Botany anyone?

Post » Wed Jun 13, 2012 6:36 pm

Pretty simple question, I was given a Jarrin Root in a quest and was ordered to assassinate someone with its poison because ingesting the root leads to instant death. I told myself I would keep it for a much more dangerous foe than the weakling I was supposed to assassinate.

Then I realized, hey, wouldn't botany be a great perk in the Alchemy Tree? I don't think it should be a new skill altogether, but it would have a nice place with 2-3 perks. I would have liked to simply grow my own Jarrin Roots. Course only plants would be affected by this perk. There could be another perk to speed up the development and maybe allow you to get more fruits, plants, etc in a single harvest. That would be highly beneficial to low-level alchemists playing the game at Master. I wouldn't have to scavenge for coin to buy ingredients or potins. I would just purchase a house with my very own garden and grow my plants there.

I don't recall such thing existing in Skyrim, at least not to my knowledge.
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Arnold Wet
 
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Post » Wed Jun 13, 2012 6:50 am

There could be another perk to speed up the development and maybe allow you to get more fruits, plants, etc in a single harvest.

The existing Green Thumb perk already allows you to harvest two samples instead of the normal one per node. I haven't taken that perk myself, so I don't know for sure, but I think it affects all alchemical materials (such as from fallen creatures) and not just plants.

A gardener perk sounds really great. It should also enable re-growing of plants that come as home decorations, as they currently don't re-grow once harvested.
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Sun of Sammy
 
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Post » Wed Jun 13, 2012 10:52 am

The existing Green Thumb perk already allows you to harvest two samples instead of the normal one per node. I haven't taken that perk myself, so I don't know for sure, but I think it affects all alchemical materials (such as from fallen creatures) and not just plants.

A gardener perk sounds really great. It should also enable re-growing of plants that come as home decorations, as they currently don't re-grow once harvested.
Yeah pretty much that, I would like it a lot. Wandering the wilds with your lv.1 alchemist in light armour at Master difficulty can be a bit dangerous.
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Valerie Marie
 
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Post » Wed Jun 13, 2012 9:21 am

I miss having the effects displayed for plants that you already know the effect of from Oblivion. I don't always pay attention to the plants that I eat, so it would be great if the effects were displayed when you look at it instead of having to pick it first. But I like your idea to, would be great to set up shop in the alchemists shack and start my own poison plant farm.
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Melly Angelic
 
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Post » Wed Jun 13, 2012 11:42 am

I never understood why the houses that you purchased gave you the option of having an Alchemy Lab without a garden. Adding to your idea, I think we should be able to talk to certain Alchemists (maybe master Alchemists) to be assigned some good quests. After we completed these interesting quests they would give us gardening tips and better material, maybe even new plants. Like you said with growing your own Jarrin Root. Because the Thieves Guild and the Dark Brotherhood work together, maybe as the listener you could set up a deal with Delvin Mallory where you can get Jarrin Root imported from Stros M'kai from one of his contacts.
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Tiffany Holmes
 
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Post » Wed Jun 13, 2012 2:07 pm

The existing Green Thumb perk already allows you to harvest two samples instead of the normal one per node. I haven't taken that perk myself, so I don't know for sure, but I think it affects all alchemical materials (such as from fallen creatures) and not just plants.

A gardener perk sounds really great. It should also enable re-growing of plants that come as home decorations, as they currently don't re-grow once harvested.

That's the respawn bug, you really need to leave the area for close to 10-30 days for it to respawn, but seeing how it's you home you are there on a regular basis and have interrupted the respwan clock "breaking" it in the process, which will stop you house plants from respawning for the rest of that toon's life unfortunately. :confused: Happens for areas cleared of NPC's as well, that giant camp just outside Whiterun has been a ghost town for around 3 months( in game ) except for the chest, which seems to still respawn. :blink:
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Raymond J. Ramirez
 
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Post » Wed Jun 13, 2012 6:18 pm

I would enjoy that.
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Curveballs On Phoenix
 
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Post » Wed Jun 13, 2012 12:24 pm

I was kind of hoping for a nature/ botanic type of magic, maybe as dlc. :sick:
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jason worrell
 
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Post » Wed Jun 13, 2012 4:23 am

I was kind of hoping for a nature/ botany type of magic, maybe as dlc. :sick:
Such as what? Raise Trees? A type of magic that would summon roots from beneath the ground to trap enemies? Or maybe some type of magic that makes all nearby plants release a poisonous gas?
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stevie trent
 
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Post » Wed Jun 13, 2012 3:25 pm

Yes, something along those lines, maybe another type of destruction magic, fire does raw damage, ice slows and damages stamina, electricity deals magicka damage, so the nature powers could either:

1.Have varied affects (Poison, paralys, raise roots/ensnare/trap.
2.Drain tiny amounts of magic health and stamina from enemies

Or It could come under confuration summon Animals, (birds, spriggen, wolves etc,etc) and tree's, roots and plants that have varied effects on enemies.

Either that or a new perk tree... No pun intended :cool:
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HARDHEAD
 
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Post » Wed Jun 13, 2012 3:05 am

I can see someone creating a mod for this. Propagating your own / favorite plants would be great.
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Rodney C
 
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