Harvesting

Harvesting allows a skilled practitioner to reap nature's bounty in the form of curative plants.

Gathering these plants is a simple process: HARVEST <plant>

Assuming that you have knowledge to harvest that plant, you'll gain a number of herbs. The quantity that you harvest will be based upon the volume left on that plant.

To aid in finding harvestable plants, you can use the following commands:

PLANTS - List the plants and their available bounty. PLANTS ON - Show plants in the room when you enter and LOOK.

Abilities in Harvesting

Ability Description
Harvest The ability to harvest plants for Concoctions.
Syntax: HARVEST <plant>
Works on/against: Room
Cooldown: 2.00 seconds of balance
Details:

The ability to harvest is one that is prized amongst the forestals of Sapience. With this ability you can harvest the precious plantlife used for curing the ailments of the worlds and in brewing the various elixirs and salves. Your skill in harvesting will determine what plants you have gained the ability to harvest.

Ginseng An herb that may purify the blood when eaten.
Syntax: HARVEST GINSENG
Works on/against: Room
Cooldown: 2.00 seconds of balance
Details:

Ginseng, a forest-growing herb, may be eaten to purify the blood, curing certain ailments such as haemophilia.

Ash A swamp-dwelling tree with bark that restores sanity.
Syntax: HARVEST ASH
Works on/against: Room
Cooldown: 2.00 seconds of balance
Details:

Prickly ash is a small, squat tree that grows in the swamps. Its bark may be consumed to restore many sanity-imperiling afflictions, like dementia and confusion.

Echinacea The purple-coneflower that grows in the forests.
Syntax: HARVEST ECHINACEA
Works on/against: Room
Cooldown: 2.00 seconds of balance
Details:

Echinacea is a purple coneflower that grows in the forests. Eating it will give you the gift of the third eye, which will allow you to see where people are when you type 'who' as well as allow you to see otherwise invisible people.

Ginger A low-lying forest plant.
Syntax: HARVEST GINGER
Works on/against: Room
Cooldown: 2.00 seconds of balance
Details:

This forest-dwelling herb is much prized for its value in certain concoctions. Additionally, it also has the peculiar medicinal property of countering abnormally high fluid levels in the body.

Burdock A dark root of the burdock plant.
Syntax: HARVEST BURDOCK
Works on/against: Room
Cooldown: 2.00 seconds of balance
Details:

Very little is known about this mysterious root.

Myrrh A sticky bush that, when eaten, increases scholasticism.
Syntax: HARVEST MYRRH
Works on/against: Room
Cooldown: 2.00 seconds of balance
Details:

The gum of the myrrh bush may be eaten to increase your learning potential.

Planting A sticky bush that, when eaten, increases scholasticism.
Syntax: PLANT <flower/root/seed/bark/etc>
Works on/against: Room
Cooldown: 6.00 seconds of balance
Details:

Your harmony with the forest has reached a level that, with this ability, you may transplant plants from one place to another. After you harvest a plant, you will have 1 hour in which to PLANT it somewhere else. After this period of time is up, the plant will not be able to be planted. Further, you cannot put the plant in your rift or pocketbelt. It is important to remember to re-plant things only in the type of environment that you harvested it from, or it will quickly die. The exception is kelp, which can be planted in river, freshwater, or ocean environments. In order to see what environment type a room is, use the SURVEY ability, which is an ability in Survival.

Bellwort A wildflower that counters the effects of altruism.
Syntax: HARVEST BELLWORT
Works on/against: Room
Cooldown: 2.00 seconds of balance
Details:

The bellwort flower grows in the swamps and, when eaten, will counter the effects of many altruistic-based afflictions, such as generosity and peace.

Sac A wildflower that counters the effects of altruism.
Syntax: HARVEST SAC
Works on/against: Denizens
Details:

The venom sacs of rattlesnakes, marsh and wood vipers can only be harvested after the snake is dead. When it is dead, HARVEST SAC, with the snake on the ground, will remove its venom sacs for your use.

Lastharvest The ability to see who last harvested in a room.
Syntax: LASTHARVEST
Works on/against: Room
Cooldown: 4.00 seconds of equilibrium
Details:

Whenever a plant is harvested, or, indeed, anything that is alive is changed, traces are left in the fabric of life-energy that sustains all living beings. The lastharvest ability allows you to tap into those energies for a short time to see who last harvested from each plant in your location.

Bloodroot An underground root that can cure paralysis, among others.
Syntax: HARVEST BLOODROOT
Works on/against: Room
Cooldown: 2.00 seconds of balance
Details:

A root that grows underground, the bloodroot has reactive properties that allow you to break out of paralysis, as well as cure the slickness affliction.

Bloodroot The berry of the hill-dwelling hawthorn bush.
Syntax: HARVEST HAWTHORN
Works on/against: Room
Cooldown: 2.00 seconds of balance
Details:

The hawthorn bush grows in the hills of Sapience, when eaten it will cause deafness and its berries are prized for their use in concocting salves and elixirs.

Kuzu The fast-growing jungle vine.
Syntax: HARVEST KUZU
Works on/against: Room
Cooldown: 2.00 seconds of balance
Details:

The fast-growing kuzu vine of the jungles has thickening properties that make it a necessary ingredient in all salves.

Skullcap This downy plant has an interesting effect when smoked.
Syntax: HARVEST SKULLCAP
Works on/against: Room
Cooldown: 2.00 seconds of balance
Details:

This downy, jungle-dwelling plant can produce an aura of weapons-rebounding when smoked. Also will give you the ability to see death when eaten.

Slipper The lady's slipper plant is found in the Savannah.
Syntax: HARVEST SLIPPER
Works on/against: Room
Cooldown: 2.00 seconds of balance
Details:

This grasslands-dwelling plant is used in various concoctions.

Goldenseal This Savannah-dwelling plant restores harmony when eaten.
Syntax: HARVEST GOLDENSEAL
Works on/against: Room
Cooldown: 2.00 seconds of balance
Details:

The goldenseal plant of the grasslands has the ability, when eaten, to restore harmony to your mind and body, healing afflictions such as stupidity, epilepsy, impatience, and dizziness, among others.

Valerian A mountain-dwelling plant with smokeable properties.
Syntax: HARVEST VALERIAN
Works on/against: Room
Cooldown: 2.00 seconds of balance
Details:

The mountain-dwelling blue valerian plant can be smoked to cure both slickness and disfigurement.

Bayberry A hill-dwelling tree with valuable bark.
Syntax: HARVEST BAYBERRY
Works on/against: Room
Cooldown: 2.00 seconds of balance
Details:

Growing in places such as the Dakhota and Shamtota hills, the bayberry bush has valuable bark which when eaten will cause blindness.

Cohosh The curiously white plant that induces insomnia.
Syntax: HARVEST COHOSH
Works on/against: Room
Cooldown: 2.00 seconds of balance
Details:

Black cohosh, which is actually a white plant, may be eaten to induce insomnia. You will find it growing primarily in swampy regions.

Lobelia A beautiful scarlet wildflower with therapeutic properties.
Syntax: HARVEST LOBELIA
Works on/against: Room
Cooldown: 2.00 seconds of balance
Details:

A gorgeous, scarlet wildflower that grows in the forests, the lobelia is rumoured to have therapeutic properties, curing such ailments as berserking, recklessness, vertigo, and other phobias and mental illnesses.

Pear The fruit of the prickly pear cactus.
Syntax: HARVEST PEAR
Works on/against: Room
Cooldown: 2.00 seconds of balance
Details:

The desert-dwelling prickly pear cactus has a lovely fruit necessary in certain concoctions.

Weed The mind-altering cactus weed.
Syntax: HARVEST WEED
Works on/against: Room
Cooldown: 2.00 seconds of balance
Details:

Discovered long ago by Viper, the cactus weed, when smoked, produces mind-altering effects.

Irid Iridescent moss growing underground.
Syntax: HARVEST MOSS
Works on/against: Room
Cooldown: 2.00 seconds of balance
Details:

Irid moss, an incandescent moss growing underground, may be eaten to restore some health and mana.

Sileris A lush, berry-bearing plant which grows in valleys.
Syntax: HARVEST SILERIS
Works on/against: Room
Cooldown: 2.00 seconds of balance
Details:

The valley-dwelling sileris berry may be applied (APPLY SILERIS) to yourself in order to create a thin, waxy coating which will prevent serpents from biting you.

Kelp The grass of the sea. It has strengthening attributes.
Syntax: HARVEST KELP
Works on/against: Room
Cooldown: 2.00 seconds of balance
Details:

Kelp is often called the grass of the sea, and for good reason. Large kelp beds bear an uncanny resemblance to grassy plains. Kelp contains powerful proteins and strengtheners which can restore fitness when eaten.

Feathers The feathers of various birds.
Syntax: PLUCK EAGLE
Works on/against: Denizens
Cooldown: 4.00 seconds of balance
Details:

This will allow you to pluck feathers from an eagle, for use in your concoctions.

Diamond Powdered diamond dust.
Syntax: INPOT DUST TO <pot>
Details:

Inpotting powdered diamond dust.

Sidewinder The powdered skin of a sidewinder.
Syntax: HARVEST SKIN
Works on/against: Denizens
Details:

When you encounter a dead sidewinder, you will be able to strip its skin from it.

Kola The nut of this jungle tree can keep you quite alert.
Syntax: HARVEST KOLA
Works on/against: Room
Cooldown: 2.00 seconds of balance
Details:

The kola tree of the jungle bears nuts which, when eaten, make the user feel quite awake and alert.

Elm Slippery elm from the red elm tree.
Syntax: HARVEST ELM
Works on/against: Room
Cooldown: 2.00 seconds of balance
Details:

Slippery elm, from the red elm tree, may be smoked to cure various strange afflictions, like the aeon and hellsight afflictions.