#Cultivator's Amulet

6 messages · Page 1 of 1 (latest)

runic fern
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A lot of charged jewellery has it's own permanent or chargeable variant. The amulet of bounty has a 25% chance to use 1 allotment seed when farming should get its own variant. Perhaps obtainable when completing hard tier farming guild contracts or having a scaled drop rate between the contract tiers. (Potentially 1/75 at hard, 1/150 at medium and 1/250 at easy contracts respectively)

The Cultivator's Amulet could increase proc chance to 35% chance to use 1 allotment seed. Or keep the base 25% chance to save not only allotment seeds but to every seed except tree/fruit tree seeds. Every amulet of bounty added to the Cultivator's Amulet would give 20 charges.

empty pecan
minor pagoda
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Triple duplicate, but yes has been posted before

minor pagoda
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@runic fern first off, I love the name you came up with. to compare notes, since this has been one of the more anticipated additions to farming:

  • My first thought was to tie this into the farming guild contracts as well, but people couldn't make up their mind if that felt rewarding enough, and that it should be a quest reward instead. And since tithe farm absorbed all of (Fairy Tale pt3) rewards, that this would be a prime candidate

  • Farming actually has an existing special amulet! Dating back to 2005, the Amulet of nature can notify you of the bound patch, slight allotment boostnot important, and the ability to teleport to the bound patch. old school added this but just never updated it, in fact it lost 2 out of the 3 features. So what if we combined these concepts?

  • Number shuffle: to allow the bounty effect to work on herbs at all: (allotments) shift the 25% chance to save 2 seeds when planting -> 50% chance to yield 1 seed when harvesting. Same outcome, but doing so allows this effect to occur on single-seed patches like herbs, but at a much more balanced rate of 2%. This bounty effect gets doubled for the charged amulet

In the end, what i came up with is repurposing the Amulet of Nature, shuffling the bounty effect from planted to harvest, adding a minor seed chance, and bringing back the teleport that we never received (for the cost of one charge)