Difference between revisions of "Irrigation(Recipes)"
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− | This page has all of the current base [[ | + | This page has all of the current base [[Irrigation]] recipes as of 3/8/2019. |
+ | |||
+ | ==Irrigation Recipes== | ||
+ | These recipes are available to all characters as long as they have the irrigation skill and their overall character level is at or above the recipe level. | ||
− | |||
{| class="wikitable sortable" style="border: 1px solid #c6c9ff; border-collapse: collapse;" cellspacing="0" cellpadding="1" border="1" width="90%" | {| class="wikitable sortable" style="border: 1px solid #c6c9ff; border-collapse: collapse;" cellspacing="0" cellpadding="1" border="1" width="90%" | ||
|- | |- | ||
! Level | ! Level | ||
! Title | ! Title | ||
− | ! | + | ! Material Amount |
− | ! | + | ! Material Type |
! Description | ! Description | ||
− | |||
! Notes | ! Notes | ||
|- | |- | ||
+ | | description | ||
+ | | 1 | ||
+ | | 0 | ||
+ | | | ||
+ | | Long elaborate description of the room details. | ||
+ | | | ||
+ | |- | ||
+ | | title | ||
| 1 | | 1 | ||
− | | | + | | 0 |
− | | | + | | |
− | | | + | | Brief 1-6 word description of a room. |
− | | | + | | |
+ | |- | ||
+ | | demolish | ||
+ | | 1 | ||
+ | | 0 | ||
+ | | | ||
+ | | Demolishes something, which has different effects. | ||
| | | | ||
− | |||
|- | |- | ||
+ | | barrier | ||
| 1 | | 1 | ||
− | | | + | | 100 |
+ | | Rock | ||
+ | | Blocks entry or exit between two places. | ||
+ | | | ||
+ | |- | ||
+ | | wading pool | ||
+ | | 5 | ||
+ | | 100% | ||
+ | | Currency | ||
+ | | Turns an outdoor room into a small pond that can be walked over without swimming. | ||
+ | | (see end notes) | ||
+ | |- | ||
+ | | lake | ||
+ | | 10 | ||
+ | | 300% | ||
+ | | Currency | ||
+ | | Turns an outdoor room into a fresh water surface. | ||
+ | | (see end notes) | ||
+ | |- | ||
+ | | sea | ||
+ | | 15 | ||
+ | | 600% | ||
+ | | Currency | ||
+ | | Turns an outdoor room into a salty water surface. | ||
+ | | (see end notes) | ||
+ | |- | ||
+ | | fresh underwater | ||
+ | | 17 | ||
+ | | 255% | ||
+ | | Currency | ||
+ | | Adds a deep fresh under-water room below a Lake. | ||
+ | | (see end notes) | ||
+ | |- | ||
+ | | salty underwater | ||
+ | | 17 | ||
+ | | 255% | ||
+ | | Currency | ||
+ | | Adds a deep salt under-water room below a Lake. | ||
+ | | (see end notes) | ||
+ | |- | ||
+ | | beach | ||
+ | | 20 | ||
+ | | 500% | ||
+ | | Currency | ||
+ | | Turns an outdoor room into a beach where boats may enter, but not sailing ships. | ||
+ | | (see end notes) | ||
+ | |- | ||
+ | | no current | ||
+ | | 22 | ||
| 0 | | 0 | ||
| | | | ||
− | | | + | | Removes any artificial currents from a water surface. |
+ | | | ||
+ | |- | ||
+ | | slow current | ||
+ | | 22 | ||
+ | | 50% | ||
+ | | Currency | ||
+ | | Adds a slow artificial current to a swimmable room. | ||
+ | | (see end notes) | ||
+ | |- | ||
+ | | light current | ||
+ | | 23 | ||
+ | | 100% | ||
+ | | Currency | ||
+ | | Adds a light artificial current to a swimmable room. | ||
+ | | (see end notes) | ||
+ | |- | ||
+ | | water current | ||
+ | | 25 | ||
+ | | 150% | ||
+ | | Currency | ||
+ | | Adds an artificial current to a swimmable room. | ||
+ | | (see end notes) | ||
+ | |- | ||
+ | | strong current | ||
+ | | 27 | ||
+ | | 200% | ||
+ | | Currency | ||
+ | | Adds a strong artificial current to a swimmable room. | ||
+ | | (see end notes) | ||
+ | |- | ||
+ | | fish hatchery | ||
+ | | 28 | ||
+ | | 500 | ||
+ | | fish | ||
+ | | Makes a water room only produce fish resources. | ||
+ | | | ||
+ | |- | ||
+ | | dock | ||
+ | | 30 | ||
+ | | 100% | ||
+ | | Currency | ||
+ | | Turns an outdoor water room into a sea port that sailing ships may use. | ||
+ | | (see end notes) | ||
+ | |- | ||
+ | | restore sealife | ||
+ | | 33 | ||
+ | | 0 | ||
+ | | | ||
+ | | Makes a water room able to produce any normal resources available to that type of environment. | ||
+ | | | ||
+ | |- | ||
+ | | seaweed field | ||
+ | | 38 | ||
+ | | 500 | ||
+ | | Seaweed | ||
+ | | Makes a water room only produce seaweed resources. | ||
+ | | | ||
+ | |- | ||
+ | | catfish hatchery | ||
+ | | 43 | ||
+ | | 500 | ||
+ | | Catfish | ||
+ | | Makes a water room only produce catfish resources. | ||
+ | | | ||
+ | |- | ||
+ | | trout hatchery | ||
+ | | 48 | ||
+ | | 500 | ||
+ | | Trout | ||
+ | | Makes a water room only produce trout resources. | ||
+ | | | ||
+ | |- | ||
+ | | salmon hatchery | ||
+ | | 53 | ||
+ | | 500 | ||
+ | | Salmon | ||
+ | | Makes a water room only produce salmon resources. | ||
+ | | | ||
+ | |- | ||
+ | | tuna hatchery | ||
+ | | 58 | ||
+ | | 500 | ||
+ | | Tuna | ||
+ | | Makes a water room only produce tuna resources. | ||
+ | | | ||
+ | |- | ||
+ | | shrimp hatchery | ||
+ | | 63 | ||
+ | | 500 | ||
+ | | Shrimp | ||
+ | | Makes a water room only produce shrimp resources. | ||
+ | | | ||
+ | |- | ||
+ | | carp hatchery | ||
+ | | 68 | ||
+ | | 500 | ||
+ | | Carp | ||
+ | | Makes a water room only produce carp resources. | ||
+ | | | ||
+ | |- | ||
+ | | yellowfin hatchery | ||
+ | | 73 | ||
+ | | 1000 | ||
+ | | Tuna | ||
+ | | Makes a water room only produce yellowfin resources. | ||
| | | | ||
− | |||
|- | |- | ||
+ | | crab hatchery | ||
+ | | 78 | ||
+ | | 1000 | ||
+ | | Shrimp | ||
+ | | Makes a water room only produce crab resources. | ||
+ | | | ||
+ | |} | ||
+ | |||
+ | ==Druid-only Irrigation Recipes== | ||
+ | These recipes are available to characters with some [[Druid(Base)|Druid]] levels (in any druid subclass) as long as they have the irrigation skill and their overall character level is at or above the recipe level. | ||
+ | |||
+ | {| class="wikitable sortable" style="border: 1px solid #c6c9ff; border-collapse: collapse;" cellspacing="0" cellpadding="1" border="1" width="90%" | ||
+ | |- | ||
+ | ! Level | ||
+ | ! Title | ||
+ | ! Material Amount | ||
+ | ! Material Type | ||
+ | ! Description | ||
+ | ! Notes | ||
+ | |- | ||
+ | | iceshelf | ||
| 35 | | 35 | ||
− | | | + | | 500% |
− | | | + | | Currency |
− | | | + | | Turns an outdoor water room into an icy plain. |
− | + | | (see end notes) | |
− | | | + | |} |
− | | | + | |
+ | ==Mer-only Irrigation Recipes== | ||
+ | These recipes are available to characters with some [[Mer(Druid)|Mer]] levels as long as they have the irrigation skill and their overall character level is at or above the recipe level. | ||
+ | |||
+ | {| class="wikitable sortable" style="border: 1px solid #c6c9ff; border-collapse: collapse;" cellspacing="0" cellpadding="1" border="1" width="90%" | ||
|- | |- | ||
+ | ! Level | ||
+ | ! Title | ||
+ | ! Material Amount | ||
+ | ! Material Type | ||
+ | ! Description | ||
+ | ! Notes | ||
+ | |- | ||
+ | | druidic monument | ||
+ | | 13 | ||
+ | | 1000 | ||
+ | | Rock | ||
+ | | Constructs a spiritual druidic monument. | ||
| | | | ||
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− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
− | === | + | ==Notes== |
− | + | * For recipes with Currency as the material type, the cost is a percent of the base property value (price) in local currency. | |
− | + | ** The actual irrigation cost will be displayed in "irrigate list" when on the property. | |
− | + | ** The base property value equivalent in gold coins can be found in the Price column of the [[Property(CoffeeMUD)#Property Dealer Locations|Property Dealers]] table. | |
− | + | ** Charisma does not affect the irrigation cost. | |
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Latest revision as of 14:01, 29 April 2019
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This page has all of the current base Irrigation recipes as of 3/8/2019.
Irrigation Recipes
These recipes are available to all characters as long as they have the irrigation skill and their overall character level is at or above the recipe level.
Level | Title | Material Amount | Material Type | Description | Notes |
---|---|---|---|---|---|
description | 1 | 0 | Long elaborate description of the room details. | ||
title | 1 | 0 | Brief 1-6 word description of a room. | ||
demolish | 1 | 0 | Demolishes something, which has different effects. | ||
barrier | 1 | 100 | Rock | Blocks entry or exit between two places. | |
wading pool | 5 | 100% | Currency | Turns an outdoor room into a small pond that can be walked over without swimming. | (see end notes) |
lake | 10 | 300% | Currency | Turns an outdoor room into a fresh water surface. | (see end notes) |
sea | 15 | 600% | Currency | Turns an outdoor room into a salty water surface. | (see end notes) |
fresh underwater | 17 | 255% | Currency | Adds a deep fresh under-water room below a Lake. | (see end notes) |
salty underwater | 17 | 255% | Currency | Adds a deep salt under-water room below a Lake. | (see end notes) |
beach | 20 | 500% | Currency | Turns an outdoor room into a beach where boats may enter, but not sailing ships. | (see end notes) |
no current | 22 | 0 | Removes any artificial currents from a water surface. | ||
slow current | 22 | 50% | Currency | Adds a slow artificial current to a swimmable room. | (see end notes) |
light current | 23 | 100% | Currency | Adds a light artificial current to a swimmable room. | (see end notes) |
water current | 25 | 150% | Currency | Adds an artificial current to a swimmable room. | (see end notes) |
strong current | 27 | 200% | Currency | Adds a strong artificial current to a swimmable room. | (see end notes) |
fish hatchery | 28 | 500 | fish | Makes a water room only produce fish resources. | |
dock | 30 | 100% | Currency | Turns an outdoor water room into a sea port that sailing ships may use. | (see end notes) |
restore sealife | 33 | 0 | Makes a water room able to produce any normal resources available to that type of environment. | ||
seaweed field | 38 | 500 | Seaweed | Makes a water room only produce seaweed resources. | |
catfish hatchery | 43 | 500 | Catfish | Makes a water room only produce catfish resources. | |
trout hatchery | 48 | 500 | Trout | Makes a water room only produce trout resources. | |
salmon hatchery | 53 | 500 | Salmon | Makes a water room only produce salmon resources. | |
tuna hatchery | 58 | 500 | Tuna | Makes a water room only produce tuna resources. | |
shrimp hatchery | 63 | 500 | Shrimp | Makes a water room only produce shrimp resources. | |
carp hatchery | 68 | 500 | Carp | Makes a water room only produce carp resources. | |
yellowfin hatchery | 73 | 1000 | Tuna | Makes a water room only produce yellowfin resources. | |
crab hatchery | 78 | 1000 | Shrimp | Makes a water room only produce crab resources. |
Druid-only Irrigation Recipes
These recipes are available to characters with some Druid levels (in any druid subclass) as long as they have the irrigation skill and their overall character level is at or above the recipe level.
Level | Title | Material Amount | Material Type | Description | Notes |
---|---|---|---|---|---|
iceshelf | 35 | 500% | Currency | Turns an outdoor water room into an icy plain. | (see end notes) |
Mer-only Irrigation Recipes
These recipes are available to characters with some Mer levels as long as they have the irrigation skill and their overall character level is at or above the recipe level.
Level | Title | Material Amount | Material Type | Description | Notes |
---|---|---|---|---|---|
druidic monument | 13 | 1000 | Rock | Constructs a spiritual druidic monument. |
Notes
- For recipes with Currency as the material type, the cost is a percent of the base property value (price) in local currency.
- The actual irrigation cost will be displayed in "irrigate list" when on the property.
- The base property value equivalent in gold coins can be found in the Price column of the Property Dealers table.
- Charisma does not affect the irrigation cost.