Raw resources are collected in the wilderness and used for crafting. The types of resources you can find are dependent upon the terrain type and your skill level in finding that particular type of item.
Resource-Gathering Commands Edit
Resources are gathered using learned skills and the following commands:
Using the search command, players can search for simple items that one might find simply sitting around in the wilderness if you look closely enough. Examples might be an acorn, a pine cone, feathers, a beehive. (What else?) This might be its own skill, or might tie in directly to the perception stat.
Hunt to flush out animals hiding nearby.
- Main article: Hunting
Fish on or next to water. Different types of fish come from different types of water (rivers, lakes, ocean, etc). This is simply a culinary skill, though there may be a fishing contest, or special items found by fishing (as in Zelda, World of Warcraft, and probably every other RPG ever) but I wouldn't expect it to be a major component of the game.
Fun Fact: Did you know that there is fishing in EmpireMUD? Neither did I!
With the herbalism skill, you can forage for herbs, plants, flowers, mushrooms, berries with medicinal or culinary uses.
- Main article: Herbalism
Prospect for rocks, ore, gems, and other precious stones.
Assess the area for building materials, such as suitable trees, blocks of granite, etc. This is just a very rough idea of how the system might work, and is totally open to change. In fact, we probably won't use it at all. See more at Building.
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This article contains completely unrefined ideas which the author just came up with, and should not be considered part of A Lucid Dreamer. You can help refine these ideas by using the talk/discussion page for this article.
Each finding command should have different levels of items that it can find. Perhaps the treasure table would look something like this: Common uncommon rare magical Deep Forest: search: acorn,pinecone feather beehive heart of the forest hunt: rabbit,squirrel wolf,deer hawk,moose unicorn,dryad forage: tealeaf, stick herb1, berries herb2, truffles herb3,? prosp.: round pepple cleaved stone semiprec. stone (mossy rolling stone?) assess: branches large tree huge tree Enchanting Yule tree (for ship masts) And so on with one or two items for each level of rarity, search command, and terrain type. Not including NULL and Deep Ocean, this equates to 280 basic materials (assuming average of one per command*terrain*rarity). with just that, the building possibilities are pretty endless. using just any two items, you can make 78,400 items. ------------ REGARDING ANIMALS ------------ the animals themselves are of course not raw materials, but should produce them when killed. Leather and fur, primarily. Also they should have a secondary, rare thing that they produce occasionally, in addition to their skin. Example: ANIMAL skin bonus --------------+---------------+------------ Rabbit: fur pelt rabbit foot squirrel fur pelt Squirrel tail wolf fur pelt(x3) wolf head deer fur pelt(x3) buck antlers hawk feather hawk talon moose animal hide(x5) moose antlers unicorn animal hide(x3) unicorn horn dryad branches dryad's tear -------------------------------------------- The explanation for the bonus materials not being available 100% of the time is that they were damaged and rendered useless in combat. ================= Auto-finding! ----------------- If having to type "hunt" and they take the round-time penalty every time you enter a room sounds like a huge pain in the ass, you're right! That why you will be able to get pets that will basically do it for you. For hunting, you have your trusty hound that will automatically flush out any game as you enter the room (and much quicker than you could do it yourself, too) ... for foraging, perhaps a truffle-pig is what you need. A trained hawk could do the searching for you. Prospecting and assessment could be done by a hired humanoid. Different animals/types of people would be available. Perhaps more expensive ones would have better results, or it could just be for flair.