total rarity bonus, significantly increasing chances for Rare and Legendary plants.&lt;br /&gt;
&lt;br /&gt;
=== Durability Loss ===&lt;br /&gt;
* Each harvest reduces planter durability by 10 (base, varies by seed)&lt;br /&gt;
* When durability reaches 0, the planter breaks and is deleted&lt;br /&gt;
* Higher-tier materials grant more total harvests&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Calculation&#039;&#039;: Zentonium Large Metal Planter = 350 base + 225 material bonus = 575 durability = ~57 harvests&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Seed Types and Plants ==&lt;br /&gt;
&lt;br /&gt;
=== Small Flowers ===&lt;br /&gt;
Fast-growing decorative flowers. Over 35 different varieties across all rarity tiers.&lt;br /&gt;
&lt;br /&gt;
; Examples&lt;br /&gt;
* Common: Orfluer flowers, Campion flowers, Snowdrops, Poppies&lt;br /&gt;
* Uncommon: Foxglove flowers, White flowers, Red poppies&lt;br /&gt;
* Rare: Orange rosa, Pink periwinkle, Purple daisy, Yellow muriel&lt;br /&gt;
* Legendary: Blue zinnia, Frost daisy, Desert daisy, Morning flowers&lt;br /&gt;
&lt;br /&gt;
=== Large Flowers ===&lt;br /&gt;
Larger decorative bushes and flowering plants. Over 20 different varieties.&lt;br /&gt;
&lt;br /&gt;
; Examples&lt;br /&gt;
* Common: Silvershade bloom, Desert thicket, Wispwillow, Duskpetal&lt;br /&gt;
* Uncommon: Rosethorn veil, Azalea bush, Rose thicket&lt;br /&gt;
* Rare: Mud willow, Morning lilac, Echo fern&lt;br /&gt;
* Legendary: Whisper thorn, Rose bush, Dusk willow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Additional seed types (Bushes, Trees, Herbs, Exotic Plants, Fungi, Cacti, Vines, Aquatic Plants, Carnivorous Plants, Magical Plants, Giant Plants, Regional Plants) are planned for future releases.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Strategies ==&lt;br /&gt;
&lt;br /&gt;
; Maximize Quality&lt;br /&gt;
* Use high-tier Planter Tester tools (Zentonium Exceptional = +23%)&lt;br /&gt;
* Train Item Identification to 120.0 for maximum skill bonus&lt;br /&gt;
* Perform quality checks daily immediately after reset&lt;br /&gt;
* Use Water Purification Filter and Soil Nutrient Booster upgrades&lt;br /&gt;
&lt;br /&gt;
; Maintain Plant Health&lt;br /&gt;
* Keep water and dirt levels above minimum requirements at all times&lt;br /&gt;
* Maintain quality above 30% to avoid severe penalties&lt;br /&gt;
* Monitor for negative status effects&lt;br /&gt;
* Use high-quality planters (Large Wooden = 35/30/37% resistances)&lt;br /&gt;
&lt;br /&gt;
; Growth Optimization&lt;br /&gt;
* High water and dirt quality = up to +10% growth speed&lt;br /&gt;
* Healthy plants (Excellent/Good) grow 10-25% faster&lt;br /&gt;
* Use Growth Accelerator upgrade (+10%) for maximum speed&lt;br /&gt;
* Never let resources drop to zero (50% growth penalty!)&lt;br /&gt;
&lt;br /&gt;
; Harvest Planning&lt;br /&gt;
* Legendary plants require high rarity bonuses (45%+)&lt;br /&gt;
* Maintain Excellent plant health at harvest (+15% rarity)&lt;br /&gt;
* Use Gold Clover Replica upgrade (+20%) for best results&lt;br /&gt;
* Four-Leaf Clovers status effect adds +20% rarity chance&lt;br /&gt;
&lt;br /&gt;
; Resource Management&lt;br /&gt;
* Fill planters completely before planting&lt;br /&gt;
* Check resource levels daily&lt;br /&gt;
* VeryHard seeds consume 70-80% quality per day - requires daily checks&lt;br /&gt;
* Use Dirt/Water Retainer upgrades to reduce quality loss&lt;br /&gt;
&lt;br /&gt;
; Planter Selection&lt;br /&gt;
* Wooden planters: Best for disease/fungal-prone seeds&lt;br /&gt;
* Metal planters: Best for pest-prone seeds and maximum durability&lt;br /&gt;
* Large planters: Highest bonuses and capacity for serious gardeners&lt;br /&gt;
* Small planters: Good for beginners and testing seeds&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Item Identification]]&lt;br /&gt;
* [[Resource Gathering]]&lt;br /&gt;
* [[Crafting Zones]]&lt;br /&gt;
* [[Getting Started]]&lt;br /&gt;
* [[Main Menu]]&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=521</id>
		<title>Plant Growing System</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=521"/>
		<updated>2026-01-08T20:08:57Z</updated>

		<summary type="html">&lt;p&gt;Riggz: /* Nutrified Plant Water */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| [[File:SmallFlowerSeed.png|500px]] || [[File:PlantGrowSystem.png|500px]] || [[File:LargeFlowerSeed.png|500px]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
{|align=right&lt;br /&gt;
  |__TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
= PU Plant System =&lt;br /&gt;
&lt;br /&gt;
The PU Plant System is a comprehensive gardening framework where players grow decorative plants in craftable planters. The system features daily quality checks, growth stages, plant health mechanics, status effects, upgrades, and material-based bonuses.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Players craft planters from wood or metal, plant seeds with varying difficulty levels, maintain water and dirt resources, perform daily quality checks using a Planter Tester tool, and harvest mature plants for decorative items with rarity tiers (Common, Uncommon, Rare, Legendary).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== Required Items ===&lt;br /&gt;
; [[Planter]]&lt;br /&gt;
* Craftable via Carpentry (wood) or Blacksmithing (metal)&lt;br /&gt;
* Available in multiple materials (Iron, Wood, Colored Ingots/Logs)&lt;br /&gt;
* Higher-tier materials provide increased durability&lt;br /&gt;
* Must be locked down in a player house to function&lt;br /&gt;
&lt;br /&gt;
; [[Planter Tester]]&lt;br /&gt;
* Craftable tool used for daily quality checks&lt;br /&gt;
* Made from various metal types (Iron through Zentonium)&lt;br /&gt;
* Better materials grant quality bonus to test results&lt;br /&gt;
* Has limited charges based on material and quality&lt;br /&gt;
&lt;br /&gt;
; [[Seeds]]&lt;br /&gt;
* Current seed types: Small Flowers, Large Flowers&lt;br /&gt;
* Growth Difficulty: VeryEasy, Easy, Moderate, Hard, VeryHard&lt;br /&gt;
* Harder difficulties require more skill and resources but yield better rewards&lt;br /&gt;
&lt;br /&gt;
; [[Dirt Pile]]&lt;br /&gt;
* Mined from farm terrain tiles using a pickaxe or shovel&lt;br /&gt;
* Required to fill planters (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
; [[Water]]&lt;br /&gt;
* Collected via water containers (Water Bucket and Water Barrels)&lt;br /&gt;
* Fill containers by double-clicking near water tiles&lt;br /&gt;
* Required to keep planters hydrated (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Types ==&lt;br /&gt;
&lt;br /&gt;
=== Wooden Planters ===&lt;br /&gt;
Wooden planters excel at disease and fungal resistance with balanced growth rates.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Wooden || 100 || 100/100 || 10% || 5% || 12% || +5% || +5% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Wooden || 150 || 200/200 || 15% || 10% || 18% || +10% || +10% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Wooden || 300 || 500/500 || 35% || 30% || 37% || +15% || +25% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Metal Planters ===&lt;br /&gt;
Metal planters prioritize pest resistance and durability with strong growth bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Metal || 150 || 100/100 || 8% || 10% || 4% || +4% || +4% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Metal || 250 || 300/300 || 23% || 25% || 19% || +8% || +14% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Metal || 350 || 500/500 || 38% || 40% || 34% || +12% || +24% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Capacity shows Water/Dirt maximum. All planters have 1 upgrade slot (base).&lt;br /&gt;
&lt;br /&gt;
=== Material Durability Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Durability Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Regular Wood/Iron || +5&lt;br /&gt;
|-&lt;br /&gt;
| Dullwood/Dull Copper || +25&lt;br /&gt;
|-&lt;br /&gt;
| Umbrawood/Umbra Iron || +50&lt;br /&gt;
|-&lt;br /&gt;
| Copperwood/Copper || +75&lt;br /&gt;
|-&lt;br /&gt;
| Bronzewood/Bronze || +100&lt;br /&gt;
|-&lt;br /&gt;
| Goldenwood/Gold || +125&lt;br /&gt;
|-&lt;br /&gt;
| Lunawood/Lunanite || +150&lt;br /&gt;
|-&lt;br /&gt;
| Durawood/Duranium || +175&lt;br /&gt;
|-&lt;br /&gt;
| Verawood/Veranium || +200&lt;br /&gt;
|-&lt;br /&gt;
| Zentowood/Zentonium || +225&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planting Process ==&lt;br /&gt;
&lt;br /&gt;
# Craft a Planter&lt;br /&gt;
#* Wood planters: higher disease/fungal resistance&lt;br /&gt;
#* Metal planters: higher durability and pest resistance&lt;br /&gt;
# Place in House&lt;br /&gt;
#* Place planter in your house&lt;br /&gt;
# Lock Down&lt;br /&gt;
#* Lock down the planter (must be owner or co-owner)&lt;br /&gt;
# Add Dirt&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
# Add Water&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
# Plant Seed&lt;br /&gt;
#* Use a seed on the planter&lt;br /&gt;
#* Requires minimum dirt and water (varies by seed)&lt;br /&gt;
#* Seed is consumed on successful planting&lt;br /&gt;
#* Plant status changes to &amp;quot;Seeded&amp;quot;&lt;br /&gt;
# Use a Planter Tester to rain your daily quality check&lt;br /&gt;
#* Use Fertilizer and Nutrified Water to raise Dirt and Water Qualities&lt;br /&gt;
#** Both Fertilizer and Nutrified Water can be crafted with [[Alchemy]].&lt;br /&gt;
# First Growth Check&lt;br /&gt;
#* Occurs 24 hours after planting&lt;br /&gt;
# Daily Maintenance&lt;br /&gt;
#* Perform quality checks, add resources, monitor plant health&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important&#039;&#039;: Planters not locked down that are seeded do not grow. The reset each day on growth check, repeating the same day. Effectively pausing the planter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Checks ==&lt;br /&gt;
&lt;br /&gt;
Each day, players perform **one quality check** per planter using a Planter Tester tool. This determines the maximum quality ceiling for water and dirt that day.&lt;br /&gt;
&lt;br /&gt;
=== Quality Check Formula ===&lt;br /&gt;
Final Quality = Base Quality + Skill Bonus + Success Bonus + Tool Bonus&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Base Quality&#039;&#039;&#039;: 30-75% (varies by seed difficulty)&lt;br /&gt;
** VeryEasy: 50-75%&lt;br /&gt;
** Easy: 45-70%&lt;br /&gt;
** Moderate: 40-65%&lt;br /&gt;
** Hard: 35-60%&lt;br /&gt;
** VeryHard: 30-55%&lt;br /&gt;
* &#039;&#039;&#039;Skill Bonus&#039;&#039;&#039;: 0-35% (based on Item Identification skill)&lt;br /&gt;
** Scales from minimum to maximum skill requirement&lt;br /&gt;
** Full bonus at maximum skill for that difficulty&lt;br /&gt;
* &#039;&#039;&#039;Success Bonus&#039;&#039;&#039;: 5-10% (granted on successful skill check)&lt;br /&gt;
** Awarded when the skill check succeeds&lt;br /&gt;
** Adds variability to quality results&lt;br /&gt;
* &#039;&#039;&#039;Tool Bonus&#039;&#039;&#039;: 0-23% (based on Planter Tester material and quality)&lt;br /&gt;
&lt;br /&gt;
=== Planter Tester Tool Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Regular Bonus !! Exceptional Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Iron || 0% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| Dull Copper || +2% || +7%&lt;br /&gt;
|-&lt;br /&gt;
| Umbra Iron || +4% || +9%&lt;br /&gt;
|-&lt;br /&gt;
| Copper || +6% || +11%&lt;br /&gt;
|-&lt;br /&gt;
| Bronze || +8% || +13%&lt;br /&gt;
|-&lt;br /&gt;
| Gold || +10% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Lunanite || +12% || +17%&lt;br /&gt;
|-&lt;br /&gt;
| Duranium || +14% || +19%&lt;br /&gt;
|-&lt;br /&gt;
| Veranium || +16% || +21%&lt;br /&gt;
|-&lt;br /&gt;
| Zentonium || +18% || +23%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Zentonium Exceptional Planter Tester grants +23% to quality checks.&lt;br /&gt;
&lt;br /&gt;
=== TasteID Skill Requirements by Difficulty ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Min Skill !! Max Skill&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 50.0 || 80.0&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 60.0 || 90.0&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 70.0 || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 90.0 || 110.0&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 100.0 || 120.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Higher Item Identification skill grants better quality results. Train to 120.0 for maximum effectiveness on VeryHard seeds.&lt;br /&gt;
&lt;br /&gt;
== Quality Enhancement Items ==&lt;br /&gt;
&lt;br /&gt;
Special items can be used to increase the current water or dirt quality **after** performing a daily quality check. These items can only raise quality up to the maximum set by that day&#039;s quality check.&lt;br /&gt;
&lt;br /&gt;
=== Plant Fertilizer ===&lt;br /&gt;
Increases **current dirt quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to MaxDailyDirtQuality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires dirt to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test dirt quality and get 65% max for the day. Current quality is 20%. Use Plant Fertilizer to raise it from 20% → 50% → 65% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
=== Nutrified Plant Water ===&lt;br /&gt;
Increases **current water quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to Max Water Quality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires water to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test water quality and get 70% max for the day. Current quality is 30%. Use Nutrified Plant Water to raise it from 30% → 60% → 70% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important Notes&#039;&#039;:&lt;br /&gt;
* Both Fertilizer and Nutrified Water are crafted with [[Alchemy]]&lt;br /&gt;
* These items raise **current quality**, not **maximum quality**&lt;br /&gt;
* They can only be used after performing the daily quality check&lt;br /&gt;
* Quality cannot exceed the daily maximum set by your quality check&lt;br /&gt;
* These items are very powerful - typically only 2-3 uses needed to reach daily maximum&lt;br /&gt;
* Larger planters require more uses to achieve the same percentage increase&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Degradation ==&lt;br /&gt;
&lt;br /&gt;
Each day at the daily reset (24 hours after planting), water and dirt quality decrease based on seed difficulty and active status effects.&lt;br /&gt;
&lt;br /&gt;
=== Base Quality Reduction ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Quality Loss per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 30-40%&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 40-50%&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 50-60%&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 60-70%&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 70-80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strategy&#039;&#039;: Higher difficulty seeds require more frequent quality checks and better tools to maintain high quality levels.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Growth System ==&lt;br /&gt;
&lt;br /&gt;
=== Growth Stages ===&lt;br /&gt;
Plants progress through five stages based on accumulated Growth Score:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Progress !! Visual !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Seeded || 0-25% || No visual spawn || Initial planting&lt;br /&gt;
|-&lt;br /&gt;
| Seedling || 25-50% || No visual spawn || Early growth&lt;br /&gt;
|-&lt;br /&gt;
| Sprout || 50-75% || Small sprout appears || First visible stage&lt;br /&gt;
|-&lt;br /&gt;
| Growing || 75-100% || Medium plant || Almost mature&lt;br /&gt;
|-&lt;br /&gt;
| Complete || 100% || Full plant || Ready to harvest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Daily Growth Calculation ===&lt;br /&gt;
Each day at reset, the planter calculates growth increase:&lt;br /&gt;
&lt;br /&gt;
Growth = Base Growth × Resource Penalty × Quality Bonus × Health Multiplier&lt;br /&gt;
&lt;br /&gt;
; Factors&lt;br /&gt;
* &#039;&#039;&#039;Base Growth&#039;&#039;&#039;: Random value between MinimumDailyGrowthScore and MaximumDailyGrowthScore (seed-dependent)&lt;br /&gt;
* &#039;&#039;&#039;Resource Penalty&#039;&#039;&#039;: 50% penalty if water OR dirt falls below minimum needed&lt;br /&gt;
* &#039;&#039;&#039;Quality Bonus&#039;&#039;&#039;: Up to +50% from combined water and dirt quality&lt;br /&gt;
** Water Quality contributes 5% of its value&lt;br /&gt;
** Dirt Quality contributes 5% of its value&lt;br /&gt;
** Example: 100% water + 100% dirt = +10% growth bonus&lt;br /&gt;
* &#039;&#039;&#039;Growth Rate Bonuses&#039;&#039;&#039;: From planter base stats, upgrades, and status effects&lt;br /&gt;
* &#039;&#039;&#039;Health Multiplier&#039;&#039;&#039;: Based on current plant health&lt;br /&gt;
&lt;br /&gt;
=== Resource Consumption ===&lt;br /&gt;
Each day, the plant consumes:&lt;br /&gt;
* Water: Random amount between MinimumWaterNeeded and MaximumWaterNeeded (seed-dependent)&lt;br /&gt;
* Dirt: Random amount between MinimumDirtNeeded and MaximumDirtNeeded (seed-dependent)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Warning&#039;&#039;: If resources drop to zero, growth is severely penalized!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Plant Health System ==&lt;br /&gt;
&lt;br /&gt;
Plant health is calculated daily and affects growth speed and rarity chance at harvest.&lt;br /&gt;
&lt;br /&gt;
=== Health Levels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health !! Growth Multiplier !! Rarity Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Excellent || +25% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Good || +10% || +8%&lt;br /&gt;
|-&lt;br /&gt;
| Fair || Normal || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Poor || -15% || -5%&lt;br /&gt;
|-&lt;br /&gt;
| Withered || -40% || -15%&lt;br /&gt;
|-&lt;br /&gt;
| Dead || 0% (no growth) || -25%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Calculation Formula ===&lt;br /&gt;
Health is recalculated daily based on four factors:&lt;br /&gt;
&lt;br /&gt;
Health Score = (Resource × 0.4) + (Quality × 0.8) + (Status × 0.4) − (Growth Penalty × 0.1)&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Resource Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Both resources present = 100 points&lt;br /&gt;
** Partial resources = 50 points&lt;br /&gt;
** Empty resources = 0 points&lt;br /&gt;
* &#039;&#039;&#039;Quality Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Average of water and dirt quality&lt;br /&gt;
** Below 30% quality applies 50% penalty&lt;br /&gt;
* &#039;&#039;&#039;Status Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Baseline: 50&lt;br /&gt;
** Negative effects: -20 per effect&lt;br /&gt;
** Positive effects: +10 per effect&lt;br /&gt;
* &#039;&#039;&#039;Growth Penalty&#039;&#039;&#039; (0-40):&lt;br /&gt;
** Seeded: 0&lt;br /&gt;
** Seedling: 10&lt;br /&gt;
** Sprout: 20&lt;br /&gt;
** Growing: 30&lt;br /&gt;
** Complete: 40&lt;br /&gt;
&lt;br /&gt;
=== Health Changes ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health Score !! Result&lt;br /&gt;
|-&lt;br /&gt;
| 85+ || Health improves by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 70-84 || Minor improvement (Poor → Fair only)&lt;br /&gt;
|-&lt;br /&gt;
| 50-69 || Health stable&lt;br /&gt;
|-&lt;br /&gt;
| 35-49 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 20-34 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;20 || Health decreases by 2 levels (rapid decline!)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Key Point&#039;&#039;: Mature plants (Growing/Complete stages) are MORE demanding and require better care to maintain health.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Status Effects (Random Events) ==&lt;br /&gt;
&lt;br /&gt;
Status effects are random events that apply each day based on seed difficulty, resistance stats, and quality levels.&lt;br /&gt;
&lt;br /&gt;
=== Event Roll Frequency ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Event Rolls per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 2&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Pests ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Aphids || 15% || 1-3 days || -10% Growth Rate, -5% Rarity, -10% Water Max Quality&lt;br /&gt;
|-&lt;br /&gt;
| Caterpillars || 12% || 1-3 days || -12% Dirt Max Quality, +8% Water Quality Loss, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Spider Mites || 10% || 2-4 days || -14% Fungal Resistance, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Diseases ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Blight || 12% || 1-3 days || -10% Growth Rate, -5% Dirt Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Root Rot || 10% || 2-4 days || +12% Water Quality Loss, -8% Water Max Quality, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Leaf Spot || 8% || 1-3 days || +14% Water Quality Loss, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Fungal ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Mold || 10% || 1-3 days || +10% Water Quality Loss, -5% Water Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Rot Mushrooms || 8% || 2-4 days || +12% Water Quality Loss, -8% Growth Rate, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Powdery Mildew || 7% || 1-3 days || -14% Water Max Quality, -11% Rarity, +14% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Soil/Water Issues ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Percolated Soil || 8% || 1-2 days || -12% Dirt Max Quality, -10% Growth Rate, -12% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Waterlogged Soil || 10% || 1-3 days || -15% Dirt Max Quality, -13% Rarity, -15% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| pH Imbalance || 8% || 1-2 days || -12% Water Max Quality, -10% Growth Rate, -12% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Water Parasites || 10% || 2-4 days || -15% Water Max Quality, -13% Rarity, -15% Fungal Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Defensive ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Defence || 5% || 2-4 days || +10% Fungal Resistance, +10% Growth Rate, -10% Dirt Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || 5% || 2-4 days || +10% Pest Resistance, +10% Rarity, -10% Water Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Antibody Boost || 5% || 2-4 days || +10% Disease Resistance, +10% Growth Rate, +10% Dirt Max Quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Quality ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fertile Soil || 6% || 3-5 days || +10% Dirt Max Quality, +10% Rarity, +10% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Balanced pH || 6% || 3-5 days || +10% Water Max Quality, +10% Growth Rate, +10% Pest Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Luck ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Four-Leaf Clovers || 3% || 2-4 days || +20% Rarity, -10% Dirt Quality Loss, -10% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: High water and dirt quality reduce negative effect chances by up to 30%. Positive effects are increased by quality.&lt;br /&gt;
&#039;&#039;Resistance&#039;&#039;: All Resistance reduces chance by 75% of resistance value. Example: 20% Pest Resistance = 15% reduction in chance.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Planters can be upgraded with consumable items that provide permanent bonuses until the upgrade expires (charge-based).&lt;br /&gt;
&lt;br /&gt;
Upgrades will be craftable with [[Tinkering]] and [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
=== Standard Upgrades (10 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Water Purification Filter || +10% Water Max Quality || Purifies water, increasing maximum water quality&lt;br /&gt;
|-&lt;br /&gt;
| Water Retainer || -10% Daily Water Quality Loss || Retains water quality, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Dirt Retainer || -10% Daily Dirt Quality Loss || Retains soil nutrients, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Soil Nutrient Booster || +10% Dirt Max Quality || Enriches soil with nutrients, increasing maximum quality&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || +10% Pest Resistance || Repels pests, increasing plant resistance&lt;br /&gt;
|-&lt;br /&gt;
| Disease Shield || +10% Disease Resistance || Shields against diseases, boosting plant immunity&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Inhibitor || +10% Fungal Resistance || Inhibits fungal growth, protecting plants&lt;br /&gt;
|-&lt;br /&gt;
| Growth Enhancer || +5% Growth Rate || Enhances growth rate moderately&lt;br /&gt;
|-&lt;br /&gt;
| Growth Accelerator || +10% Growth Rate || Significantly accelerates plant growth&lt;br /&gt;
|-&lt;br /&gt;
| Clover Replica || +5% Rarity Chance || A fortunate charm that increases rare plant chances&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Upgrades (20 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Gold Clover Replica || +20% Rarity Chance || An extremely lucky charm that greatly increases rare plant chances&lt;br /&gt;
|-&lt;br /&gt;
| Fumigation System || +20% Disease Resistance || Advanced fumigation system providing superior disease protection&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Microbial Liner || +20% Disease Resistance || Specialized liner that prevents microbial contamination&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Fungal Coating || +20% Fungal Resistance || Advanced coating that provides exceptional fungal protection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Upgrades consume one charge per daily reset. Small planters have 1 upgrade slot.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
&lt;br /&gt;
When a plant reaches 100% growth (Complete stage), it can be harvested for a decorative plant item.&lt;br /&gt;
&lt;br /&gt;
=== Harvest Requirements ===&lt;br /&gt;
* Plant must be at Complete stage (100% Growth Score)&lt;br /&gt;
* Plant that are dead produce nothing at harvest.&lt;br /&gt;
* Player must be owner/co-owner of house where planter is locked down&lt;br /&gt;
&lt;br /&gt;
=== Rarity System ===&lt;br /&gt;
Harvested plants have four rarity tiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rarity !! Base Chance !! Color&lt;br /&gt;
|-&lt;br /&gt;
| Common || 50% || White&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon || 30% || Green&lt;br /&gt;
|-&lt;br /&gt;
| Rare || 15% || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || 5% || Gold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Rarity Modifiers&lt;br /&gt;
* Total Rarity Bonus = Planter Base Bonus + Upgrade Bonuses + Status Effect Bonuses + Plant Health Bonus&lt;br /&gt;
* Plant Health Bonuses:&lt;br /&gt;
** Excellent: +15%&lt;br /&gt;
** Good: +8%&lt;br /&gt;
** Fair: 0%&lt;br /&gt;
** Poor: -5%&lt;br /&gt;
** Withered: -15%&lt;br /&gt;
** Dead: -25%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Large Metal Planter (+12% base) with Excellent health (+15%) and Gold Clover Replica (+20%) has +47% total rarity bonus, significantly increasing chances for Rare and Legendary plants.&lt;br /&gt;
&lt;br /&gt;
=== Durability Loss ===&lt;br /&gt;
* Each harvest reduces planter durability by 10 (base, varies by seed)&lt;br /&gt;
* When durability reaches 0, the planter breaks and is deleted&lt;br /&gt;
* Higher-tier materials grant more total harvests&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Calculation&#039;&#039;: Zentonium Large Metal Planter = 350 base + 225 material bonus = 575 durability = ~57 harvests&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Seed Types and Plants ==&lt;br /&gt;
&lt;br /&gt;
=== Small Flowers ===&lt;br /&gt;
Fast-growing decorative flowers. Over 35 different varieties across all rarity tiers.&lt;br /&gt;
&lt;br /&gt;
; Examples&lt;br /&gt;
* Common: Orfluer flowers, Campion flowers, Snowdrops, Poppies&lt;br /&gt;
* Uncommon: Foxglove flowers, White flowers, Red poppies&lt;br /&gt;
* Rare: Orange rosa, Pink periwinkle, Purple daisy, Yellow muriel&lt;br /&gt;
* Legendary: Blue zinnia, Frost daisy, Desert daisy, Morning flowers&lt;br /&gt;
&lt;br /&gt;
=== Large Flowers ===&lt;br /&gt;
Larger decorative bushes and flowering plants. Over 20 different varieties.&lt;br /&gt;
&lt;br /&gt;
; Examples&lt;br /&gt;
* Common: Silvershade bloom, Desert thicket, Wispwillow, Duskpetal&lt;br /&gt;
* Uncommon: Rosethorn veil, Azalea bush, Rose thicket&lt;br /&gt;
* Rare: Mud willow, Morning lilac, Echo fern&lt;br /&gt;
* Legendary: Whisper thorn, Rose bush, Dusk willow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Additional seed types (Bushes, Trees, Herbs, Exotic Plants, Fungi, Cacti, Vines, Aquatic Plants, Carnivorous Plants, Magical Plants, Giant Plants, Regional Plants) are planned for future releases.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Strategies ==&lt;br /&gt;
&lt;br /&gt;
; Maximize Quality&lt;br /&gt;
* Use high-tier Planter Tester tools (Zentonium Exceptional = +23%)&lt;br /&gt;
* Train Item Identification to 120.0 for maximum skill bonus&lt;br /&gt;
* Perform quality checks daily immediately after reset&lt;br /&gt;
* Use Water Purification Filter and Soil Nutrient Booster upgrades&lt;br /&gt;
&lt;br /&gt;
; Maintain Plant Health&lt;br /&gt;
* Keep water and dirt levels above minimum requirements at all times&lt;br /&gt;
* Maintain quality above 30% to avoid severe penalties&lt;br /&gt;
* Monitor for negative status effects&lt;br /&gt;
* Use high-quality planters (Large Wooden = 35/30/37% resistances)&lt;br /&gt;
&lt;br /&gt;
; Growth Optimization&lt;br /&gt;
* High water and dirt quality = up to +10% growth speed&lt;br /&gt;
* Healthy plants (Excellent/Good) grow 10-25% faster&lt;br /&gt;
* Use Growth Accelerator upgrade (+10%) for maximum speed&lt;br /&gt;
* Never let resources drop to zero (50% growth penalty!)&lt;br /&gt;
&lt;br /&gt;
; Harvest Planning&lt;br /&gt;
* Legendary plants require high rarity bonuses (45%+)&lt;br /&gt;
* Maintain Excellent plant health at harvest (+15% rarity)&lt;br /&gt;
* Use Gold Clover Replica upgrade (+20%) for best results&lt;br /&gt;
* Four-Leaf Clovers status effect adds +20% rarity chance&lt;br /&gt;
&lt;br /&gt;
; Resource Management&lt;br /&gt;
* Fill planters completely before planting&lt;br /&gt;
* Check resource levels daily&lt;br /&gt;
* VeryHard seeds consume 70-80% quality per day - requires daily checks&lt;br /&gt;
* Use Dirt/Water Retainer upgrades to reduce quality loss&lt;br /&gt;
&lt;br /&gt;
; Planter Selection&lt;br /&gt;
* Wooden planters: Best for disease/fungal-prone seeds&lt;br /&gt;
* Metal planters: Best for pest-prone seeds and maximum durability&lt;br /&gt;
* Large planters: Highest bonuses and capacity for serious gardeners&lt;br /&gt;
* Small planters: Good for beginners and testing seeds&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Item Identification]]&lt;br /&gt;
* [[Resource Gathering]]&lt;br /&gt;
* [[Crafting Zones]]&lt;br /&gt;
* [[Getting Started]]&lt;br /&gt;
* [[Main Menu]]&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=520</id>
		<title>Plant Growing System</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=520"/>
		<updated>2026-01-08T20:06:28Z</updated>

		<summary type="html">&lt;p&gt;Riggz: /* Metal Planters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| [[File:SmallFlowerSeed.png|500px]] || [[File:PlantGrowSystem.png|500px]] || [[File:LargeFlowerSeed.png|500px]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
{|align=right&lt;br /&gt;
  |__TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
= PU Plant System =&lt;br /&gt;
&lt;br /&gt;
The PU Plant System is a comprehensive gardening framework where players grow decorative plants in craftable planters. The system features daily quality checks, growth stages, plant health mechanics, status effects, upgrades, and material-based bonuses.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Players craft planters from wood or metal, plant seeds with varying difficulty levels, maintain water and dirt resources, perform daily quality checks using a Planter Tester tool, and harvest mature plants for decorative items with rarity tiers (Common, Uncommon, Rare, Legendary).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== Required Items ===&lt;br /&gt;
; [[Planter]]&lt;br /&gt;
* Craftable via Carpentry (wood) or Blacksmithing (metal)&lt;br /&gt;
* Available in multiple materials (Iron, Wood, Colored Ingots/Logs)&lt;br /&gt;
* Higher-tier materials provide increased durability&lt;br /&gt;
* Must be locked down in a player house to function&lt;br /&gt;
&lt;br /&gt;
; [[Planter Tester]]&lt;br /&gt;
* Craftable tool used for daily quality checks&lt;br /&gt;
* Made from various metal types (Iron through Zentonium)&lt;br /&gt;
* Better materials grant quality bonus to test results&lt;br /&gt;
* Has limited charges based on material and quality&lt;br /&gt;
&lt;br /&gt;
; [[Seeds]]&lt;br /&gt;
* Current seed types: Small Flowers, Large Flowers&lt;br /&gt;
* Growth Difficulty: VeryEasy, Easy, Moderate, Hard, VeryHard&lt;br /&gt;
* Harder difficulties require more skill and resources but yield better rewards&lt;br /&gt;
&lt;br /&gt;
; [[Dirt Pile]]&lt;br /&gt;
* Mined from farm terrain tiles using a pickaxe or shovel&lt;br /&gt;
* Required to fill planters (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
; [[Water]]&lt;br /&gt;
* Collected via water containers (Water Bucket and Water Barrels)&lt;br /&gt;
* Fill containers by double-clicking near water tiles&lt;br /&gt;
* Required to keep planters hydrated (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Types ==&lt;br /&gt;
&lt;br /&gt;
=== Wooden Planters ===&lt;br /&gt;
Wooden planters excel at disease and fungal resistance with balanced growth rates.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Wooden || 100 || 100/100 || 10% || 5% || 12% || +5% || +5% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Wooden || 150 || 200/200 || 15% || 10% || 18% || +10% || +10% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Wooden || 300 || 500/500 || 35% || 30% || 37% || +15% || +25% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Metal Planters ===&lt;br /&gt;
Metal planters prioritize pest resistance and durability with strong growth bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Metal || 150 || 100/100 || 8% || 10% || 4% || +4% || +4% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Metal || 250 || 300/300 || 23% || 25% || 19% || +8% || +14% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Metal || 350 || 500/500 || 38% || 40% || 34% || +12% || +24% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Capacity shows Water/Dirt maximum. All planters have 1 upgrade slot (base).&lt;br /&gt;
&lt;br /&gt;
=== Material Durability Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Durability Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Regular Wood/Iron || +5&lt;br /&gt;
|-&lt;br /&gt;
| Dullwood/Dull Copper || +25&lt;br /&gt;
|-&lt;br /&gt;
| Umbrawood/Umbra Iron || +50&lt;br /&gt;
|-&lt;br /&gt;
| Copperwood/Copper || +75&lt;br /&gt;
|-&lt;br /&gt;
| Bronzewood/Bronze || +100&lt;br /&gt;
|-&lt;br /&gt;
| Goldenwood/Gold || +125&lt;br /&gt;
|-&lt;br /&gt;
| Lunawood/Lunanite || +150&lt;br /&gt;
|-&lt;br /&gt;
| Durawood/Duranium || +175&lt;br /&gt;
|-&lt;br /&gt;
| Verawood/Veranium || +200&lt;br /&gt;
|-&lt;br /&gt;
| Zentowood/Zentonium || +225&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planting Process ==&lt;br /&gt;
&lt;br /&gt;
# Craft a Planter&lt;br /&gt;
#* Wood planters: higher disease/fungal resistance&lt;br /&gt;
#* Metal planters: higher durability and pest resistance&lt;br /&gt;
# Place in House&lt;br /&gt;
#* Place planter in your house&lt;br /&gt;
# Lock Down&lt;br /&gt;
#* Lock down the planter (must be owner or co-owner)&lt;br /&gt;
# Add Dirt&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
# Add Water&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
# Plant Seed&lt;br /&gt;
#* Use a seed on the planter&lt;br /&gt;
#* Requires minimum dirt and water (varies by seed)&lt;br /&gt;
#* Seed is consumed on successful planting&lt;br /&gt;
#* Plant status changes to &amp;quot;Seeded&amp;quot;&lt;br /&gt;
# Use a Planter Tester to rain your daily quality check&lt;br /&gt;
#* Use Fertilizer and Nutrified Water to raise Dirt and Water Qualities&lt;br /&gt;
#** Both Fertilizer and Nutrified Water can be crafted with [[Alchemy]].&lt;br /&gt;
# First Growth Check&lt;br /&gt;
#* Occurs 24 hours after planting&lt;br /&gt;
# Daily Maintenance&lt;br /&gt;
#* Perform quality checks, add resources, monitor plant health&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important&#039;&#039;: Planters not locked down that are seeded do not grow. The reset each day on growth check, repeating the same day. Effectively pausing the planter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Checks ==&lt;br /&gt;
&lt;br /&gt;
Each day, players perform **one quality check** per planter using a Planter Tester tool. This determines the maximum quality ceiling for water and dirt that day.&lt;br /&gt;
&lt;br /&gt;
=== Quality Check Formula ===&lt;br /&gt;
Final Quality = Base Quality + Skill Bonus + Success Bonus + Tool Bonus&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Base Quality&#039;&#039;&#039;: 30-75% (varies by seed difficulty)&lt;br /&gt;
** VeryEasy: 50-75%&lt;br /&gt;
** Easy: 45-70%&lt;br /&gt;
** Moderate: 40-65%&lt;br /&gt;
** Hard: 35-60%&lt;br /&gt;
** VeryHard: 30-55%&lt;br /&gt;
* &#039;&#039;&#039;Skill Bonus&#039;&#039;&#039;: 0-35% (based on Item Identification skill)&lt;br /&gt;
** Scales from minimum to maximum skill requirement&lt;br /&gt;
** Full bonus at maximum skill for that difficulty&lt;br /&gt;
* &#039;&#039;&#039;Success Bonus&#039;&#039;&#039;: 5-10% (granted on successful skill check)&lt;br /&gt;
** Awarded when the skill check succeeds&lt;br /&gt;
** Adds variability to quality results&lt;br /&gt;
* &#039;&#039;&#039;Tool Bonus&#039;&#039;&#039;: 0-23% (based on Planter Tester material and quality)&lt;br /&gt;
&lt;br /&gt;
=== Planter Tester Tool Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Regular Bonus !! Exceptional Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Iron || 0% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| Dull Copper || +2% || +7%&lt;br /&gt;
|-&lt;br /&gt;
| Umbra Iron || +4% || +9%&lt;br /&gt;
|-&lt;br /&gt;
| Copper || +6% || +11%&lt;br /&gt;
|-&lt;br /&gt;
| Bronze || +8% || +13%&lt;br /&gt;
|-&lt;br /&gt;
| Gold || +10% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Lunanite || +12% || +17%&lt;br /&gt;
|-&lt;br /&gt;
| Duranium || +14% || +19%&lt;br /&gt;
|-&lt;br /&gt;
| Veranium || +16% || +21%&lt;br /&gt;
|-&lt;br /&gt;
| Zentonium || +18% || +23%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Zentonium Exceptional Planter Tester grants +23% to quality checks.&lt;br /&gt;
&lt;br /&gt;
=== TasteID Skill Requirements by Difficulty ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Min Skill !! Max Skill&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 50.0 || 80.0&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 60.0 || 90.0&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 70.0 || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 90.0 || 110.0&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 100.0 || 120.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Higher Item Identification skill grants better quality results. Train to 120.0 for maximum effectiveness on VeryHard seeds.&lt;br /&gt;
&lt;br /&gt;
== Quality Enhancement Items ==&lt;br /&gt;
&lt;br /&gt;
Special items can be used to increase the current water or dirt quality **after** performing a daily quality check. These items can only raise quality up to the maximum set by that day&#039;s quality check.&lt;br /&gt;
&lt;br /&gt;
=== Plant Fertilizer ===&lt;br /&gt;
Increases **current dirt quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to MaxDailyDirtQuality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires dirt to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test dirt quality and get 65% max for the day. Current quality is 20%. Use Plant Fertilizer to raise it from 20% → 50% → 65% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
=== Nutrified Plant Water ===&lt;br /&gt;
Increases **current water quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to MaxDailyWaterQuality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires water to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test water quality and get 70% max for the day. Current quality is 30%. Use Nutrified Plant Water to raise it from 30% → 60% → 70% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important Notes&#039;&#039;:&lt;br /&gt;
* These items raise **current quality**, not **maximum quality**&lt;br /&gt;
* They can only be used after performing the daily quality check&lt;br /&gt;
* Quality cannot exceed the daily maximum set by your quality check&lt;br /&gt;
* These items are very powerful - typically only 2-3 uses needed to reach daily maximum&lt;br /&gt;
* Larger planters require more uses to achieve the same percentage increase&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Degradation ==&lt;br /&gt;
&lt;br /&gt;
Each day at the daily reset (24 hours after planting), water and dirt quality decrease based on seed difficulty and active status effects.&lt;br /&gt;
&lt;br /&gt;
=== Base Quality Reduction ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Quality Loss per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 30-40%&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 40-50%&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 50-60%&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 60-70%&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 70-80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strategy&#039;&#039;: Higher difficulty seeds require more frequent quality checks and better tools to maintain high quality levels.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Growth System ==&lt;br /&gt;
&lt;br /&gt;
=== Growth Stages ===&lt;br /&gt;
Plants progress through five stages based on accumulated Growth Score:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Progress !! Visual !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Seeded || 0-25% || No visual spawn || Initial planting&lt;br /&gt;
|-&lt;br /&gt;
| Seedling || 25-50% || No visual spawn || Early growth&lt;br /&gt;
|-&lt;br /&gt;
| Sprout || 50-75% || Small sprout appears || First visible stage&lt;br /&gt;
|-&lt;br /&gt;
| Growing || 75-100% || Medium plant || Almost mature&lt;br /&gt;
|-&lt;br /&gt;
| Complete || 100% || Full plant || Ready to harvest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Daily Growth Calculation ===&lt;br /&gt;
Each day at reset, the planter calculates growth increase:&lt;br /&gt;
&lt;br /&gt;
Growth = Base Growth × Resource Penalty × Quality Bonus × Health Multiplier&lt;br /&gt;
&lt;br /&gt;
; Factors&lt;br /&gt;
* &#039;&#039;&#039;Base Growth&#039;&#039;&#039;: Random value between MinimumDailyGrowthScore and MaximumDailyGrowthScore (seed-dependent)&lt;br /&gt;
* &#039;&#039;&#039;Resource Penalty&#039;&#039;&#039;: 50% penalty if water OR dirt falls below minimum needed&lt;br /&gt;
* &#039;&#039;&#039;Quality Bonus&#039;&#039;&#039;: Up to +50% from combined water and dirt quality&lt;br /&gt;
** Water Quality contributes 5% of its value&lt;br /&gt;
** Dirt Quality contributes 5% of its value&lt;br /&gt;
** Example: 100% water + 100% dirt = +10% growth bonus&lt;br /&gt;
* &#039;&#039;&#039;Growth Rate Bonuses&#039;&#039;&#039;: From planter base stats, upgrades, and status effects&lt;br /&gt;
* &#039;&#039;&#039;Health Multiplier&#039;&#039;&#039;: Based on current plant health&lt;br /&gt;
&lt;br /&gt;
=== Resource Consumption ===&lt;br /&gt;
Each day, the plant consumes:&lt;br /&gt;
* Water: Random amount between MinimumWaterNeeded and MaximumWaterNeeded (seed-dependent)&lt;br /&gt;
* Dirt: Random amount between MinimumDirtNeeded and MaximumDirtNeeded (seed-dependent)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Warning&#039;&#039;: If resources drop to zero, growth is severely penalized!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Plant Health System ==&lt;br /&gt;
&lt;br /&gt;
Plant health is calculated daily and affects growth speed and rarity chance at harvest.&lt;br /&gt;
&lt;br /&gt;
=== Health Levels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health !! Growth Multiplier !! Rarity Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Excellent || +25% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Good || +10% || +8%&lt;br /&gt;
|-&lt;br /&gt;
| Fair || Normal || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Poor || -15% || -5%&lt;br /&gt;
|-&lt;br /&gt;
| Withered || -40% || -15%&lt;br /&gt;
|-&lt;br /&gt;
| Dead || 0% (no growth) || -25%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Calculation Formula ===&lt;br /&gt;
Health is recalculated daily based on four factors:&lt;br /&gt;
&lt;br /&gt;
Health Score = (Resource × 0.4) + (Quality × 0.8) + (Status × 0.4) − (Growth Penalty × 0.1)&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Resource Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Both resources present = 100 points&lt;br /&gt;
** Partial resources = 50 points&lt;br /&gt;
** Empty resources = 0 points&lt;br /&gt;
* &#039;&#039;&#039;Quality Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Average of water and dirt quality&lt;br /&gt;
** Below 30% quality applies 50% penalty&lt;br /&gt;
* &#039;&#039;&#039;Status Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Baseline: 50&lt;br /&gt;
** Negative effects: -20 per effect&lt;br /&gt;
** Positive effects: +10 per effect&lt;br /&gt;
* &#039;&#039;&#039;Growth Penalty&#039;&#039;&#039; (0-40):&lt;br /&gt;
** Seeded: 0&lt;br /&gt;
** Seedling: 10&lt;br /&gt;
** Sprout: 20&lt;br /&gt;
** Growing: 30&lt;br /&gt;
** Complete: 40&lt;br /&gt;
&lt;br /&gt;
=== Health Changes ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health Score !! Result&lt;br /&gt;
|-&lt;br /&gt;
| 85+ || Health improves by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 70-84 || Minor improvement (Poor → Fair only)&lt;br /&gt;
|-&lt;br /&gt;
| 50-69 || Health stable&lt;br /&gt;
|-&lt;br /&gt;
| 35-49 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 20-34 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;20 || Health decreases by 2 levels (rapid decline!)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Key Point&#039;&#039;: Mature plants (Growing/Complete stages) are MORE demanding and require better care to maintain health.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Status Effects (Random Events) ==&lt;br /&gt;
&lt;br /&gt;
Status effects are random events that apply each day based on seed difficulty, resistance stats, and quality levels.&lt;br /&gt;
&lt;br /&gt;
=== Event Roll Frequency ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Event Rolls per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 2&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Pests ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Aphids || 15% || 1-3 days || -10% Growth Rate, -5% Rarity, -10% Water Max Quality&lt;br /&gt;
|-&lt;br /&gt;
| Caterpillars || 12% || 1-3 days || -12% Dirt Max Quality, +8% Water Quality Loss, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Spider Mites || 10% || 2-4 days || -14% Fungal Resistance, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Diseases ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Blight || 12% || 1-3 days || -10% Growth Rate, -5% Dirt Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Root Rot || 10% || 2-4 days || +12% Water Quality Loss, -8% Water Max Quality, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Leaf Spot || 8% || 1-3 days || +14% Water Quality Loss, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Fungal ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Mold || 10% || 1-3 days || +10% Water Quality Loss, -5% Water Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Rot Mushrooms || 8% || 2-4 days || +12% Water Quality Loss, -8% Growth Rate, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Powdery Mildew || 7% || 1-3 days || -14% Water Max Quality, -11% Rarity, +14% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Soil/Water Issues ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Percolated Soil || 8% || 1-2 days || -12% Dirt Max Quality, -10% Growth Rate, -12% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Waterlogged Soil || 10% || 1-3 days || -15% Dirt Max Quality, -13% Rarity, -15% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| pH Imbalance || 8% || 1-2 days || -12% Water Max Quality, -10% Growth Rate, -12% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Water Parasites || 10% || 2-4 days || -15% Water Max Quality, -13% Rarity, -15% Fungal Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Defensive ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Defence || 5% || 2-4 days || +10% Fungal Resistance, +10% Growth Rate, -10% Dirt Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || 5% || 2-4 days || +10% Pest Resistance, +10% Rarity, -10% Water Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Antibody Boost || 5% || 2-4 days || +10% Disease Resistance, +10% Growth Rate, +10% Dirt Max Quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Quality ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fertile Soil || 6% || 3-5 days || +10% Dirt Max Quality, +10% Rarity, +10% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Balanced pH || 6% || 3-5 days || +10% Water Max Quality, +10% Growth Rate, +10% Pest Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Luck ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Four-Leaf Clovers || 3% || 2-4 days || +20% Rarity, -10% Dirt Quality Loss, -10% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: High water and dirt quality reduce negative effect chances by up to 30%. Positive effects are increased by quality.&lt;br /&gt;
&#039;&#039;Resistance&#039;&#039;: All Resistance reduces chance by 75% of resistance value. Example: 20% Pest Resistance = 15% reduction in chance.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Planters can be upgraded with consumable items that provide permanent bonuses until the upgrade expires (charge-based).&lt;br /&gt;
&lt;br /&gt;
Upgrades will be craftable with [[Tinkering]] and [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
=== Standard Upgrades (10 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Water Purification Filter || +10% Water Max Quality || Purifies water, increasing maximum water quality&lt;br /&gt;
|-&lt;br /&gt;
| Water Retainer || -10% Daily Water Quality Loss || Retains water quality, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Dirt Retainer || -10% Daily Dirt Quality Loss || Retains soil nutrients, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Soil Nutrient Booster || +10% Dirt Max Quality || Enriches soil with nutrients, increasing maximum quality&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || +10% Pest Resistance || Repels pests, increasing plant resistance&lt;br /&gt;
|-&lt;br /&gt;
| Disease Shield || +10% Disease Resistance || Shields against diseases, boosting plant immunity&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Inhibitor || +10% Fungal Resistance || Inhibits fungal growth, protecting plants&lt;br /&gt;
|-&lt;br /&gt;
| Growth Enhancer || +5% Growth Rate || Enhances growth rate moderately&lt;br /&gt;
|-&lt;br /&gt;
| Growth Accelerator || +10% Growth Rate || Significantly accelerates plant growth&lt;br /&gt;
|-&lt;br /&gt;
| Clover Replica || +5% Rarity Chance || A fortunate charm that increases rare plant chances&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Upgrades (20 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Gold Clover Replica || +20% Rarity Chance || An extremely lucky charm that greatly increases rare plant chances&lt;br /&gt;
|-&lt;br /&gt;
| Fumigation System || +20% Disease Resistance || Advanced fumigation system providing superior disease protection&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Microbial Liner || +20% Disease Resistance || Specialized liner that prevents microbial contamination&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Fungal Coating || +20% Fungal Resistance || Advanced coating that provides exceptional fungal protection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Upgrades consume one charge per daily reset. Small planters have 1 upgrade slot.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
&lt;br /&gt;
When a plant reaches 100% growth (Complete stage), it can be harvested for a decorative plant item.&lt;br /&gt;
&lt;br /&gt;
=== Harvest Requirements ===&lt;br /&gt;
* Plant must be at Complete stage (100% Growth Score)&lt;br /&gt;
* Plant that are dead produce nothing at harvest.&lt;br /&gt;
* Player must be owner/co-owner of house where planter is locked down&lt;br /&gt;
&lt;br /&gt;
=== Rarity System ===&lt;br /&gt;
Harvested plants have four rarity tiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rarity !! Base Chance !! Color&lt;br /&gt;
|-&lt;br /&gt;
| Common || 50% || White&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon || 30% || Green&lt;br /&gt;
|-&lt;br /&gt;
| Rare || 15% || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || 5% || Gold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Rarity Modifiers&lt;br /&gt;
* Total Rarity Bonus = Planter Base Bonus + Upgrade Bonuses + Status Effect Bonuses + Plant Health Bonus&lt;br /&gt;
* Plant Health Bonuses:&lt;br /&gt;
** Excellent: +15%&lt;br /&gt;
** Good: +8%&lt;br /&gt;
** Fair: 0%&lt;br /&gt;
** Poor: -5%&lt;br /&gt;
** Withered: -15%&lt;br /&gt;
** Dead: -25%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Large Metal Planter (+12% base) with Excellent health (+15%) and Gold Clover Replica (+20%) has +47% total rarity bonus, significantly increasing chances for Rare and Legendary plants.&lt;br /&gt;
&lt;br /&gt;
=== Durability Loss ===&lt;br /&gt;
* Each harvest reduces planter durability by 10 (base, varies by seed)&lt;br /&gt;
* When durability reaches 0, the planter breaks and is deleted&lt;br /&gt;
* Higher-tier materials grant more total harvests&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Calculation&#039;&#039;: Zentonium Large Metal Planter = 350 base + 225 material bonus = 575 durability = ~57 harvests&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Seed Types and Plants ==&lt;br /&gt;
&lt;br /&gt;
=== Small Flowers ===&lt;br /&gt;
Fast-growing decorative flowers. Over 35 different varieties across all rarity tiers.&lt;br /&gt;
&lt;br /&gt;
; Examples&lt;br /&gt;
* Common: Orfluer flowers, Campion flowers, Snowdrops, Poppies&lt;br /&gt;
* Uncommon: Foxglove flowers, White flowers, Red poppies&lt;br /&gt;
* Rare: Orange rosa, Pink periwinkle, Purple daisy, Yellow muriel&lt;br /&gt;
* Legendary: Blue zinnia, Frost daisy, Desert daisy, Morning flowers&lt;br /&gt;
&lt;br /&gt;
=== Large Flowers ===&lt;br /&gt;
Larger decorative bushes and flowering plants. Over 20 different varieties.&lt;br /&gt;
&lt;br /&gt;
; Examples&lt;br /&gt;
* Common: Silvershade bloom, Desert thicket, Wispwillow, Duskpetal&lt;br /&gt;
* Uncommon: Rosethorn veil, Azalea bush, Rose thicket&lt;br /&gt;
* Rare: Mud willow, Morning lilac, Echo fern&lt;br /&gt;
* Legendary: Whisper thorn, Rose bush, Dusk willow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Additional seed types (Bushes, Trees, Herbs, Exotic Plants, Fungi, Cacti, Vines, Aquatic Plants, Carnivorous Plants, Magical Plants, Giant Plants, Regional Plants) are planned for future releases.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Strategies ==&lt;br /&gt;
&lt;br /&gt;
; Maximize Quality&lt;br /&gt;
* Use high-tier Planter Tester tools (Zentonium Exceptional = +23%)&lt;br /&gt;
* Train Item Identification to 120.0 for maximum skill bonus&lt;br /&gt;
* Perform quality checks daily immediately after reset&lt;br /&gt;
* Use Water Purification Filter and Soil Nutrient Booster upgrades&lt;br /&gt;
&lt;br /&gt;
; Maintain Plant Health&lt;br /&gt;
* Keep water and dirt levels above minimum requirements at all times&lt;br /&gt;
* Maintain quality above 30% to avoid severe penalties&lt;br /&gt;
* Monitor for negative status effects&lt;br /&gt;
* Use high-quality planters (Large Wooden = 35/30/37% resistances)&lt;br /&gt;
&lt;br /&gt;
; Growth Optimization&lt;br /&gt;
* High water and dirt quality = up to +10% growth speed&lt;br /&gt;
* Healthy plants (Excellent/Good) grow 10-25% faster&lt;br /&gt;
* Use Growth Accelerator upgrade (+10%) for maximum speed&lt;br /&gt;
* Never let resources drop to zero (50% growth penalty!)&lt;br /&gt;
&lt;br /&gt;
; Harvest Planning&lt;br /&gt;
* Legendary plants require high rarity bonuses (45%+)&lt;br /&gt;
* Maintain Excellent plant health at harvest (+15% rarity)&lt;br /&gt;
* Use Gold Clover Replica upgrade (+20%) for best results&lt;br /&gt;
* Four-Leaf Clovers status effect adds +20% rarity chance&lt;br /&gt;
&lt;br /&gt;
; Resource Management&lt;br /&gt;
* Fill planters completely before planting&lt;br /&gt;
* Check resource levels daily&lt;br /&gt;
* VeryHard seeds consume 70-80% quality per day - requires daily checks&lt;br /&gt;
* Use Dirt/Water Retainer upgrades to reduce quality loss&lt;br /&gt;
&lt;br /&gt;
; Planter Selection&lt;br /&gt;
* Wooden planters: Best for disease/fungal-prone seeds&lt;br /&gt;
* Metal planters: Best for pest-prone seeds and maximum durability&lt;br /&gt;
* Large planters: Highest bonuses and capacity for serious gardeners&lt;br /&gt;
* Small planters: Good for beginners and testing seeds&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Item Identification]]&lt;br /&gt;
* [[Resource Gathering]]&lt;br /&gt;
* [[Crafting Zones]]&lt;br /&gt;
* [[Getting Started]]&lt;br /&gt;
* [[Main Menu]]&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=519</id>
		<title>Plant Growing System</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=519"/>
		<updated>2026-01-08T20:06:16Z</updated>

		<summary type="html">&lt;p&gt;Riggz: /* Wooden Planters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| [[File:SmallFlowerSeed.png|500px]] || [[File:PlantGrowSystem.png|500px]] || [[File:LargeFlowerSeed.png|500px]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
{|align=right&lt;br /&gt;
  |__TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
= PU Plant System =&lt;br /&gt;
&lt;br /&gt;
The PU Plant System is a comprehensive gardening framework where players grow decorative plants in craftable planters. The system features daily quality checks, growth stages, plant health mechanics, status effects, upgrades, and material-based bonuses.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Players craft planters from wood or metal, plant seeds with varying difficulty levels, maintain water and dirt resources, perform daily quality checks using a Planter Tester tool, and harvest mature plants for decorative items with rarity tiers (Common, Uncommon, Rare, Legendary).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== Required Items ===&lt;br /&gt;
; [[Planter]]&lt;br /&gt;
* Craftable via Carpentry (wood) or Blacksmithing (metal)&lt;br /&gt;
* Available in multiple materials (Iron, Wood, Colored Ingots/Logs)&lt;br /&gt;
* Higher-tier materials provide increased durability&lt;br /&gt;
* Must be locked down in a player house to function&lt;br /&gt;
&lt;br /&gt;
; [[Planter Tester]]&lt;br /&gt;
* Craftable tool used for daily quality checks&lt;br /&gt;
* Made from various metal types (Iron through Zentonium)&lt;br /&gt;
* Better materials grant quality bonus to test results&lt;br /&gt;
* Has limited charges based on material and quality&lt;br /&gt;
&lt;br /&gt;
; [[Seeds]]&lt;br /&gt;
* Current seed types: Small Flowers, Large Flowers&lt;br /&gt;
* Growth Difficulty: VeryEasy, Easy, Moderate, Hard, VeryHard&lt;br /&gt;
* Harder difficulties require more skill and resources but yield better rewards&lt;br /&gt;
&lt;br /&gt;
; [[Dirt Pile]]&lt;br /&gt;
* Mined from farm terrain tiles using a pickaxe or shovel&lt;br /&gt;
* Required to fill planters (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
; [[Water]]&lt;br /&gt;
* Collected via water containers (Water Bucket and Water Barrels)&lt;br /&gt;
* Fill containers by double-clicking near water tiles&lt;br /&gt;
* Required to keep planters hydrated (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Types ==&lt;br /&gt;
&lt;br /&gt;
=== Wooden Planters ===&lt;br /&gt;
Wooden planters excel at disease and fungal resistance with balanced growth rates.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Wooden || 100 || 100/100 || 10% || 5% || 12% || +5% || +5% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Wooden || 150 || 200/200 || 15% || 10% || 18% || +10% || +10% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Large Wooden || 300 || 500/500 || 35% || 30% || 37% || +15% || +25% || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Metal Planters ===&lt;br /&gt;
Metal planters prioritize pest resistance and durability with strong growth bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Metal || 150 || 100/100 || 8% || 10% || 4% || +4% || +4% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Metal || 250 || 300/300 || 23% || 25% || 19% || +8% || +14% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Large Metal || 350 || 500/500 || 38% || 40% || 34% || +12% || +24% || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Capacity shows Water/Dirt maximum. All planters have 1 upgrade slot (base).&lt;br /&gt;
&lt;br /&gt;
=== Material Durability Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Durability Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Regular Wood/Iron || +5&lt;br /&gt;
|-&lt;br /&gt;
| Dullwood/Dull Copper || +25&lt;br /&gt;
|-&lt;br /&gt;
| Umbrawood/Umbra Iron || +50&lt;br /&gt;
|-&lt;br /&gt;
| Copperwood/Copper || +75&lt;br /&gt;
|-&lt;br /&gt;
| Bronzewood/Bronze || +100&lt;br /&gt;
|-&lt;br /&gt;
| Goldenwood/Gold || +125&lt;br /&gt;
|-&lt;br /&gt;
| Lunawood/Lunanite || +150&lt;br /&gt;
|-&lt;br /&gt;
| Durawood/Duranium || +175&lt;br /&gt;
|-&lt;br /&gt;
| Verawood/Veranium || +200&lt;br /&gt;
|-&lt;br /&gt;
| Zentowood/Zentonium || +225&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planting Process ==&lt;br /&gt;
&lt;br /&gt;
# Craft a Planter&lt;br /&gt;
#* Wood planters: higher disease/fungal resistance&lt;br /&gt;
#* Metal planters: higher durability and pest resistance&lt;br /&gt;
# Place in House&lt;br /&gt;
#* Place planter in your house&lt;br /&gt;
# Lock Down&lt;br /&gt;
#* Lock down the planter (must be owner or co-owner)&lt;br /&gt;
# Add Dirt&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
# Add Water&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
# Plant Seed&lt;br /&gt;
#* Use a seed on the planter&lt;br /&gt;
#* Requires minimum dirt and water (varies by seed)&lt;br /&gt;
#* Seed is consumed on successful planting&lt;br /&gt;
#* Plant status changes to &amp;quot;Seeded&amp;quot;&lt;br /&gt;
# Use a Planter Tester to rain your daily quality check&lt;br /&gt;
#* Use Fertilizer and Nutrified Water to raise Dirt and Water Qualities&lt;br /&gt;
#** Both Fertilizer and Nutrified Water can be crafted with [[Alchemy]].&lt;br /&gt;
# First Growth Check&lt;br /&gt;
#* Occurs 24 hours after planting&lt;br /&gt;
# Daily Maintenance&lt;br /&gt;
#* Perform quality checks, add resources, monitor plant health&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important&#039;&#039;: Planters not locked down that are seeded do not grow. The reset each day on growth check, repeating the same day. Effectively pausing the planter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Checks ==&lt;br /&gt;
&lt;br /&gt;
Each day, players perform **one quality check** per planter using a Planter Tester tool. This determines the maximum quality ceiling for water and dirt that day.&lt;br /&gt;
&lt;br /&gt;
=== Quality Check Formula ===&lt;br /&gt;
Final Quality = Base Quality + Skill Bonus + Success Bonus + Tool Bonus&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Base Quality&#039;&#039;&#039;: 30-75% (varies by seed difficulty)&lt;br /&gt;
** VeryEasy: 50-75%&lt;br /&gt;
** Easy: 45-70%&lt;br /&gt;
** Moderate: 40-65%&lt;br /&gt;
** Hard: 35-60%&lt;br /&gt;
** VeryHard: 30-55%&lt;br /&gt;
* &#039;&#039;&#039;Skill Bonus&#039;&#039;&#039;: 0-35% (based on Item Identification skill)&lt;br /&gt;
** Scales from minimum to maximum skill requirement&lt;br /&gt;
** Full bonus at maximum skill for that difficulty&lt;br /&gt;
* &#039;&#039;&#039;Success Bonus&#039;&#039;&#039;: 5-10% (granted on successful skill check)&lt;br /&gt;
** Awarded when the skill check succeeds&lt;br /&gt;
** Adds variability to quality results&lt;br /&gt;
* &#039;&#039;&#039;Tool Bonus&#039;&#039;&#039;: 0-23% (based on Planter Tester material and quality)&lt;br /&gt;
&lt;br /&gt;
=== Planter Tester Tool Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Regular Bonus !! Exceptional Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Iron || 0% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| Dull Copper || +2% || +7%&lt;br /&gt;
|-&lt;br /&gt;
| Umbra Iron || +4% || +9%&lt;br /&gt;
|-&lt;br /&gt;
| Copper || +6% || +11%&lt;br /&gt;
|-&lt;br /&gt;
| Bronze || +8% || +13%&lt;br /&gt;
|-&lt;br /&gt;
| Gold || +10% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Lunanite || +12% || +17%&lt;br /&gt;
|-&lt;br /&gt;
| Duranium || +14% || +19%&lt;br /&gt;
|-&lt;br /&gt;
| Veranium || +16% || +21%&lt;br /&gt;
|-&lt;br /&gt;
| Zentonium || +18% || +23%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Zentonium Exceptional Planter Tester grants +23% to quality checks.&lt;br /&gt;
&lt;br /&gt;
=== TasteID Skill Requirements by Difficulty ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Min Skill !! Max Skill&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 50.0 || 80.0&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 60.0 || 90.0&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 70.0 || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 90.0 || 110.0&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 100.0 || 120.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Higher Item Identification skill grants better quality results. Train to 120.0 for maximum effectiveness on VeryHard seeds.&lt;br /&gt;
&lt;br /&gt;
== Quality Enhancement Items ==&lt;br /&gt;
&lt;br /&gt;
Special items can be used to increase the current water or dirt quality **after** performing a daily quality check. These items can only raise quality up to the maximum set by that day&#039;s quality check.&lt;br /&gt;
&lt;br /&gt;
=== Plant Fertilizer ===&lt;br /&gt;
Increases **current dirt quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to MaxDailyDirtQuality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires dirt to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test dirt quality and get 65% max for the day. Current quality is 20%. Use Plant Fertilizer to raise it from 20% → 50% → 65% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
=== Nutrified Plant Water ===&lt;br /&gt;
Increases **current water quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to MaxDailyWaterQuality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires water to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test water quality and get 70% max for the day. Current quality is 30%. Use Nutrified Plant Water to raise it from 30% → 60% → 70% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important Notes&#039;&#039;:&lt;br /&gt;
* These items raise **current quality**, not **maximum quality**&lt;br /&gt;
* They can only be used after performing the daily quality check&lt;br /&gt;
* Quality cannot exceed the daily maximum set by your quality check&lt;br /&gt;
* These items are very powerful - typically only 2-3 uses needed to reach daily maximum&lt;br /&gt;
* Larger planters require more uses to achieve the same percentage increase&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Degradation ==&lt;br /&gt;
&lt;br /&gt;
Each day at the daily reset (24 hours after planting), water and dirt quality decrease based on seed difficulty and active status effects.&lt;br /&gt;
&lt;br /&gt;
=== Base Quality Reduction ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Quality Loss per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 30-40%&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 40-50%&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 50-60%&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 60-70%&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 70-80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strategy&#039;&#039;: Higher difficulty seeds require more frequent quality checks and better tools to maintain high quality levels.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Growth System ==&lt;br /&gt;
&lt;br /&gt;
=== Growth Stages ===&lt;br /&gt;
Plants progress through five stages based on accumulated Growth Score:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Progress !! Visual !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Seeded || 0-25% || No visual spawn || Initial planting&lt;br /&gt;
|-&lt;br /&gt;
| Seedling || 25-50% || No visual spawn || Early growth&lt;br /&gt;
|-&lt;br /&gt;
| Sprout || 50-75% || Small sprout appears || First visible stage&lt;br /&gt;
|-&lt;br /&gt;
| Growing || 75-100% || Medium plant || Almost mature&lt;br /&gt;
|-&lt;br /&gt;
| Complete || 100% || Full plant || Ready to harvest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Daily Growth Calculation ===&lt;br /&gt;
Each day at reset, the planter calculates growth increase:&lt;br /&gt;
&lt;br /&gt;
Growth = Base Growth × Resource Penalty × Quality Bonus × Health Multiplier&lt;br /&gt;
&lt;br /&gt;
; Factors&lt;br /&gt;
* &#039;&#039;&#039;Base Growth&#039;&#039;&#039;: Random value between MinimumDailyGrowthScore and MaximumDailyGrowthScore (seed-dependent)&lt;br /&gt;
* &#039;&#039;&#039;Resource Penalty&#039;&#039;&#039;: 50% penalty if water OR dirt falls below minimum needed&lt;br /&gt;
* &#039;&#039;&#039;Quality Bonus&#039;&#039;&#039;: Up to +50% from combined water and dirt quality&lt;br /&gt;
** Water Quality contributes 5% of its value&lt;br /&gt;
** Dirt Quality contributes 5% of its value&lt;br /&gt;
** Example: 100% water + 100% dirt = +10% growth bonus&lt;br /&gt;
* &#039;&#039;&#039;Growth Rate Bonuses&#039;&#039;&#039;: From planter base stats, upgrades, and status effects&lt;br /&gt;
* &#039;&#039;&#039;Health Multiplier&#039;&#039;&#039;: Based on current plant health&lt;br /&gt;
&lt;br /&gt;
=== Resource Consumption ===&lt;br /&gt;
Each day, the plant consumes:&lt;br /&gt;
* Water: Random amount between MinimumWaterNeeded and MaximumWaterNeeded (seed-dependent)&lt;br /&gt;
* Dirt: Random amount between MinimumDirtNeeded and MaximumDirtNeeded (seed-dependent)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Warning&#039;&#039;: If resources drop to zero, growth is severely penalized!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Plant Health System ==&lt;br /&gt;
&lt;br /&gt;
Plant health is calculated daily and affects growth speed and rarity chance at harvest.&lt;br /&gt;
&lt;br /&gt;
=== Health Levels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health !! Growth Multiplier !! Rarity Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Excellent || +25% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Good || +10% || +8%&lt;br /&gt;
|-&lt;br /&gt;
| Fair || Normal || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Poor || -15% || -5%&lt;br /&gt;
|-&lt;br /&gt;
| Withered || -40% || -15%&lt;br /&gt;
|-&lt;br /&gt;
| Dead || 0% (no growth) || -25%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Calculation Formula ===&lt;br /&gt;
Health is recalculated daily based on four factors:&lt;br /&gt;
&lt;br /&gt;
Health Score = (Resource × 0.4) + (Quality × 0.8) + (Status × 0.4) − (Growth Penalty × 0.1)&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Resource Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Both resources present = 100 points&lt;br /&gt;
** Partial resources = 50 points&lt;br /&gt;
** Empty resources = 0 points&lt;br /&gt;
* &#039;&#039;&#039;Quality Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Average of water and dirt quality&lt;br /&gt;
** Below 30% quality applies 50% penalty&lt;br /&gt;
* &#039;&#039;&#039;Status Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Baseline: 50&lt;br /&gt;
** Negative effects: -20 per effect&lt;br /&gt;
** Positive effects: +10 per effect&lt;br /&gt;
* &#039;&#039;&#039;Growth Penalty&#039;&#039;&#039; (0-40):&lt;br /&gt;
** Seeded: 0&lt;br /&gt;
** Seedling: 10&lt;br /&gt;
** Sprout: 20&lt;br /&gt;
** Growing: 30&lt;br /&gt;
** Complete: 40&lt;br /&gt;
&lt;br /&gt;
=== Health Changes ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health Score !! Result&lt;br /&gt;
|-&lt;br /&gt;
| 85+ || Health improves by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 70-84 || Minor improvement (Poor → Fair only)&lt;br /&gt;
|-&lt;br /&gt;
| 50-69 || Health stable&lt;br /&gt;
|-&lt;br /&gt;
| 35-49 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 20-34 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;20 || Health decreases by 2 levels (rapid decline!)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Key Point&#039;&#039;: Mature plants (Growing/Complete stages) are MORE demanding and require better care to maintain health.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Status Effects (Random Events) ==&lt;br /&gt;
&lt;br /&gt;
Status effects are random events that apply each day based on seed difficulty, resistance stats, and quality levels.&lt;br /&gt;
&lt;br /&gt;
=== Event Roll Frequency ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Event Rolls per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 2&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Pests ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Aphids || 15% || 1-3 days || -10% Growth Rate, -5% Rarity, -10% Water Max Quality&lt;br /&gt;
|-&lt;br /&gt;
| Caterpillars || 12% || 1-3 days || -12% Dirt Max Quality, +8% Water Quality Loss, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Spider Mites || 10% || 2-4 days || -14% Fungal Resistance, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Diseases ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Blight || 12% || 1-3 days || -10% Growth Rate, -5% Dirt Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Root Rot || 10% || 2-4 days || +12% Water Quality Loss, -8% Water Max Quality, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Leaf Spot || 8% || 1-3 days || +14% Water Quality Loss, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Fungal ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Mold || 10% || 1-3 days || +10% Water Quality Loss, -5% Water Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Rot Mushrooms || 8% || 2-4 days || +12% Water Quality Loss, -8% Growth Rate, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Powdery Mildew || 7% || 1-3 days || -14% Water Max Quality, -11% Rarity, +14% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Soil/Water Issues ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Percolated Soil || 8% || 1-2 days || -12% Dirt Max Quality, -10% Growth Rate, -12% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Waterlogged Soil || 10% || 1-3 days || -15% Dirt Max Quality, -13% Rarity, -15% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| pH Imbalance || 8% || 1-2 days || -12% Water Max Quality, -10% Growth Rate, -12% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Water Parasites || 10% || 2-4 days || -15% Water Max Quality, -13% Rarity, -15% Fungal Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Defensive ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Defence || 5% || 2-4 days || +10% Fungal Resistance, +10% Growth Rate, -10% Dirt Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || 5% || 2-4 days || +10% Pest Resistance, +10% Rarity, -10% Water Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Antibody Boost || 5% || 2-4 days || +10% Disease Resistance, +10% Growth Rate, +10% Dirt Max Quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Quality ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fertile Soil || 6% || 3-5 days || +10% Dirt Max Quality, +10% Rarity, +10% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Balanced pH || 6% || 3-5 days || +10% Water Max Quality, +10% Growth Rate, +10% Pest Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Luck ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Four-Leaf Clovers || 3% || 2-4 days || +20% Rarity, -10% Dirt Quality Loss, -10% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: High water and dirt quality reduce negative effect chances by up to 30%. Positive effects are increased by quality.&lt;br /&gt;
&#039;&#039;Resistance&#039;&#039;: All Resistance reduces chance by 75% of resistance value. Example: 20% Pest Resistance = 15% reduction in chance.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Planters can be upgraded with consumable items that provide permanent bonuses until the upgrade expires (charge-based).&lt;br /&gt;
&lt;br /&gt;
Upgrades will be craftable with [[Tinkering]] and [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
=== Standard Upgrades (10 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Water Purification Filter || +10% Water Max Quality || Purifies water, increasing maximum water quality&lt;br /&gt;
|-&lt;br /&gt;
| Water Retainer || -10% Daily Water Quality Loss || Retains water quality, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Dirt Retainer || -10% Daily Dirt Quality Loss || Retains soil nutrients, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Soil Nutrient Booster || +10% Dirt Max Quality || Enriches soil with nutrients, increasing maximum quality&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || +10% Pest Resistance || Repels pests, increasing plant resistance&lt;br /&gt;
|-&lt;br /&gt;
| Disease Shield || +10% Disease Resistance || Shields against diseases, boosting plant immunity&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Inhibitor || +10% Fungal Resistance || Inhibits fungal growth, protecting plants&lt;br /&gt;
|-&lt;br /&gt;
| Growth Enhancer || +5% Growth Rate || Enhances growth rate moderately&lt;br /&gt;
|-&lt;br /&gt;
| Growth Accelerator || +10% Growth Rate || Significantly accelerates plant growth&lt;br /&gt;
|-&lt;br /&gt;
| Clover Replica || +5% Rarity Chance || A fortunate charm that increases rare plant chances&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Upgrades (20 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Gold Clover Replica || +20% Rarity Chance || An extremely lucky charm that greatly increases rare plant chances&lt;br /&gt;
|-&lt;br /&gt;
| Fumigation System || +20% Disease Resistance || Advanced fumigation system providing superior disease protection&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Microbial Liner || +20% Disease Resistance || Specialized liner that prevents microbial contamination&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Fungal Coating || +20% Fungal Resistance || Advanced coating that provides exceptional fungal protection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Upgrades consume one charge per daily reset. Small planters have 1 upgrade slot.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
&lt;br /&gt;
When a plant reaches 100% growth (Complete stage), it can be harvested for a decorative plant item.&lt;br /&gt;
&lt;br /&gt;
=== Harvest Requirements ===&lt;br /&gt;
* Plant must be at Complete stage (100% Growth Score)&lt;br /&gt;
* Plant that are dead produce nothing at harvest.&lt;br /&gt;
* Player must be owner/co-owner of house where planter is locked down&lt;br /&gt;
&lt;br /&gt;
=== Rarity System ===&lt;br /&gt;
Harvested plants have four rarity tiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rarity !! Base Chance !! Color&lt;br /&gt;
|-&lt;br /&gt;
| Common || 50% || White&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon || 30% || Green&lt;br /&gt;
|-&lt;br /&gt;
| Rare || 15% || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || 5% || Gold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Rarity Modifiers&lt;br /&gt;
* Total Rarity Bonus = Planter Base Bonus + Upgrade Bonuses + Status Effect Bonuses + Plant Health Bonus&lt;br /&gt;
* Plant Health Bonuses:&lt;br /&gt;
** Excellent: +15%&lt;br /&gt;
** Good: +8%&lt;br /&gt;
** Fair: 0%&lt;br /&gt;
** Poor: -5%&lt;br /&gt;
** Withered: -15%&lt;br /&gt;
** Dead: -25%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Large Metal Planter (+12% base) with Excellent health (+15%) and Gold Clover Replica (+20%) has +47% total rarity bonus, significantly increasing chances for Rare and Legendary plants.&lt;br /&gt;
&lt;br /&gt;
=== Durability Loss ===&lt;br /&gt;
* Each harvest reduces planter durability by 10 (base, varies by seed)&lt;br /&gt;
* When durability reaches 0, the planter breaks and is deleted&lt;br /&gt;
* Higher-tier materials grant more total harvests&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Calculation&#039;&#039;: Zentonium Large Metal Planter = 350 base + 225 material bonus = 575 durability = ~57 harvests&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Seed Types and Plants ==&lt;br /&gt;
&lt;br /&gt;
=== Small Flowers ===&lt;br /&gt;
Fast-growing decorative flowers. Over 35 different varieties across all rarity tiers.&lt;br /&gt;
&lt;br /&gt;
; Examples&lt;br /&gt;
* Common: Orfluer flowers, Campion flowers, Snowdrops, Poppies&lt;br /&gt;
* Uncommon: Foxglove flowers, White flowers, Red poppies&lt;br /&gt;
* Rare: Orange rosa, Pink periwinkle, Purple daisy, Yellow muriel&lt;br /&gt;
* Legendary: Blue zinnia, Frost daisy, Desert daisy, Morning flowers&lt;br /&gt;
&lt;br /&gt;
=== Large Flowers ===&lt;br /&gt;
Larger decorative bushes and flowering plants. Over 20 different varieties.&lt;br /&gt;
&lt;br /&gt;
; Examples&lt;br /&gt;
* Common: Silvershade bloom, Desert thicket, Wispwillow, Duskpetal&lt;br /&gt;
* Uncommon: Rosethorn veil, Azalea bush, Rose thicket&lt;br /&gt;
* Rare: Mud willow, Morning lilac, Echo fern&lt;br /&gt;
* Legendary: Whisper thorn, Rose bush, Dusk willow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Additional seed types (Bushes, Trees, Herbs, Exotic Plants, Fungi, Cacti, Vines, Aquatic Plants, Carnivorous Plants, Magical Plants, Giant Plants, Regional Plants) are planned for future releases.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Strategies ==&lt;br /&gt;
&lt;br /&gt;
; Maximize Quality&lt;br /&gt;
* Use high-tier Planter Tester tools (Zentonium Exceptional = +23%)&lt;br /&gt;
* Train Item Identification to 120.0 for maximum skill bonus&lt;br /&gt;
* Perform quality checks daily immediately after reset&lt;br /&gt;
* Use Water Purification Filter and Soil Nutrient Booster upgrades&lt;br /&gt;
&lt;br /&gt;
; Maintain Plant Health&lt;br /&gt;
* Keep water and dirt levels above minimum requirements at all times&lt;br /&gt;
* Maintain quality above 30% to avoid severe penalties&lt;br /&gt;
* Monitor for negative status effects&lt;br /&gt;
* Use high-quality planters (Large Wooden = 35/30/37% resistances)&lt;br /&gt;
&lt;br /&gt;
; Growth Optimization&lt;br /&gt;
* High water and dirt quality = up to +10% growth speed&lt;br /&gt;
* Healthy plants (Excellent/Good) grow 10-25% faster&lt;br /&gt;
* Use Growth Accelerator upgrade (+10%) for maximum speed&lt;br /&gt;
* Never let resources drop to zero (50% growth penalty!)&lt;br /&gt;
&lt;br /&gt;
; Harvest Planning&lt;br /&gt;
* Legendary plants require high rarity bonuses (45%+)&lt;br /&gt;
* Maintain Excellent plant health at harvest (+15% rarity)&lt;br /&gt;
* Use Gold Clover Replica upgrade (+20%) for best results&lt;br /&gt;
* Four-Leaf Clovers status effect adds +20% rarity chance&lt;br /&gt;
&lt;br /&gt;
; Resource Management&lt;br /&gt;
* Fill planters completely before planting&lt;br /&gt;
* Check resource levels daily&lt;br /&gt;
* VeryHard seeds consume 70-80% quality per day - requires daily checks&lt;br /&gt;
* Use Dirt/Water Retainer upgrades to reduce quality loss&lt;br /&gt;
&lt;br /&gt;
; Planter Selection&lt;br /&gt;
* Wooden planters: Best for disease/fungal-prone seeds&lt;br /&gt;
* Metal planters: Best for pest-prone seeds and maximum durability&lt;br /&gt;
* Large planters: Highest bonuses and capacity for serious gardeners&lt;br /&gt;
* Small planters: Good for beginners and testing seeds&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Item Identification]]&lt;br /&gt;
* [[Resource Gathering]]&lt;br /&gt;
* [[Crafting Zones]]&lt;br /&gt;
* [[Getting Started]]&lt;br /&gt;
* [[Main Menu]]&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=517</id>
		<title>Plant Growing System</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=Plant_Growing_System&amp;diff=517"/>
		<updated>2026-01-08T06:19:12Z</updated>

		<summary type="html">&lt;p&gt;Riggz: Created page with &amp;quot;&amp;lt;center&amp;gt; {| class=&amp;quot;wikitable&amp;quot; | 500px || 500px || 500px |}&amp;lt;/center&amp;gt; {|align=right   |__TOC__   |}  &amp;lt;/p&amp;gt; = PU Plant System =  The PU Plant System is a comprehensive gardening framework where players grow decorative plants in craftable planters. The system features daily quality checks, growth stages, plant health mechanics, status effects, upgrades, and material-based bonuses.  == Overv...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| [[File:SmallFlowerSeed.png|500px]] || [[File:PlantGrowSystem.png|500px]] || [[File:LargeFlowerSeed.png|500px]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
{|align=right&lt;br /&gt;
  |__TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
= PU Plant System =&lt;br /&gt;
&lt;br /&gt;
The PU Plant System is a comprehensive gardening framework where players grow decorative plants in craftable planters. The system features daily quality checks, growth stages, plant health mechanics, status effects, upgrades, and material-based bonuses.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Players craft planters from wood or metal, plant seeds with varying difficulty levels, maintain water and dirt resources, perform daily quality checks using a Planter Tester tool, and harvest mature plants for decorative items with rarity tiers (Common, Uncommon, Rare, Legendary).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== Required Items ===&lt;br /&gt;
; [[Planter]]&lt;br /&gt;
* Craftable via Carpentry (wood) or Blacksmithing (metal)&lt;br /&gt;
* Available in multiple materials (Iron, Wood, Colored Ingots/Logs)&lt;br /&gt;
* Higher-tier materials provide increased durability&lt;br /&gt;
* Must be locked down in a player house to function&lt;br /&gt;
&lt;br /&gt;
; [[Planter Tester]]&lt;br /&gt;
* Craftable tool used for daily quality checks&lt;br /&gt;
* Made from various metal types (Iron through Zentonium)&lt;br /&gt;
* Better materials grant quality bonus to test results&lt;br /&gt;
* Has limited charges based on material and quality&lt;br /&gt;
&lt;br /&gt;
; [[Seeds]]&lt;br /&gt;
* Current seed types: Small Flowers, Large Flowers&lt;br /&gt;
* Growth Difficulty: VeryEasy, Easy, Moderate, Hard, VeryHard&lt;br /&gt;
* Harder difficulties require more skill and resources but yield better rewards&lt;br /&gt;
&lt;br /&gt;
; [[Dirt Pile]]&lt;br /&gt;
* Mined from farm terrain tiles using a pickaxe or shovel&lt;br /&gt;
* Required to fill planters (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
; [[Water]]&lt;br /&gt;
* Collected via water containers (Water Bucket and Water Barrels)&lt;br /&gt;
* Fill containers by double-clicking near water tiles&lt;br /&gt;
* Required to keep planters hydrated (max varies by planter size)&lt;br /&gt;
* Consumed daily during growth&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Types ==&lt;br /&gt;
&lt;br /&gt;
=== Wooden Planters ===&lt;br /&gt;
Wooden planters excel at disease and fungal resistance with balanced growth rates.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Wooden || 100 || 100/100 || 10% || 5% || 12% || +5% || +5% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Wooden || 150 || 200/200 || 15% || 10% || 18% || +10% || +10% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Large Wooden || 300 || 500/500 || 35% || 30% || 37% || +15% || +25% || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Metal Planters ===&lt;br /&gt;
Metal planters prioritize pest resistance and durability with strong growth bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Planter !! Max Dur !! Capacity !! Disease !! Pest !! Fungal !! Rarity !! Growth !! Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Small Metal || 150 || 100/100 || 8% || 10% || 4% || +4% || +4% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Metal || 250 || 300/300 || 23% || 25% || 19% || +8% || +14% || 1&lt;br /&gt;
|-&lt;br /&gt;
| Large Metal || 350 || 500/500 || 38% || 40% || 34% || +12% || +24% || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Capacity shows Water/Dirt maximum. All planters have 1 upgrade slot (base).&lt;br /&gt;
&lt;br /&gt;
=== Material Durability Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Durability Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Regular Wood/Iron || +5&lt;br /&gt;
|-&lt;br /&gt;
| Dullwood/Dull Copper || +25&lt;br /&gt;
|-&lt;br /&gt;
| Umbrawood/Umbra Iron || +50&lt;br /&gt;
|-&lt;br /&gt;
| Copperwood/Copper || +75&lt;br /&gt;
|-&lt;br /&gt;
| Bronzewood/Bronze || +100&lt;br /&gt;
|-&lt;br /&gt;
| Goldenwood/Gold || +125&lt;br /&gt;
|-&lt;br /&gt;
| Lunawood/Lunanite || +150&lt;br /&gt;
|-&lt;br /&gt;
| Durawood/Duranium || +175&lt;br /&gt;
|-&lt;br /&gt;
| Verawood/Veranium || +200&lt;br /&gt;
|-&lt;br /&gt;
| Zentowood/Zentonium || +225&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planting Process ==&lt;br /&gt;
&lt;br /&gt;
# Craft a Planter&lt;br /&gt;
#* Wood planters: higher disease/fungal resistance&lt;br /&gt;
#* Metal planters: higher durability and pest resistance&lt;br /&gt;
# Place in House&lt;br /&gt;
#* Place planter in your house&lt;br /&gt;
# Lock Down&lt;br /&gt;
#* Lock down the planter (must be owner or co-owner)&lt;br /&gt;
# Add Dirt&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
# Add Water&lt;br /&gt;
#* Add from Planter Gump (up to max capacity)&lt;br /&gt;
# Plant Seed&lt;br /&gt;
#* Use a seed on the planter&lt;br /&gt;
#* Requires minimum dirt and water (varies by seed)&lt;br /&gt;
#* Seed is consumed on successful planting&lt;br /&gt;
#* Plant status changes to &amp;quot;Seeded&amp;quot;&lt;br /&gt;
# Use a Planter Tester to rain your daily quality check&lt;br /&gt;
#* Use Fertilizer and Nutrified Water to raise Dirt and Water Qualities&lt;br /&gt;
#** Both Fertilizer and Nutrified Water can be crafted with [[Alchemy]].&lt;br /&gt;
# First Growth Check&lt;br /&gt;
#* Occurs 24 hours after planting&lt;br /&gt;
# Daily Maintenance&lt;br /&gt;
#* Perform quality checks, add resources, monitor plant health&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important&#039;&#039;: Planters not locked down that are seeded do not grow. The reset each day on growth check, repeating the same day. Effectively pausing the planter.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Checks ==&lt;br /&gt;
&lt;br /&gt;
Each day, players perform **one quality check** per planter using a Planter Tester tool. This determines the maximum quality ceiling for water and dirt that day.&lt;br /&gt;
&lt;br /&gt;
=== Quality Check Formula ===&lt;br /&gt;
Final Quality = Base Quality + Skill Bonus + Success Bonus + Tool Bonus&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Base Quality&#039;&#039;&#039;: 30-75% (varies by seed difficulty)&lt;br /&gt;
** VeryEasy: 50-75%&lt;br /&gt;
** Easy: 45-70%&lt;br /&gt;
** Moderate: 40-65%&lt;br /&gt;
** Hard: 35-60%&lt;br /&gt;
** VeryHard: 30-55%&lt;br /&gt;
* &#039;&#039;&#039;Skill Bonus&#039;&#039;&#039;: 0-35% (based on Item Identification skill)&lt;br /&gt;
** Scales from minimum to maximum skill requirement&lt;br /&gt;
** Full bonus at maximum skill for that difficulty&lt;br /&gt;
* &#039;&#039;&#039;Success Bonus&#039;&#039;&#039;: 5-10% (granted on successful skill check)&lt;br /&gt;
** Awarded when the skill check succeeds&lt;br /&gt;
** Adds variability to quality results&lt;br /&gt;
* &#039;&#039;&#039;Tool Bonus&#039;&#039;&#039;: 0-23% (based on Planter Tester material and quality)&lt;br /&gt;
&lt;br /&gt;
=== Planter Tester Tool Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Regular Bonus !! Exceptional Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Iron || 0% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| Dull Copper || +2% || +7%&lt;br /&gt;
|-&lt;br /&gt;
| Umbra Iron || +4% || +9%&lt;br /&gt;
|-&lt;br /&gt;
| Copper || +6% || +11%&lt;br /&gt;
|-&lt;br /&gt;
| Bronze || +8% || +13%&lt;br /&gt;
|-&lt;br /&gt;
| Gold || +10% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Lunanite || +12% || +17%&lt;br /&gt;
|-&lt;br /&gt;
| Duranium || +14% || +19%&lt;br /&gt;
|-&lt;br /&gt;
| Veranium || +16% || +21%&lt;br /&gt;
|-&lt;br /&gt;
| Zentonium || +18% || +23%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Zentonium Exceptional Planter Tester grants +23% to quality checks.&lt;br /&gt;
&lt;br /&gt;
=== TasteID Skill Requirements by Difficulty ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Min Skill !! Max Skill&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 50.0 || 80.0&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 60.0 || 90.0&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 70.0 || 100.0&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 90.0 || 110.0&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 100.0 || 120.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Higher Item Identification skill grants better quality results. Train to 120.0 for maximum effectiveness on VeryHard seeds.&lt;br /&gt;
&lt;br /&gt;
== Quality Enhancement Items ==&lt;br /&gt;
&lt;br /&gt;
Special items can be used to increase the current water or dirt quality **after** performing a daily quality check. These items can only raise quality up to the maximum set by that day&#039;s quality check.&lt;br /&gt;
&lt;br /&gt;
=== Plant Fertilizer ===&lt;br /&gt;
Increases **current dirt quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to MaxDailyDirtQuality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires dirt to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test dirt quality and get 65% max for the day. Current quality is 20%. Use Plant Fertilizer to raise it from 20% → 50% → 65% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
=== Nutrified Plant Water ===&lt;br /&gt;
Increases **current water quality** by a random amount per use (varies by planter size).&lt;br /&gt;
&lt;br /&gt;
; Usage&lt;br /&gt;
* Must perform daily quality check first&lt;br /&gt;
* Can only raise quality up to MaxDailyWaterQuality (the ceiling set by today&#039;s test)&lt;br /&gt;
* Requires water to be present in planter&lt;br /&gt;
* Has 5 charges&lt;br /&gt;
* Cannot stack&lt;br /&gt;
&lt;br /&gt;
; Scaling by Planter Size&lt;br /&gt;
* Small planters (100 capacity): 20-40% increase per charge&lt;br /&gt;
* Medium planters (300 capacity): 15-30% increase per charge&lt;br /&gt;
* Large planters (500 capacity): 10-20% increase per charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: You test water quality and get 70% max for the day. Current quality is 30%. Use Nutrified Plant Water to raise it from 30% → 60% → 70% (capped), reaching maximum in just 2 uses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important Notes&#039;&#039;:&lt;br /&gt;
* These items raise **current quality**, not **maximum quality**&lt;br /&gt;
* They can only be used after performing the daily quality check&lt;br /&gt;
* Quality cannot exceed the daily maximum set by your quality check&lt;br /&gt;
* These items are very powerful - typically only 2-3 uses needed to reach daily maximum&lt;br /&gt;
* Larger planters require more uses to achieve the same percentage increase&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Daily Quality Degradation ==&lt;br /&gt;
&lt;br /&gt;
Each day at the daily reset (24 hours after planting), water and dirt quality decrease based on seed difficulty and active status effects.&lt;br /&gt;
&lt;br /&gt;
=== Base Quality Reduction ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Quality Loss per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 30-40%&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 40-50%&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 50-60%&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 60-70%&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 70-80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strategy&#039;&#039;: Higher difficulty seeds require more frequent quality checks and better tools to maintain high quality levels.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Growth System ==&lt;br /&gt;
&lt;br /&gt;
=== Growth Stages ===&lt;br /&gt;
Plants progress through five stages based on accumulated Growth Score:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Progress !! Visual !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Seeded || 0-25% || No visual spawn || Initial planting&lt;br /&gt;
|-&lt;br /&gt;
| Seedling || 25-50% || No visual spawn || Early growth&lt;br /&gt;
|-&lt;br /&gt;
| Sprout || 50-75% || Small sprout appears || First visible stage&lt;br /&gt;
|-&lt;br /&gt;
| Growing || 75-100% || Medium plant || Almost mature&lt;br /&gt;
|-&lt;br /&gt;
| Complete || 100% || Full plant || Ready to harvest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Daily Growth Calculation ===&lt;br /&gt;
Each day at reset, the planter calculates growth increase:&lt;br /&gt;
&lt;br /&gt;
Growth = Base Growth × Resource Penalty × Quality Bonus × Health Multiplier&lt;br /&gt;
&lt;br /&gt;
; Factors&lt;br /&gt;
* &#039;&#039;&#039;Base Growth&#039;&#039;&#039;: Random value between MinimumDailyGrowthScore and MaximumDailyGrowthScore (seed-dependent)&lt;br /&gt;
* &#039;&#039;&#039;Resource Penalty&#039;&#039;&#039;: 50% penalty if water OR dirt falls below minimum needed&lt;br /&gt;
* &#039;&#039;&#039;Quality Bonus&#039;&#039;&#039;: Up to +50% from combined water and dirt quality&lt;br /&gt;
** Water Quality contributes 5% of its value&lt;br /&gt;
** Dirt Quality contributes 5% of its value&lt;br /&gt;
** Example: 100% water + 100% dirt = +10% growth bonus&lt;br /&gt;
* &#039;&#039;&#039;Growth Rate Bonuses&#039;&#039;&#039;: From planter base stats, upgrades, and status effects&lt;br /&gt;
* &#039;&#039;&#039;Health Multiplier&#039;&#039;&#039;: Based on current plant health&lt;br /&gt;
&lt;br /&gt;
=== Resource Consumption ===&lt;br /&gt;
Each day, the plant consumes:&lt;br /&gt;
* Water: Random amount between MinimumWaterNeeded and MaximumWaterNeeded (seed-dependent)&lt;br /&gt;
* Dirt: Random amount between MinimumDirtNeeded and MaximumDirtNeeded (seed-dependent)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Warning&#039;&#039;: If resources drop to zero, growth is severely penalized!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Plant Health System ==&lt;br /&gt;
&lt;br /&gt;
Plant health is calculated daily and affects growth speed and rarity chance at harvest.&lt;br /&gt;
&lt;br /&gt;
=== Health Levels ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health !! Growth Multiplier !! Rarity Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Excellent || +25% || +15%&lt;br /&gt;
|-&lt;br /&gt;
| Good || +10% || +8%&lt;br /&gt;
|-&lt;br /&gt;
| Fair || Normal || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Poor || -15% || -5%&lt;br /&gt;
|-&lt;br /&gt;
| Withered || -40% || -15%&lt;br /&gt;
|-&lt;br /&gt;
| Dead || 0% (no growth) || -25%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Calculation Formula ===&lt;br /&gt;
Health is recalculated daily based on four factors:&lt;br /&gt;
&lt;br /&gt;
Health Score = (Resource × 0.4) + (Quality × 0.8) + (Status × 0.4) − (Growth Penalty × 0.1)&lt;br /&gt;
&lt;br /&gt;
; Components&lt;br /&gt;
* &#039;&#039;&#039;Resource Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Both resources present = 100 points&lt;br /&gt;
** Partial resources = 50 points&lt;br /&gt;
** Empty resources = 0 points&lt;br /&gt;
* &#039;&#039;&#039;Quality Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Average of water and dirt quality&lt;br /&gt;
** Below 30% quality applies 50% penalty&lt;br /&gt;
* &#039;&#039;&#039;Status Score&#039;&#039;&#039; (0-100):&lt;br /&gt;
** Baseline: 50&lt;br /&gt;
** Negative effects: -20 per effect&lt;br /&gt;
** Positive effects: +10 per effect&lt;br /&gt;
* &#039;&#039;&#039;Growth Penalty&#039;&#039;&#039; (0-40):&lt;br /&gt;
** Seeded: 0&lt;br /&gt;
** Seedling: 10&lt;br /&gt;
** Sprout: 20&lt;br /&gt;
** Growing: 30&lt;br /&gt;
** Complete: 40&lt;br /&gt;
&lt;br /&gt;
=== Health Changes ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Health Score !! Result&lt;br /&gt;
|-&lt;br /&gt;
| 85+ || Health improves by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 70-84 || Minor improvement (Poor → Fair only)&lt;br /&gt;
|-&lt;br /&gt;
| 50-69 || Health stable&lt;br /&gt;
|-&lt;br /&gt;
| 35-49 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| 20-34 || Health decreases by 1 level&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;20 || Health decreases by 2 levels (rapid decline!)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Key Point&#039;&#039;: Mature plants (Growing/Complete stages) are MORE demanding and require better care to maintain health.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Status Effects (Random Events) ==&lt;br /&gt;
&lt;br /&gt;
Status effects are random events that apply each day based on seed difficulty, resistance stats, and quality levels.&lt;br /&gt;
&lt;br /&gt;
=== Event Roll Frequency ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Event Rolls per Day&lt;br /&gt;
|-&lt;br /&gt;
| VeryEasy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Easy || 1&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hard || 2&lt;br /&gt;
|-&lt;br /&gt;
| VeryHard || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Pests ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Aphids || 15% || 1-3 days || -10% Growth Rate, -5% Rarity, -10% Water Max Quality&lt;br /&gt;
|-&lt;br /&gt;
| Caterpillars || 12% || 1-3 days || -12% Dirt Max Quality, +8% Water Quality Loss, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Spider Mites || 10% || 2-4 days || -14% Fungal Resistance, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Diseases ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Blight || 12% || 1-3 days || -10% Growth Rate, -5% Dirt Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Root Rot || 10% || 2-4 days || +12% Water Quality Loss, -8% Water Max Quality, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Leaf Spot || 8% || 1-3 days || +14% Water Quality Loss, +11% Dirt Quality Loss, -14% Disease Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Fungal ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Mold || 10% || 1-3 days || +10% Water Quality Loss, -5% Water Max Quality, -10% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Rot Mushrooms || 8% || 2-4 days || +12% Water Quality Loss, -8% Growth Rate, -12% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Powdery Mildew || 7% || 1-3 days || -14% Water Max Quality, -11% Rarity, +14% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative Effects - Soil/Water Issues ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Percolated Soil || 8% || 1-2 days || -12% Dirt Max Quality, -10% Growth Rate, -12% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Waterlogged Soil || 10% || 1-3 days || -15% Dirt Max Quality, -13% Rarity, -15% Disease Resistance&lt;br /&gt;
|-&lt;br /&gt;
| pH Imbalance || 8% || 1-2 days || -12% Water Max Quality, -10% Growth Rate, -12% Pest Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Water Parasites || 10% || 2-4 days || -15% Water Max Quality, -13% Rarity, -15% Fungal Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Defensive ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Defence || 5% || 2-4 days || +10% Fungal Resistance, +10% Growth Rate, -10% Dirt Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || 5% || 2-4 days || +10% Pest Resistance, +10% Rarity, -10% Water Quality Loss&lt;br /&gt;
|-&lt;br /&gt;
| Antibody Boost || 5% || 2-4 days || +10% Disease Resistance, +10% Growth Rate, +10% Dirt Max Quality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Quality ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Fertile Soil || 6% || 3-5 days || +10% Dirt Max Quality, +10% Rarity, +10% Fungal Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Balanced pH || 6% || 3-5 days || +10% Water Max Quality, +10% Growth Rate, +10% Pest Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive Effects - Luck ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect !! Base Chance !! Duration !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| Four-Leaf Clovers || 3% || 2-4 days || +20% Rarity, -10% Dirt Quality Loss, -10% Water Quality Loss&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: High water and dirt quality reduce negative effect chances by up to 30%. Positive effects are increased by quality.&lt;br /&gt;
&#039;&#039;Resistance&#039;&#039;: All Resistance reduces chance by 75% of resistance value. Example: 20% Pest Resistance = 15% reduction in chance.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Planter Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Planters can be upgraded with consumable items that provide permanent bonuses until the upgrade expires (charge-based).&lt;br /&gt;
&lt;br /&gt;
Upgrades will be craftable with [[Tinkering]] and [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
=== Standard Upgrades (10 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Water Purification Filter || +10% Water Max Quality || Purifies water, increasing maximum water quality&lt;br /&gt;
|-&lt;br /&gt;
| Water Retainer || -10% Daily Water Quality Loss || Retains water quality, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Dirt Retainer || -10% Daily Dirt Quality Loss || Retains soil nutrients, reducing daily degradation&lt;br /&gt;
|-&lt;br /&gt;
| Soil Nutrient Booster || +10% Dirt Max Quality || Enriches soil with nutrients, increasing maximum quality&lt;br /&gt;
|-&lt;br /&gt;
| Pest Repellent || +10% Pest Resistance || Repels pests, increasing plant resistance&lt;br /&gt;
|-&lt;br /&gt;
| Disease Shield || +10% Disease Resistance || Shields against diseases, boosting plant immunity&lt;br /&gt;
|-&lt;br /&gt;
| Fungal Inhibitor || +10% Fungal Resistance || Inhibits fungal growth, protecting plants&lt;br /&gt;
|-&lt;br /&gt;
| Growth Enhancer || +5% Growth Rate || Enhances growth rate moderately&lt;br /&gt;
|-&lt;br /&gt;
| Growth Accelerator || +10% Growth Rate || Significantly accelerates plant growth&lt;br /&gt;
|-&lt;br /&gt;
| Clover Replica || +5% Rarity Chance || A fortunate charm that increases rare plant chances&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Upgrades (20 Charges) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Gold Clover Replica || +20% Rarity Chance || An extremely lucky charm that greatly increases rare plant chances&lt;br /&gt;
|-&lt;br /&gt;
| Fumigation System || +20% Disease Resistance || Advanced fumigation system providing superior disease protection&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Microbial Liner || +20% Disease Resistance || Specialized liner that prevents microbial contamination&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Fungal Coating || +20% Fungal Resistance || Advanced coating that provides exceptional fungal protection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Upgrades consume one charge per daily reset. Small planters have 1 upgrade slot.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
&lt;br /&gt;
When a plant reaches 100% growth (Complete stage), it can be harvested for a decorative plant item.&lt;br /&gt;
&lt;br /&gt;
=== Harvest Requirements ===&lt;br /&gt;
* Plant must be at Complete stage (100% Growth Score)&lt;br /&gt;
* Plant that are dead produce nothing at harvest.&lt;br /&gt;
* Player must be owner/co-owner of house where planter is locked down&lt;br /&gt;
&lt;br /&gt;
=== Rarity System ===&lt;br /&gt;
Harvested plants have four rarity tiers:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rarity !! Base Chance !! Color&lt;br /&gt;
|-&lt;br /&gt;
| Common || 50% || White&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon || 30% || Green&lt;br /&gt;
|-&lt;br /&gt;
| Rare || 15% || Blue&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || 5% || Gold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Rarity Modifiers&lt;br /&gt;
* Total Rarity Bonus = Planter Base Bonus + Upgrade Bonuses + Status Effect Bonuses + Plant Health Bonus&lt;br /&gt;
* Plant Health Bonuses:&lt;br /&gt;
** Excellent: +15%&lt;br /&gt;
** Good: +8%&lt;br /&gt;
** Fair: 0%&lt;br /&gt;
** Poor: -5%&lt;br /&gt;
** Withered: -15%&lt;br /&gt;
** Dead: -25%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: A Large Metal Planter (+12% base) with Excellent health (+15%) and Gold Clover Replica (+20%) has +47% total rarity bonus, significantly increasing chances for Rare and Legendary plants.&lt;br /&gt;
&lt;br /&gt;
=== Durability Loss ===&lt;br /&gt;
* Each harvest reduces planter durability by 10 (base, varies by seed)&lt;br /&gt;
* When durability reaches 0, the planter breaks and is deleted&lt;br /&gt;
* Higher-tier materials grant more total harvests&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Calculation&#039;&#039;: Zentonium Large Metal Planter = 350 base + 225 material bonus = 575 durability = ~57 harvests&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Seed Types and Plants ==&lt;br /&gt;
&lt;br /&gt;
=== Small Flowers ===&lt;br /&gt;
Fast-growing decorative flowers. Over 35 different varieties across all rarity tiers.&lt;br /&gt;
&lt;br /&gt;
; Examples&lt;br /&gt;
* Common: Orfluer flowers, Campion flowers, Snowdrops, Poppies&lt;br /&gt;
* Uncommon: Foxglove flowers, White flowers, Red poppies&lt;br /&gt;
* Rare: Orange rosa, Pink periwinkle, Purple daisy, Yellow muriel&lt;br /&gt;
* Legendary: Blue zinnia, Frost daisy, Desert daisy, Morning flowers&lt;br /&gt;
&lt;br /&gt;
=== Large Flowers ===&lt;br /&gt;
Larger decorative bushes and flowering plants. Over 20 different varieties.&lt;br /&gt;
&lt;br /&gt;
; Examples&lt;br /&gt;
* Common: Silvershade bloom, Desert thicket, Wispwillow, Duskpetal&lt;br /&gt;
* Uncommon: Rosethorn veil, Azalea bush, Rose thicket&lt;br /&gt;
* Rare: Mud willow, Morning lilac, Echo fern&lt;br /&gt;
* Legendary: Whisper thorn, Rose bush, Dusk willow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Additional seed types (Bushes, Trees, Herbs, Exotic Plants, Fungi, Cacti, Vines, Aquatic Plants, Carnivorous Plants, Magical Plants, Giant Plants, Regional Plants) are planned for future releases.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Strategies ==&lt;br /&gt;
&lt;br /&gt;
; Maximize Quality&lt;br /&gt;
* Use high-tier Planter Tester tools (Zentonium Exceptional = +23%)&lt;br /&gt;
* Train Item Identification to 120.0 for maximum skill bonus&lt;br /&gt;
* Perform quality checks daily immediately after reset&lt;br /&gt;
* Use Water Purification Filter and Soil Nutrient Booster upgrades&lt;br /&gt;
&lt;br /&gt;
; Maintain Plant Health&lt;br /&gt;
* Keep water and dirt levels above minimum requirements at all times&lt;br /&gt;
* Maintain quality above 30% to avoid severe penalties&lt;br /&gt;
* Monitor for negative status effects&lt;br /&gt;
* Use high-quality planters (Large Wooden = 35/30/37% resistances)&lt;br /&gt;
&lt;br /&gt;
; Growth Optimization&lt;br /&gt;
* High water and dirt quality = up to +10% growth speed&lt;br /&gt;
* Healthy plants (Excellent/Good) grow 10-25% faster&lt;br /&gt;
* Use Growth Accelerator upgrade (+10%) for maximum speed&lt;br /&gt;
* Never let resources drop to zero (50% growth penalty!)&lt;br /&gt;
&lt;br /&gt;
; Harvest Planning&lt;br /&gt;
* Legendary plants require high rarity bonuses (45%+)&lt;br /&gt;
* Maintain Excellent plant health at harvest (+15% rarity)&lt;br /&gt;
* Use Gold Clover Replica upgrade (+20%) for best results&lt;br /&gt;
* Four-Leaf Clovers status effect adds +20% rarity chance&lt;br /&gt;
&lt;br /&gt;
; Resource Management&lt;br /&gt;
* Fill planters completely before planting&lt;br /&gt;
* Check resource levels daily&lt;br /&gt;
* VeryHard seeds consume 70-80% quality per day - requires daily checks&lt;br /&gt;
* Use Dirt/Water Retainer upgrades to reduce quality loss&lt;br /&gt;
&lt;br /&gt;
; Planter Selection&lt;br /&gt;
* Wooden planters: Best for disease/fungal-prone seeds&lt;br /&gt;
* Metal planters: Best for pest-prone seeds and maximum durability&lt;br /&gt;
* Large planters: Highest bonuses and capacity for serious gardeners&lt;br /&gt;
* Small planters: Good for beginners and testing seeds&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Item Identification]]&lt;br /&gt;
* [[Resource Gathering]]&lt;br /&gt;
* [[Crafting Zones]]&lt;br /&gt;
* [[Getting Started]]&lt;br /&gt;
* [[Main Menu]]&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
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		<updated>2026-01-08T06:08:35Z</updated>

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	</entry>
	<entry>
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		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=Main_Page&amp;diff=513"/>
		<updated>2026-01-08T05:38:45Z</updated>

		<summary type="html">&lt;p&gt;Riggz: /* ⚙️ Custom Systems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&amp;lt;strong&amp;gt;Main Page&amp;lt;/strong&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Logo.png||link=https://projectultimauo.com/||390px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Welcome to the official wiki of [https://projectultimauo.com/ Project Ultima], a custom UO:R experience built for open-world adventure, risk, and player-driven systems.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our mission is to provide the most immersive Ultima Online experience through lore-driven progression, evolving world systems, and meaningful player interaction.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ensp;&amp;amp;bull; Join our [https://discord.com/invite/R9mqTYEdhP Discord] for updates, community chat, and testing info.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ensp;&amp;amp;bull; Visit our [https://www.youtube.com/@AdminRiggz_PU YouTube Channel] for system previews and developer updates.  &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;center&amp;gt;[[File:Beta_Two_Roadmap.png||1000px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;hiddentable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;border:0px;&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;width:33%; border:0px solid #FFF; padding:.5em 1em;&amp;quot;|&lt;br /&gt;
==📘 Info==&lt;br /&gt;
* [[About Us]]&lt;br /&gt;
* [[Getting Started]]&lt;br /&gt;
&lt;br /&gt;
==🆘 Help==&lt;br /&gt;
* [[Account and Character Setup]] (TBD)&lt;br /&gt;
* [[Gameplay Basics]] (TBD)&lt;br /&gt;
* [[User Interface Guide]] (TBD)&lt;br /&gt;
* [[Troubleshooting and Support]] (TBD)&lt;br /&gt;
&lt;br /&gt;
==⚔️ Player vs Monster==&lt;br /&gt;
* [[Monster Hunting Guide]] (TBD)&lt;br /&gt;
* [[Dungeon Index]] (TBD)&lt;br /&gt;
* [[Overworld Bosses]] (TBD)&lt;br /&gt;
* [[Rare Loot and Regional Drops]] (TBD)&lt;br /&gt;
* [[PvM Strategies]] (TBD)&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;3&amp;quot; style=&amp;quot;width:33%; border:0px solid #FFF; padding:.5em 1em;&amp;quot;|&lt;br /&gt;
==🌍 The Land==&lt;br /&gt;
* [[World Map Overview]] (TBD)&lt;br /&gt;
* [[Townships and Alliances]]&lt;br /&gt;
** [[Township Voting]]&lt;br /&gt;
** [[Governors]]&lt;br /&gt;
** [[Taxation System]]&lt;br /&gt;
** [[Alliance Gold Coffer]]&lt;br /&gt;
** [[Silver Coffer]]&lt;br /&gt;
** [[Militia Games]]&lt;br /&gt;
** [[Weekly Reset]]&lt;br /&gt;
** [[Economic Policies]] (TBD)&lt;br /&gt;
* [[Relic Militia]] (TBD)&lt;br /&gt;
* [[Regions and Territories]] (TBD)&lt;br /&gt;
* [[Transportation and Travel]] (TBD)&lt;br /&gt;
&lt;br /&gt;
==📜 Lore and History==&lt;br /&gt;
* Important Characters&lt;br /&gt;
** [[The Great Wizard]]&lt;br /&gt;
** [[Riggz]]&lt;br /&gt;
* [[Living World]]&lt;br /&gt;
** [[Age of Blood]] (TBD)&lt;br /&gt;
* [[NPC Factions]]&lt;br /&gt;
** [[Major Factions]] (TBD)&lt;br /&gt;
** [[Minor Factions]] (TBD)&lt;br /&gt;
* [[Relics and The Reliquary]] (TBD)&lt;br /&gt;
* [[High Council Buffs]] (TBD)&lt;br /&gt;
&lt;br /&gt;
==⚔️ Player vs Player==&lt;br /&gt;
* [[PvP Overview]] (TBD)&lt;br /&gt;
* [[PvP Zones and Rules]] (TBD)&lt;br /&gt;
* [[Dueling Arenas]] (TBD)&lt;br /&gt;
* [[Guild Warfare]] (TBD)&lt;br /&gt;
* [[Bounty System]] (TBD)&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;width:33%; border:0px solid #FFF; padding:.5em 1em;&amp;quot;|&lt;br /&gt;
==⚙️ Custom Systems==&lt;br /&gt;
* [[Main Menu]]&lt;br /&gt;
* [[Leaderboards]]&lt;br /&gt;
* [[Crafting Zone]]&lt;br /&gt;
* [[Live Trackers]]&lt;br /&gt;
* [[Buff System]]&lt;br /&gt;
* [[In-game Wiki Initiative]]&lt;br /&gt;
* [[Veteran Rewards]]&lt;br /&gt;
* [[Runic Tools]]&lt;br /&gt;
* [[Slayer Gems]]&lt;br /&gt;
* [[Plant Growing System]]&lt;br /&gt;
&lt;br /&gt;
===🔮 Talisman System===&lt;br /&gt;
Each Talisman represents one of the seven Lore Stone types. They level through use, unlock socket slots, and shape unique playstyles.  &lt;br /&gt;
* [[Talisman]]&lt;br /&gt;
** [[Warlord Talisman]]&lt;br /&gt;
** [[Arcanist Talisman]]&lt;br /&gt;
** [[Summoner&#039;s Talisman]] (TBD)&lt;br /&gt;
** [[Vanguard Talisman]] (TBD)&lt;br /&gt;
** [[Beastmaster Talisman]] (TBD)&lt;br /&gt;
** [[Artisan&#039;s Talisman]] (TBD)&lt;br /&gt;
** [[Survivalist Talisman]] (TBD)&lt;br /&gt;
&lt;br /&gt;
===🏛️ Townships &amp;amp; Relic Militia===&lt;br /&gt;
The backbone of Sosaria’s new political order.  &lt;br /&gt;
* [[Townships and Alliances]] – Join an Alliance, vote weekly, and shape your township’s destiny.  &lt;br /&gt;
* [[Relic Militia]] (TBD) – Competitive PvP and event system linking Silver Coffers and Militia Games.  &lt;br /&gt;
&lt;br /&gt;
===⚒️ Foundations===&lt;br /&gt;
The backbone of Sosaria&#039;s new Economy. &lt;br /&gt;
*[[Foundations]]&lt;br /&gt;
**[[Stagthorn Order (Hunting)]]&lt;br /&gt;
**[[Iron Anvil Covenant (Blacksmithing)]]&lt;br /&gt;
**[[Oakheart Circle (Carpentry)]]&lt;br /&gt;
**[[Alchemist’s Crucible (Alchemy)]]&lt;br /&gt;
**[[Runeweaver Guild (Inscription)]]&lt;br /&gt;
**[[Greenwarden Compact (Gathering Skills)]]&lt;br /&gt;
**[[Gearwright Syndicate (Tinkering)]]&lt;br /&gt;
**[[Beastbond Brotherhood (Animal Taming)]]&lt;br /&gt;
**[[Hearthfire Guild (Cooking)]]&lt;br /&gt;
**[[Silversheen League (Tailoring)]]&lt;br /&gt;
**[[Seafarers Collective  (Fishing)]]&lt;br /&gt;
*[[Requisition Orders]]&lt;br /&gt;
&lt;br /&gt;
===💎 Relics &amp;amp; Reliquary===&lt;br /&gt;
* [[Relics and The Reliquary]] – Discover, register, and preserve relics across Sosaria.  &lt;br /&gt;
* [[Relic Rush]] (TBD) – Automated limited-release relic events.  &lt;br /&gt;
* [[Relic Society Rewards]] (TBD) – Registration incentives and prestige tracking.&lt;br /&gt;
&lt;br /&gt;
===🐾 Pet System===&lt;br /&gt;
* [[Pet Roles and Leveling]] (TBD)&lt;br /&gt;
* [[Pet Mutations]] (TBD)&lt;br /&gt;
&lt;br /&gt;
===🧱 Crafting &amp;amp; Systems===&lt;br /&gt;
* [[Commodity Order Market Board]] (TBD)&lt;br /&gt;
* [[Storage Shelves]] (TBD)&lt;br /&gt;
* [[Cooking and Food Buffs]] (TBD)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==🧭 Development Overview==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
! Category !! Description !! Status&lt;br /&gt;
|- style=&amp;quot;background-color:#000000;&amp;quot;&lt;br /&gt;
| World Systems || Living World, NPC Factions, Regional Loot, Overworld Events || (TBD)&lt;br /&gt;
|- style=&amp;quot;background-color:#000000;&amp;quot;&lt;br /&gt;
| Player Systems || Townships, Relic Militia, Alliances || Active / Expanding&lt;br /&gt;
|- style=&amp;quot;background-color:#000000;&amp;quot;&lt;br /&gt;
| Progression || Talismans, Pets, Achievements, Veteran Rewards || Active&lt;br /&gt;
|- style=&amp;quot;background-color:#000000;&amp;quot;&lt;br /&gt;
| Crafting Systems || Commodity Market, Food Buffs, Shelving || (TBD)&lt;br /&gt;
|- style=&amp;quot;background-color:#000000;&amp;quot;&lt;br /&gt;
| Events &amp;amp; Lore || Relic Rush, Seasonal Content, High Council Buffs || (TBD)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&#039;&#039;See also: [[Townships and Alliances]], [[Talisman]], [[Relics and The Reliquary]], [[Pet System]], [[Relic Militia]]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=Slayer_Gems&amp;diff=504</id>
		<title>Slayer Gems</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=Slayer_Gems&amp;diff=504"/>
		<updated>2025-12-18T19:44:36Z</updated>

		<summary type="html">&lt;p&gt;Riggz: Created page with &amp;quot;{|align=right   |__TOC__   |} = Slayer Gem System =  center  &amp;lt;center&amp;gt;The &amp;#039;&amp;#039;&amp;#039;Slayer Gem System&amp;#039;&amp;#039;&amp;#039; allows players to add slayer properties to weapons through a socketing mechanic. Unlike traditional slayer weapons, this system uses gems, and specialized tools to create temporary slayer weapons with limited charges.&amp;lt;/center&amp;gt;  == Overview == * Slayer Gems socket into player-crafted weapons using socketing tools * Each weapon can hold one...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|align=right&lt;br /&gt;
  |__TOC__&lt;br /&gt;
  |}&lt;br /&gt;
= Slayer Gem System =&lt;br /&gt;
&lt;br /&gt;
[[File:Slayer_Gem_System.png|500px|center]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;The &#039;&#039;&#039;Slayer Gem System&#039;&#039;&#039; allows players to add slayer properties to weapons through a socketing mechanic. Unlike traditional slayer weapons, this system uses gems, and specialized tools to create temporary slayer weapons with limited charges.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
* Slayer Gems socket into player-crafted weapons using socketing tools&lt;br /&gt;
* Each weapon can hold one slayer gem at a time&lt;br /&gt;
* Gems have limited charges that deplete on successful slayer hits&lt;br /&gt;
* When charges reach zero, the gem breaks and converts to Slayer Dust&lt;br /&gt;
* Slayer Dust can be reforged into new gems using Reforging Tools&lt;br /&gt;
* Super Slayer Gems (Legendary) Required a Greater Reforging Tool&lt;br /&gt;
&lt;br /&gt;
== Gem Rarities and Charges ==&lt;br /&gt;
&lt;br /&gt;
Slayer Gems come in three rarity tiers, each with different charge ranges and slayer types:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Picture !! Rarity !! Charge Range !! Slayer Types !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UncomonSlayerGem.png|30px]] || Uncommon || 25-50 || Lesser Slayers Only || Standard gem&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rare_gem.png|30px]] || Rare || 50-150 || Lesser Slayers Only || Increased charges&lt;br /&gt;
|-&lt;br /&gt;
| [[File:legendaryslayergem.png|30px]] || Legendary || 100-200 || Super Slayers Only || Super Slayers, Increased charges&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Slayer Types ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Lesser Slayers (Uncommon/Rare Gems)&lt;br /&gt;
* All standard slayer types except super slayers&lt;br /&gt;
* Examples: Dragon Slaying, Orc Slaying, Spider&#039;s Death, Daemon Dismissal, etc.&lt;br /&gt;
&lt;br /&gt;
; Super Slayers (Legendary Gems Only)&lt;br /&gt;
* &#039;&#039;&#039;Arachnid Doom&#039;&#039;&#039; – All spiders and Terathans&lt;br /&gt;
* &#039;&#039;&#039;Silver&#039;&#039;&#039; – All undead&lt;br /&gt;
* &#039;&#039;&#039;Elemental Bane&#039;&#039;&#039; – All elementals  &lt;br /&gt;
* &#039;&#039;&#039;Exorcism&#039;&#039;&#039; – Demons and gargoyles&lt;br /&gt;
* &#039;&#039;&#039;Reptilian Death&#039;&#039;&#039; – Dragons, drakes, lizardfolk, snakes, serpents, ophidians&lt;br /&gt;
* &#039;&#039;&#039;Repond&#039;&#039;&#039; – All humanoid NPCs&lt;br /&gt;
&lt;br /&gt;
== Socketing Tools ==&lt;br /&gt;
&lt;br /&gt;
Socketing tools drill a socket into player-crafted weapons, sacrificing 20% of the weapon&#039;s maximum durability. Weapons must match the tool&#039;s resource type.&lt;br /&gt;
&lt;br /&gt;
=== Metal Socketing Tools ===&lt;br /&gt;
[[File:Metal_Socketing_Tool.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Used for metal weapons (swords, axes, maces, etc.). Resource type determines tool quality.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rarity !! Resources !! Charges !!Notes&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon || Iron || 2-4 || Basic metal tool&lt;br /&gt;
|-&lt;br /&gt;
| Rare || Dull Copper, Umbra Iron, Copper, Bronze, Gold || 4-6 || Mid-tier metals&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || Lunanite, Duranium, Veranium, Zentonium || 5-8 || High-tier metals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wood Socketing Tools ===&lt;br /&gt;
[[File:Wood_Socketing_Tool.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Used for wooden weapons (bows, staves, etc.). Resource type determines tool quality.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rarity !! Resources !! Charges !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Uncommon || Regular Wood || 2-4 || Basic wood tool&lt;br /&gt;
|-&lt;br /&gt;
| Rare || Dullwood, Umbrawood, Copperwood, Bronzewood, Goldenwood || 4-6 || Mid-tier woods&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || Lunawood, Durawood, Verawood, Zentowood || 5-8 || High-tier woods&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Slayer Dust ==&lt;br /&gt;
&lt;br /&gt;
When a slayer gem&#039;s charges are fully depleted, it automatically converts to &#039;&#039;&#039;Slayer Dust&#039;&#039;&#039;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Lesser Slayer Dust--[[File:Lesser_Slayer_Dust.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Slayer Dust-[[File:Legendary_Slayer_Dust.png|50px]]&amp;lt;br&amp;gt;&lt;br /&gt;
; Slayer Dust Properties&lt;br /&gt;
* Retains the slayer type of the original gem&lt;br /&gt;
* Stackable (stacks only with same slayer type)&lt;br /&gt;
* Item ID: 0x0F8F&lt;br /&gt;
* Hue: 2736 for super slayers, 2499 for lesser slayers&lt;br /&gt;
* Used to reforge new gems via Reforging Tools&lt;br /&gt;
* Can also drop as loot from monsters&lt;br /&gt;
&lt;br /&gt;
; Obtaining Slayer Dust&lt;br /&gt;
* Automatic conversion when gem charges reach zero&lt;br /&gt;
* Monster loot drops&lt;br /&gt;
* Trading with other players&lt;br /&gt;
&lt;br /&gt;
== Slayer Dust Reforging Tools ==&lt;br /&gt;
&lt;br /&gt;
Reforging tools convert Slayer Dust back into functional Slayer Gems. There are two tool types with different success rates and capabilities.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Picture !! Tool Type !! Rarity !! Charges !! Dust Required !! Success Rate !! Can Reforge Legendary (Super Slayer)?&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lesser_Reforging_Tool.png|30px]] || Lesser Reforging Tool || Rare || 3-5 || 4 || 15% for Rare, 85% for Uncommon || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Greater_Reforging_Tool.png|30px]] || Greater Reforging Tool || Legendary || 6-9 || 4 || 45% for Rare, 55% for Uncommon || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Reforging Process&lt;br /&gt;
# Double-click the Reforging Tool&lt;br /&gt;
# Target Slayer Dust in your backpack&lt;br /&gt;
# Must have at least 4 dust of the same slayer type&lt;br /&gt;
# Tool consumes 4 dust and 1 charge per attempt&lt;br /&gt;
# Success creates a Reforged Gem with charges based on rarity:&lt;br /&gt;
#* Reforged Uncommon: 25-50 charges&lt;br /&gt;
#* Reforged Rare: 50-150 charges&lt;br /&gt;
#* Reforged Legendary: 100-200 charges (Greater Tool only)&lt;br /&gt;
&lt;br /&gt;
; Important Notes&lt;br /&gt;
* Only &#039;&#039;&#039;Greater Reforging Tools&#039;&#039;&#039; can create Legendary (super slayer) gems&lt;br /&gt;
* Lesser tools cannot reforge super slayer dust into gems&lt;br /&gt;
* Tool is destroyed when charges reach zero&lt;br /&gt;
&lt;br /&gt;
== Socketing Process ==&lt;br /&gt;
&lt;br /&gt;
=== Installing a Socket ===&lt;br /&gt;
# Double-click a Socketing Tool&lt;br /&gt;
# Target a player-crafted weapon in your backpack&lt;br /&gt;
# Requirements:&lt;br /&gt;
#* Weapon must be player-crafted&lt;br /&gt;
#* Weapon must match tool&#039;s resource type (metal/wood)&lt;br /&gt;
#* Weapon cannot already have a slayer property&lt;br /&gt;
#* Weapon cannot already be socketed&lt;br /&gt;
# Weapon&#039;s MaxHitPoints reduced by 20%&lt;br /&gt;
# Tool loses 1 charge&lt;br /&gt;
# Weapon displays &amp;quot;[Open Slayer Socket]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Installing a Gem ===&lt;br /&gt;
# Double-click a Slayer Gem&lt;br /&gt;
# Target a socketed weapon &lt;br /&gt;
# Requirements:&lt;br /&gt;
#* Weapon must be in backpack&lt;br /&gt;
#* Weapon must be player-crafted&lt;br /&gt;
#* Weapon cannot have existing slayer&lt;br /&gt;
#* Weapon must be socketed &lt;br /&gt;
# Weapon Profile created with gem&#039;s charges&lt;br /&gt;
# Weapon gains gem&#039;s slayer property&lt;br /&gt;
# Gem is consumed&lt;br /&gt;
&lt;br /&gt;
== Combat Mechanics ==&lt;br /&gt;
&lt;br /&gt;
; Charge Consumption&lt;br /&gt;
* Charges only deplete on successful slayer hits&lt;br /&gt;
* Each qualifying hit consumes 1 charge&lt;br /&gt;
* Misses do not consume charges&lt;br /&gt;
* Non-qualifying targets do not consume charges&lt;br /&gt;
&lt;br /&gt;
; Slayer Damage Bonus&lt;br /&gt;
* +100% damage vs. qualifying creatures (same as traditional slayers)&lt;br /&gt;
* Stacks with other damage bonuses&lt;br /&gt;
&lt;br /&gt;
; Gem Breaking&lt;br /&gt;
* When charges reach 0, gem automatically breaks&lt;br /&gt;
* Slayer property removed from weapon&lt;br /&gt;
* Slayer Dust (matching slayer type) added to owner&#039;s backpack&lt;br /&gt;
* Message: &amp;quot;Your slayer gem shatters into dust!&amp;quot;&lt;br /&gt;
* Weapon retains socket (can install new gem)&lt;br /&gt;
&lt;br /&gt;
== Obtaining Slayer Gems ==&lt;br /&gt;
&lt;br /&gt;
; Loot Drops&lt;br /&gt;
* Found on mid to high-tier monsters&lt;br /&gt;
* Rarity determined by monster difficulty&lt;br /&gt;
* Super slayer gems (Legendary) are extremely rare&lt;br /&gt;
&lt;br /&gt;
; Reforging&lt;br /&gt;
* Created from Slayer Dust using Reforging Tools&lt;br /&gt;
* Allows recycling broken gems&lt;br /&gt;
* Success rate varies by tool type&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Socketing is permanent (socket remains even after gem breaks)&lt;br /&gt;
* Only ONE gem can be installed at a time&lt;br /&gt;
* Weapon must be player-crafted to be socketed&lt;br /&gt;
* Pre-existing slayer weapons cannot be socketed&lt;br /&gt;
* Gems cannot be removed, they must be used until they break&lt;br /&gt;
* Adding a socket reduces its max durability by 20%.&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=File:Slayer_Gem_System.png&amp;diff=503</id>
		<title>File:Slayer Gem System.png</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=File:Slayer_Gem_System.png&amp;diff=503"/>
		<updated>2025-12-18T19:40:36Z</updated>

		<summary type="html">&lt;p&gt;Riggz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=Main_Menu&amp;diff=502</id>
		<title>Main Menu</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=Main_Menu&amp;diff=502"/>
		<updated>2025-12-18T19:39:25Z</updated>

		<summary type="html">&lt;p&gt;Riggz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&amp;lt;strong&amp;gt;&amp;lt;u&amp;gt;Main Menu&amp;lt;/u&amp;gt;&amp;lt;/strong&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sosaria News and News Bar==&lt;br /&gt;
[[File:Mmmmm.png|center]]&amp;lt;br&amp;gt;&lt;br /&gt;
At the top of every page in the Main Menu is the News Bar. The Sosoria News is the first page your Main Menu will open to.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The News bar is your quick way to see what is happening on the server&lt;br /&gt;
** The Arrows on the right of the bar let you scroll through recent news titles.&lt;br /&gt;
** The button with an eye, will bring up the Sosoria News page for the current article in the News Bar.&lt;br /&gt;
&lt;br /&gt;
* The Sosoria News has two sections. The Article list which is sorted by date and time of release, and the News Display. &lt;br /&gt;
** In the Article List you will have a Blue button and a red flag. &lt;br /&gt;
*** The red flag appears for unread articles. &lt;br /&gt;
*** Clicking either will load the article in the News Display.&lt;br /&gt;
*** The News Display will include a button with an eye, if there is an external link with more information.&lt;br /&gt;
**** This link will open in your external Browser&lt;br /&gt;
&lt;br /&gt;
==Character Profile==&lt;br /&gt;
[[File:Character_Profille.png|300px|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
The first menu available on the side bar is where the Character Profile.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* On the left of the Character profile is information about your Stats and Skills. &lt;br /&gt;
** Only your top 10 skills are tracked here.&lt;br /&gt;
** Skills are always listed in order of their skill level.&lt;br /&gt;
&lt;br /&gt;
* On the right of the Character Profile is your Citizen ID Card.&lt;br /&gt;
** This ID card includes information about your character. &lt;br /&gt;
*** Including what Township, Militia, Foundation, and Guild your character is a member of, and their rank.&lt;br /&gt;
** Also includes is your Skin Hue, Hair, Hair Hue, Beard, and Beard Hue.&lt;br /&gt;
** At the top of your Citizen ID Card, you will find your Name, Title, and Race. &lt;br /&gt;
*** Titles can be set to the upper right of this section, by clicking the Change Title Button.&lt;br /&gt;
*** Your Race changes based on your skin hue.&lt;br /&gt;
**** This part of the Skin Hue Feature of Project Roleplay. A group of features to promote immersion into many aspects of the server including lore.&lt;br /&gt;
***** This system will be announces later in the future. &lt;br /&gt;
** Your Citizen ID also includes an image of your character. &lt;br /&gt;
*** This image can be updated by clicking New Photo, above the image&lt;br /&gt;
** At the bottom of your Citizen ID is your Write Signed (Character Creation Date), Writ Age (Total Online Time for the Character), and the character&#039;s Veteran Rank (based on Online Time).&lt;br /&gt;
&lt;br /&gt;
==Options==&lt;br /&gt;
The second menu available on the side bar is the options menu.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Coptions11.png|left|300px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* There are three mains sections to options. Character Options, Account Options, and Settings Profiles.&lt;br /&gt;
** Character Options includes four pages. Every character has their own options to be set.&lt;br /&gt;
*** Overhead Numbers are options that can be toggle to appear above you and your pets/summons.&lt;br /&gt;
**** Each of these options includes an option to change the hue of the overhead message, with the blue buttons on the right.&lt;br /&gt;
***** Options&lt;br /&gt;
****** Damage Taken Self&lt;br /&gt;
****** Damage Taken Pet&lt;br /&gt;
****** Damage Dealt Self&lt;br /&gt;
****** Damage Dealt Pet&lt;br /&gt;
****** Heals Received Self&lt;br /&gt;
****** Heals Received Pet&lt;br /&gt;
****** Heals Dealt Self&lt;br /&gt;
****** Heals Dealt Pet&lt;br /&gt;
&lt;br /&gt;
*** Notifications are options for system messages for multiple systems, including those not currently implemented.&lt;br /&gt;
**** Options&lt;br /&gt;
***** Townships [System Not Implemented]&lt;br /&gt;
***** Militia [System Not Implemented]&lt;br /&gt;
***** Foundations [System Not Implemented]&lt;br /&gt;
***** Automated Events [System Not Implemented]&lt;br /&gt;
***** Arena Events [System Not Implemented]&lt;br /&gt;
***** Holiday Events [System Not Implemented]&lt;br /&gt;
***** Seasons Notifications [System Not Implemented]&lt;br /&gt;
***** XP Gained Self&lt;br /&gt;
***** XP Gained Pet | Summon&lt;br /&gt;
***** Quest Tracker [Option not Active]&lt;br /&gt;
***** Durability Warning [Option not Active]&lt;br /&gt;
&lt;br /&gt;
*** Item &amp;amp; NPC Tags&lt;br /&gt;
**** These are options for tags that appear above the name of an NPC or an Item&lt;br /&gt;
***** Options&lt;br /&gt;
****** NPC Factions&lt;br /&gt;
******* Player Militia [System Not Implemented]&lt;br /&gt;
****** Player Titles&lt;br /&gt;
****** Guilds [Option not Active]&lt;br /&gt;
****** NPC Difficulty Score&lt;br /&gt;
******** NPC Difficulty Score, is a score based on skills, stats, and he mob&#039;s abilities.&lt;br /&gt;
****** Item Material Type&lt;br /&gt;
******** Shows the material the item is made from, if different then the base Iron, Leather, or wood.&lt;br /&gt;
****** Rare Loot Types&lt;br /&gt;
****** Rare Loot Rarity&lt;br /&gt;
****** Rare Material Skill Used&lt;br /&gt;
******** Shows the Skill the material is used for&lt;br /&gt;
****** Quest Tracker&lt;br /&gt;
****** Season Event Name [System Not Implemented]&lt;br /&gt;
&lt;br /&gt;
*** Misc Options&lt;br /&gt;
**** These random other character based options.&lt;br /&gt;
***** Options&lt;br /&gt;
****** Stealth Step Countdown [Option not Active]&lt;br /&gt;
******** Counts down steps available for stealth&lt;br /&gt;
****** Low Step Warning [Option not Active]&lt;br /&gt;
****** Stealth Start [Option not Active]&lt;br /&gt;
****** Stealth Step Reset [Option not Active]&lt;br /&gt;
****** Skill Gain Chance&lt;br /&gt;
******** Gives a system message of your chance to gain a skill when it is used&lt;br /&gt;
****** Prevent Criminal Action [Option not Active]&lt;br /&gt;
******** When toggled all Criminal Actions are blocked&lt;br /&gt;
&lt;br /&gt;
&amp;lt;left&amp;gt;[[File:Account_Options.png|left|300px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* There are two sections to Account Options. &lt;br /&gt;
** These options are set and changed account wide.&lt;br /&gt;
* The first section is Linked Accounts. &lt;br /&gt;
** These Linked Accounts will be used across multiple giveaway and reward systems. These include Beta Rewards.&lt;br /&gt;
** This is where you can link your Discord or Youtube accounts. &lt;br /&gt;
*** Discord Account&lt;br /&gt;
**** Enter your Discord username in the box provided and click Link Account&lt;br /&gt;
***** Our Discord Bot will message you on Discord&lt;br /&gt;
****** When you confirm you reply, your Discord will be linked, and your Main Menu will auto refresh to show this.&lt;br /&gt;
**** Your Discord Link is permanent, not even staff is able to unlink a Discord.&lt;br /&gt;
**** A Discord Account can be linked up to three server accounts&lt;br /&gt;
*** Youtube Account&lt;br /&gt;
**** Your Youtube account can be changed and reset at any time.&lt;br /&gt;
* There are no options listed in Account Settings at this time&lt;br /&gt;
&lt;br /&gt;
[[File:Profiles.png|left|300px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* The final options section is Profiles. &lt;br /&gt;
** Profiles are Character Setting Profiles that are saved on an account level.&lt;br /&gt;
** Each Account is limited to 5 profiles (one for each character). &lt;br /&gt;
** The Profile name is set when the Profile is created by clicking Create New Profile&lt;br /&gt;
** Each Saved Profile can be Updated and Applied from the list. &lt;br /&gt;
** The Profile List shows the Profile Name and Last Updated. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Commands &amp;amp; Interface Addons==&lt;br /&gt;
The Final sections of the Main Menu to be introduced today are the Commands &amp;amp; Interface Addons menus.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Commandsmenu.png||200px]] [[File:Interfacemenu.png||200px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Commands is a list of available commands for player.&lt;br /&gt;
** When you click the blue button, you will use the command.&lt;br /&gt;
* Interface Addons are Quality of Life improvements like Quest Tracker, Buff Tracker, and Durability Tracker&lt;br /&gt;
** When you click the blue button you will open that addon&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=File:Greater_Reforging_Tool.png&amp;diff=501</id>
		<title>File:Greater Reforging Tool.png</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=File:Greater_Reforging_Tool.png&amp;diff=501"/>
		<updated>2025-12-18T19:26:22Z</updated>

		<summary type="html">&lt;p&gt;Riggz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=File:Lesser_Reforging_Tool.png&amp;diff=500</id>
		<title>File:Lesser Reforging Tool.png</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=File:Lesser_Reforging_Tool.png&amp;diff=500"/>
		<updated>2025-12-18T19:25:56Z</updated>

		<summary type="html">&lt;p&gt;Riggz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=File:Legendary_Slayer_Dust.png&amp;diff=499</id>
		<title>File:Legendary Slayer Dust.png</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=File:Legendary_Slayer_Dust.png&amp;diff=499"/>
		<updated>2025-12-18T19:21:16Z</updated>

		<summary type="html">&lt;p&gt;Riggz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=File:Lesser_Slayer_Dust.png&amp;diff=498</id>
		<title>File:Lesser Slayer Dust.png</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=File:Lesser_Slayer_Dust.png&amp;diff=498"/>
		<updated>2025-12-18T19:19:59Z</updated>

		<summary type="html">&lt;p&gt;Riggz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=File:Wood_Socketing_Tool.png&amp;diff=496</id>
		<title>File:Wood Socketing Tool.png</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=File:Wood_Socketing_Tool.png&amp;diff=496"/>
		<updated>2025-12-18T19:00:34Z</updated>

		<summary type="html">&lt;p&gt;Riggz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=File:Metal_Socketing_Tool.png&amp;diff=495</id>
		<title>File:Metal Socketing Tool.png</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=File:Metal_Socketing_Tool.png&amp;diff=495"/>
		<updated>2025-12-18T18:59:50Z</updated>

		<summary type="html">&lt;p&gt;Riggz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=File:Legendaryslayergem.png&amp;diff=494</id>
		<title>File:Legendaryslayergem.png</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=File:Legendaryslayergem.png&amp;diff=494"/>
		<updated>2025-12-18T18:54:17Z</updated>

		<summary type="html">&lt;p&gt;Riggz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=File:Rare_gem.png&amp;diff=493</id>
		<title>File:Rare gem.png</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=File:Rare_gem.png&amp;diff=493"/>
		<updated>2025-12-18T18:53:39Z</updated>

		<summary type="html">&lt;p&gt;Riggz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=File:UncomonSlayerGem.png&amp;diff=492</id>
		<title>File:UncomonSlayerGem.png</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=File:UncomonSlayerGem.png&amp;diff=492"/>
		<updated>2025-12-18T18:52:49Z</updated>

		<summary type="html">&lt;p&gt;Riggz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=Main_Page&amp;diff=491</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=Main_Page&amp;diff=491"/>
		<updated>2025-12-18T18:25:48Z</updated>

		<summary type="html">&lt;p&gt;Riggz: /* ⚙️ Custom Systems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&amp;lt;strong&amp;gt;Main Page&amp;lt;/strong&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Logo.png||link=https://projectultimauo.com/||390px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Welcome to the official wiki of [https://projectultimauo.com/ Project Ultima], a custom UO:R experience built for open-world adventure, risk, and player-driven systems.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Our mission is to provide the most immersive Ultima Online experience through lore-driven progression, evolving world systems, and meaningful player interaction.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ensp;&amp;amp;bull; Join our [https://discord.com/invite/R9mqTYEdhP Discord] for updates, community chat, and testing info.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;ensp;&amp;amp;bull; Visit our [https://www.youtube.com/@AdminRiggz_PU YouTube Channel] for system previews and developer updates.  &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;center&amp;gt;[[File:Beta_Two_Roadmap.png||1000px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;hiddentable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;border:0px;&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;width:33%; border:0px solid #FFF; padding:.5em 1em;&amp;quot;|&lt;br /&gt;
==📘 Info==&lt;br /&gt;
* [[About Us]]&lt;br /&gt;
* [[Getting Started]]&lt;br /&gt;
&lt;br /&gt;
==🆘 Help==&lt;br /&gt;
* [[Account and Character Setup]] (TBD)&lt;br /&gt;
* [[Gameplay Basics]] (TBD)&lt;br /&gt;
* [[User Interface Guide]] (TBD)&lt;br /&gt;
* [[Troubleshooting and Support]] (TBD)&lt;br /&gt;
&lt;br /&gt;
==⚔️ Player vs Monster==&lt;br /&gt;
* [[Monster Hunting Guide]] (TBD)&lt;br /&gt;
* [[Dungeon Index]] (TBD)&lt;br /&gt;
* [[Overworld Bosses]] (TBD)&lt;br /&gt;
* [[Rare Loot and Regional Drops]] (TBD)&lt;br /&gt;
* [[PvM Strategies]] (TBD)&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;3&amp;quot; style=&amp;quot;width:33%; border:0px solid #FFF; padding:.5em 1em;&amp;quot;|&lt;br /&gt;
==🌍 The Land==&lt;br /&gt;
* [[World Map Overview]] (TBD)&lt;br /&gt;
* [[Townships and Alliances]]&lt;br /&gt;
** [[Township Voting]]&lt;br /&gt;
** [[Governors]]&lt;br /&gt;
** [[Taxation System]]&lt;br /&gt;
** [[Alliance Gold Coffer]]&lt;br /&gt;
** [[Silver Coffer]]&lt;br /&gt;
** [[Militia Games]]&lt;br /&gt;
** [[Weekly Reset]]&lt;br /&gt;
** [[Economic Policies]] (TBD)&lt;br /&gt;
* [[Relic Militia]] (TBD)&lt;br /&gt;
* [[Regions and Territories]] (TBD)&lt;br /&gt;
* [[Transportation and Travel]] (TBD)&lt;br /&gt;
&lt;br /&gt;
==📜 Lore and History==&lt;br /&gt;
* Important Characters&lt;br /&gt;
** [[The Great Wizard]]&lt;br /&gt;
** [[Riggz]]&lt;br /&gt;
* [[Living World]]&lt;br /&gt;
** [[Age of Blood]] (TBD)&lt;br /&gt;
* [[NPC Factions]]&lt;br /&gt;
** [[Major Factions]] (TBD)&lt;br /&gt;
** [[Minor Factions]] (TBD)&lt;br /&gt;
* [[Relics and The Reliquary]] (TBD)&lt;br /&gt;
* [[High Council Buffs]] (TBD)&lt;br /&gt;
&lt;br /&gt;
==⚔️ Player vs Player==&lt;br /&gt;
* [[PvP Overview]] (TBD)&lt;br /&gt;
* [[PvP Zones and Rules]] (TBD)&lt;br /&gt;
* [[Dueling Arenas]] (TBD)&lt;br /&gt;
* [[Guild Warfare]] (TBD)&lt;br /&gt;
* [[Bounty System]] (TBD)&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;width:33%; border:0px solid #FFF; padding:.5em 1em;&amp;quot;|&lt;br /&gt;
==⚙️ Custom Systems==&lt;br /&gt;
* [[Main Menu]]&lt;br /&gt;
* [[Leaderboards]]&lt;br /&gt;
* [[Crafting Zone]]&lt;br /&gt;
* [[Live Trackers]]&lt;br /&gt;
* [[Buff System]]&lt;br /&gt;
* [[In-game Wiki Initiative]]&lt;br /&gt;
* [[Veteran Rewards]]&lt;br /&gt;
* [[Runic Tools]]&lt;br /&gt;
* [[Slayer Gems]]&lt;br /&gt;
&lt;br /&gt;
===🔮 Talisman System===&lt;br /&gt;
Each Talisman represents one of the seven Lore Stone types. They level through use, unlock socket slots, and shape unique playstyles.  &lt;br /&gt;
* [[Talisman]]&lt;br /&gt;
** [[Warlord Talisman]]&lt;br /&gt;
** [[Arcanist Talisman]]&lt;br /&gt;
** [[Summoner&#039;s Talisman]] (TBD)&lt;br /&gt;
** [[Vanguard Talisman]] (TBD)&lt;br /&gt;
** [[Beastmaster Talisman]] (TBD)&lt;br /&gt;
** [[Artisan&#039;s Talisman]] (TBD)&lt;br /&gt;
** [[Survivalist Talisman]] (TBD)&lt;br /&gt;
&lt;br /&gt;
===🏛️ Townships &amp;amp; Relic Militia===&lt;br /&gt;
The backbone of Sosaria’s new political order.  &lt;br /&gt;
* [[Townships and Alliances]] – Join an Alliance, vote weekly, and shape your township’s destiny.  &lt;br /&gt;
* [[Relic Militia]] (TBD) – Competitive PvP and event system linking Silver Coffers and Militia Games.  &lt;br /&gt;
&lt;br /&gt;
===⚒️ Foundations===&lt;br /&gt;
The backbone of Sosaria&#039;s new Economy. &lt;br /&gt;
*[[Foundations]]&lt;br /&gt;
**[[Stagthorn Order (Hunting)]]&lt;br /&gt;
**[[Iron Anvil Covenant (Blacksmithing)]]&lt;br /&gt;
**[[Oakheart Circle (Carpentry)]]&lt;br /&gt;
**[[Alchemist’s Crucible (Alchemy)]]&lt;br /&gt;
**[[Runeweaver Guild (Inscription)]]&lt;br /&gt;
**[[Greenwarden Compact (Gathering Skills)]]&lt;br /&gt;
**[[Gearwright Syndicate (Tinkering)]]&lt;br /&gt;
**[[Beastbond Brotherhood (Animal Taming)]]&lt;br /&gt;
**[[Hearthfire Guild (Cooking)]]&lt;br /&gt;
**[[Silversheen League (Tailoring)]]&lt;br /&gt;
**[[Seafarers Collective  (Fishing)]]&lt;br /&gt;
*[[Requisition Orders]]&lt;br /&gt;
&lt;br /&gt;
===💎 Relics &amp;amp; Reliquary===&lt;br /&gt;
* [[Relics and The Reliquary]] – Discover, register, and preserve relics across Sosaria.  &lt;br /&gt;
* [[Relic Rush]] (TBD) – Automated limited-release relic events.  &lt;br /&gt;
* [[Relic Society Rewards]] (TBD) – Registration incentives and prestige tracking.&lt;br /&gt;
&lt;br /&gt;
===🐾 Pet System===&lt;br /&gt;
* [[Pet Roles and Leveling]] (TBD)&lt;br /&gt;
* [[Pet Mutations]] (TBD)&lt;br /&gt;
&lt;br /&gt;
===🧱 Crafting &amp;amp; Systems===&lt;br /&gt;
* [[Commodity Order Market Board]] (TBD)&lt;br /&gt;
* [[Storage Shelves]] (TBD)&lt;br /&gt;
* [[Cooking and Food Buffs]] (TBD)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==🧭 Development Overview==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
! Category !! Description !! Status&lt;br /&gt;
|- style=&amp;quot;background-color:#000000;&amp;quot;&lt;br /&gt;
| World Systems || Living World, NPC Factions, Regional Loot, Overworld Events || (TBD)&lt;br /&gt;
|- style=&amp;quot;background-color:#000000;&amp;quot;&lt;br /&gt;
| Player Systems || Townships, Relic Militia, Alliances || Active / Expanding&lt;br /&gt;
|- style=&amp;quot;background-color:#000000;&amp;quot;&lt;br /&gt;
| Progression || Talismans, Pets, Achievements, Veteran Rewards || Active&lt;br /&gt;
|- style=&amp;quot;background-color:#000000;&amp;quot;&lt;br /&gt;
| Crafting Systems || Commodity Market, Food Buffs, Shelving || (TBD)&lt;br /&gt;
|- style=&amp;quot;background-color:#000000;&amp;quot;&lt;br /&gt;
| Events &amp;amp; Lore || Relic Rush, Seasonal Content, High Council Buffs || (TBD)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&#039;&#039;See also: [[Townships and Alliances]], [[Talisman]], [[Relics and The Reliquary]], [[Pet System]], [[Relic Militia]]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=Runic_Tools&amp;diff=490</id>
		<title>Runic Tools</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=Runic_Tools&amp;diff=490"/>
		<updated>2025-12-17T20:14:26Z</updated>

		<summary type="html">&lt;p&gt;Riggz: /* Physical Resistance Cap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|align=right&lt;br /&gt;
  |__TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&amp;lt;strong&amp;gt;&amp;lt;u&amp;gt;⚔️🛡️ RUNIC CRAFTING SYSTEM ⚔️🛡️&amp;lt;/u&amp;gt;&amp;lt;/strong&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;[[File:Runic_Tools.png|center|300px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We&#039;ve overhauled the Runic Crafting system! Here&#039;s what you need to know.&lt;br /&gt;
&lt;br /&gt;
==Need to Know==&lt;br /&gt;
&amp;lt;br&amp;gt;[[File:RunicWeaponsandArmor.JPG|Center|500px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* In Beta 1, it was updated so that Crafted Weapons receive magic properties like Vanq and Supremely Accurate. &lt;br /&gt;
** The weapons do not show these when they show their name unless they are crafted with a Runic tool. &lt;br /&gt;
** If you see the properties like Vanq and Supremely Accurate when you single click on the weapon, then those properties are active in PvP. &lt;br /&gt;
** All Further Buffs like PvM Damage Bonuses from Runic Crafting do not apply to PvP. &lt;br /&gt;
*** This is to keep PvP era accurate.&lt;br /&gt;
&lt;br /&gt;
==🔨 What Are Runic Tools?==&lt;br /&gt;
Runic tools are special crafting tools imbued with resource magic (ore/leather/wood types) that craft enhanced gear. Tool charges are limited - use them wisely!&lt;br /&gt;
&lt;br /&gt;
Runic tools are found as rewards from [[Foundations]].&lt;br /&gt;
&lt;br /&gt;
==⚒️ WEAPON BONUSES==&lt;br /&gt;
&lt;br /&gt;
===Runic Weapons Gain:===&lt;br /&gt;
* Bonus Damage based on resource tier&lt;br /&gt;
* Increased Durability (max hit points)&lt;br /&gt;
* [Runic] tag displayed on single-click&lt;br /&gt;
&lt;br /&gt;
===Resource Scaling:===&lt;br /&gt;
Bonuses scale with the tool&#039;s resource type:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Resource Tier !! Damage Bonus !! Max Durability Bonus &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iron/Regular&#039;&#039;&#039; || +2% damage || +5 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dull&#039;&#039;&#039; || +4% damage || +8 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Umbra&#039;&#039;&#039; || +6% damage || +11 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Copper&#039;&#039;&#039; || +8% damage || +14 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bronze&#039;&#039;&#039; || +10% damage || +17 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gold&#039;&#039;&#039; || +12% damage || +20 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Luna&#039;&#039;&#039; || +14% damage || +23 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dura&#039;&#039;&#039; || +16% damage || +26 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vera&#039;&#039;&#039; || +18% damage || +29 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Zento&#039;&#039;&#039; || +20% damage || +32 durability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Applies to: Smithing (metal weapons), Carpentry (wooden weapons/bows)&lt;br /&gt;
&lt;br /&gt;
==🛡️ ARMOR BONUSES==&lt;br /&gt;
&lt;br /&gt;
===Runic Armor Gains===&lt;br /&gt;
* Physical Resistance bonus based on resource tier&lt;br /&gt;
* Increased Durability (max hit points)&lt;br /&gt;
* [Runic] tag + resistance value displayed on single-click&lt;br /&gt;
&lt;br /&gt;
===Resource Scaling===&lt;br /&gt;
&lt;br /&gt;
Bonuses scale with the tool&#039;s resource type:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Resource Tier !! Physical Resistance !! Max Durability Bonus &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iron/Regular&#039;&#039;&#039; || +1 physical resistance|| +5 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dull&#039;&#039;&#039; || +2 physical resistance|| +8 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Umbra&#039;&#039;&#039; || +3 physical resistance || +11 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Copper&#039;&#039;&#039; || +4 physical resistance || +14 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bronze&#039;&#039;&#039; || +5 physical resistance || +17 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gold&#039;&#039;&#039; || +6 physical resistance || +20 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Luna&#039;&#039;&#039; || +7 physical resistance|| +23 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dura&#039;&#039;&#039; || +8 physical resistance|| +26 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vera&#039;&#039;&#039; || +9 physical resistance|| +29 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Zento&#039;&#039;&#039; || +10 physical resistance|| +32 durability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Applies to: Smithing (metal armor), Tailoring (leather armor, bone armor)&lt;br /&gt;
&lt;br /&gt;
===Physical Resistance Cap===&lt;br /&gt;
* Max 70 physical resistance total across all equipped armor&lt;br /&gt;
* Physical resistance applies on top of your base armor rating&lt;br /&gt;
* Functions as additional armor layer in damage calculations&lt;br /&gt;
&lt;br /&gt;
⚠️ IMPORTANT NOTES&amp;lt;br&amp;gt;&lt;br /&gt;
✅ PvM ONLY - All Runic bonuses only apply to PvM combat (not PvP)&amp;lt;br&amp;gt;&lt;br /&gt;
✅ Tool Charges - Runic tools have limited uses.&amp;lt;br&amp;gt;&lt;br /&gt;
✅ Resource-Based - Bonuses depend on the tool&#039;s resource, not the crafted item&#039;s resource&amp;lt;br&amp;gt;&lt;br /&gt;
✅ Crafting - When crafting with a Runic Tool. The Crafting Menu will only show you the items that will receive Runic Properties.&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=Runic_Tools&amp;diff=489</id>
		<title>Runic Tools</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=Runic_Tools&amp;diff=489"/>
		<updated>2025-12-17T20:04:47Z</updated>

		<summary type="html">&lt;p&gt;Riggz: /* Need to Know */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|align=right&lt;br /&gt;
  |__TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&amp;lt;strong&amp;gt;&amp;lt;u&amp;gt;⚔️🛡️ RUNIC CRAFTING SYSTEM ⚔️🛡️&amp;lt;/u&amp;gt;&amp;lt;/strong&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;[[File:Runic_Tools.png|center|300px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We&#039;ve overhauled the Runic Crafting system! Here&#039;s what you need to know.&lt;br /&gt;
&lt;br /&gt;
==Need to Know==&lt;br /&gt;
&amp;lt;br&amp;gt;[[File:RunicWeaponsandArmor.JPG|Center|500px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* In Beta 1, it was updated so that Crafted Weapons receive magic properties like Vanq and Supremely Accurate. &lt;br /&gt;
** The weapons do not show these when they show their name unless they are crafted with a Runic tool. &lt;br /&gt;
** If you see the properties like Vanq and Supremely Accurate when you single click on the weapon, then those properties are active in PvP. &lt;br /&gt;
** All Further Buffs like PvM Damage Bonuses from Runic Crafting do not apply to PvP. &lt;br /&gt;
*** This is to keep PvP era accurate.&lt;br /&gt;
&lt;br /&gt;
==🔨 What Are Runic Tools?==&lt;br /&gt;
Runic tools are special crafting tools imbued with resource magic (ore/leather/wood types) that craft enhanced gear. Tool charges are limited - use them wisely!&lt;br /&gt;
&lt;br /&gt;
Runic tools are found as rewards from [[Foundations]].&lt;br /&gt;
&lt;br /&gt;
==⚒️ WEAPON BONUSES==&lt;br /&gt;
&lt;br /&gt;
===Runic Weapons Gain:===&lt;br /&gt;
* Bonus Damage based on resource tier&lt;br /&gt;
* Increased Durability (max hit points)&lt;br /&gt;
* [Runic] tag displayed on single-click&lt;br /&gt;
&lt;br /&gt;
===Resource Scaling:===&lt;br /&gt;
Bonuses scale with the tool&#039;s resource type:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Resource Tier !! Damage Bonus !! Max Durability Bonus &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iron/Regular&#039;&#039;&#039; || +2% damage || +5 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dull&#039;&#039;&#039; || +4% damage || +8 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Umbra&#039;&#039;&#039; || +6% damage || +11 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Copper&#039;&#039;&#039; || +8% damage || +14 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bronze&#039;&#039;&#039; || +10% damage || +17 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gold&#039;&#039;&#039; || +12% damage || +20 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Luna&#039;&#039;&#039; || +14% damage || +23 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dura&#039;&#039;&#039; || +16% damage || +26 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vera&#039;&#039;&#039; || +18% damage || +29 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Zento&#039;&#039;&#039; || +20% damage || +32 durability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Applies to: Smithing (metal weapons), Carpentry (wooden weapons/bows)&lt;br /&gt;
&lt;br /&gt;
==🛡️ ARMOR BONUSES==&lt;br /&gt;
&lt;br /&gt;
===Runic Armor Gains===&lt;br /&gt;
* Physical Resistance bonus based on resource tier&lt;br /&gt;
* Increased Durability (max hit points)&lt;br /&gt;
* [Runic] tag + resistance value displayed on single-click&lt;br /&gt;
&lt;br /&gt;
===Resource Scaling===&lt;br /&gt;
&lt;br /&gt;
Bonuses scale with the tool&#039;s resource type:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Resource Tier !! Physical Resistance !! Max Durability Bonus &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iron/Regular&#039;&#039;&#039; || +1 physical resistance|| +5 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dull&#039;&#039;&#039; || +2 physical resistance|| +8 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Umbra&#039;&#039;&#039; || +3 physical resistance || +11 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Copper&#039;&#039;&#039; || +4 physical resistance || +14 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bronze&#039;&#039;&#039; || +5 physical resistance || +17 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gold&#039;&#039;&#039; || +6 physical resistance || +20 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Luna&#039;&#039;&#039; || +7 physical resistance|| +23 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dura&#039;&#039;&#039; || +8 physical resistance|| +26 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vera&#039;&#039;&#039; || +9 physical resistance|| +29 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Zento&#039;&#039;&#039; || +10 physical resistance|| +32 durability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Applies to: Smithing (metal armor), Tailoring (leather armor, bone armor)&lt;br /&gt;
&lt;br /&gt;
===Physical Resistance Cap===&lt;br /&gt;
* Max 60 physical resistance total across all equipped armor&lt;br /&gt;
* Physical resistance applies on top of your base armor rating&lt;br /&gt;
* Functions as additional armor layer in damage calculations&lt;br /&gt;
&lt;br /&gt;
⚠️ IMPORTANT NOTES&amp;lt;br&amp;gt;&lt;br /&gt;
✅ PvM ONLY - All Runic bonuses only apply to PvM combat (not PvP)&amp;lt;br&amp;gt;&lt;br /&gt;
✅ Tool Charges - Runic tools have limited uses.&amp;lt;br&amp;gt;&lt;br /&gt;
✅ Resource-Based - Bonuses depend on the tool&#039;s resource, not the crafted item&#039;s resource&amp;lt;br&amp;gt;&lt;br /&gt;
✅ Crafting - When crafting with a Runic Tool. The Crafting Menu will only show you the items that will receive Runic Properties.&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=Runic_Tools&amp;diff=488</id>
		<title>Runic Tools</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=Runic_Tools&amp;diff=488"/>
		<updated>2025-12-17T20:04:29Z</updated>

		<summary type="html">&lt;p&gt;Riggz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|align=right&lt;br /&gt;
  |__TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&amp;lt;strong&amp;gt;&amp;lt;u&amp;gt;⚔️🛡️ RUNIC CRAFTING SYSTEM ⚔️🛡️&amp;lt;/u&amp;gt;&amp;lt;/strong&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;[[File:Runic_Tools.png|center|300px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We&#039;ve overhauled the Runic Crafting system! Here&#039;s what you need to know.&lt;br /&gt;
&lt;br /&gt;
==Need to Know==&lt;br /&gt;
&amp;lt;br&amp;gt;[[File:RunicWeaponsandArmor.JPG|left|300px]]&amp;lt;br&amp;gt;&lt;br /&gt;
* In Beta 1, it was updated so that Crafted Weapons receive magic properties like Vanq and Supremely Accurate. &lt;br /&gt;
** The weapons do not show these when they show their name unless they are crafted with a Runic tool. &lt;br /&gt;
** If you see the properties like Vanq and Supremely Accurate when you single click on the weapon, then those properties are active in PvP. &lt;br /&gt;
** All Further Buffs like PvM Damage Bonuses from Runic Crafting do not apply to PvP. &lt;br /&gt;
*** This is to keep PvP era accurate. &lt;br /&gt;
&lt;br /&gt;
==🔨 What Are Runic Tools?==&lt;br /&gt;
Runic tools are special crafting tools imbued with resource magic (ore/leather/wood types) that craft enhanced gear. Tool charges are limited - use them wisely!&lt;br /&gt;
&lt;br /&gt;
Runic tools are found as rewards from [[Foundations]].&lt;br /&gt;
&lt;br /&gt;
==⚒️ WEAPON BONUSES==&lt;br /&gt;
&lt;br /&gt;
===Runic Weapons Gain:===&lt;br /&gt;
* Bonus Damage based on resource tier&lt;br /&gt;
* Increased Durability (max hit points)&lt;br /&gt;
* [Runic] tag displayed on single-click&lt;br /&gt;
&lt;br /&gt;
===Resource Scaling:===&lt;br /&gt;
Bonuses scale with the tool&#039;s resource type:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Resource Tier !! Damage Bonus !! Max Durability Bonus &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iron/Regular&#039;&#039;&#039; || +2% damage || +5 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dull&#039;&#039;&#039; || +4% damage || +8 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Umbra&#039;&#039;&#039; || +6% damage || +11 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Copper&#039;&#039;&#039; || +8% damage || +14 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bronze&#039;&#039;&#039; || +10% damage || +17 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gold&#039;&#039;&#039; || +12% damage || +20 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Luna&#039;&#039;&#039; || +14% damage || +23 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dura&#039;&#039;&#039; || +16% damage || +26 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vera&#039;&#039;&#039; || +18% damage || +29 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Zento&#039;&#039;&#039; || +20% damage || +32 durability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Applies to: Smithing (metal weapons), Carpentry (wooden weapons/bows)&lt;br /&gt;
&lt;br /&gt;
==🛡️ ARMOR BONUSES==&lt;br /&gt;
&lt;br /&gt;
===Runic Armor Gains===&lt;br /&gt;
* Physical Resistance bonus based on resource tier&lt;br /&gt;
* Increased Durability (max hit points)&lt;br /&gt;
* [Runic] tag + resistance value displayed on single-click&lt;br /&gt;
&lt;br /&gt;
===Resource Scaling===&lt;br /&gt;
&lt;br /&gt;
Bonuses scale with the tool&#039;s resource type:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Resource Tier !! Physical Resistance !! Max Durability Bonus &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iron/Regular&#039;&#039;&#039; || +1 physical resistance|| +5 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dull&#039;&#039;&#039; || +2 physical resistance|| +8 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Umbra&#039;&#039;&#039; || +3 physical resistance || +11 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Copper&#039;&#039;&#039; || +4 physical resistance || +14 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bronze&#039;&#039;&#039; || +5 physical resistance || +17 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gold&#039;&#039;&#039; || +6 physical resistance || +20 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Luna&#039;&#039;&#039; || +7 physical resistance|| +23 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dura&#039;&#039;&#039; || +8 physical resistance|| +26 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vera&#039;&#039;&#039; || +9 physical resistance|| +29 durability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Zento&#039;&#039;&#039; || +10 physical resistance|| +32 durability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Applies to: Smithing (metal armor), Tailoring (leather armor, bone armor)&lt;br /&gt;
&lt;br /&gt;
===Physical Resistance Cap===&lt;br /&gt;
* Max 60 physical resistance total across all equipped armor&lt;br /&gt;
* Physical resistance applies on top of your base armor rating&lt;br /&gt;
* Functions as additional armor layer in damage calculations&lt;br /&gt;
&lt;br /&gt;
⚠️ IMPORTANT NOTES&amp;lt;br&amp;gt;&lt;br /&gt;
✅ PvM ONLY - All Runic bonuses only apply to PvM combat (not PvP)&amp;lt;br&amp;gt;&lt;br /&gt;
✅ Tool Charges - Runic tools have limited uses.&amp;lt;br&amp;gt;&lt;br /&gt;
✅ Resource-Based - Bonuses depend on the tool&#039;s resource, not the crafted item&#039;s resource&amp;lt;br&amp;gt;&lt;br /&gt;
✅ Crafting - When crafting with a Runic Tool. The Crafting Menu will only show you the items that will receive Runic Properties.&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
	<entry>
		<id>https://projectultimauo.com/PUwiki/index.php?title=File:RunicWeaponsandArmor.JPG&amp;diff=487</id>
		<title>File:RunicWeaponsandArmor.JPG</title>
		<link rel="alternate" type="text/html" href="https://projectultimauo.com/PUwiki/index.php?title=File:RunicWeaponsandArmor.JPG&amp;diff=487"/>
		<updated>2025-12-17T20:04:04Z</updated>

		<summary type="html">&lt;p&gt;Riggz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Riggz</name></author>
	</entry>
</feed>