Name: Barbed Seeds
Description: This seed sprouts constricting barbed vines that squeeze tighter and dig deeper with every movement.
Effect: Barbed Seeds speed is equal to the Gardener's spiritual strength. The vines deal damage for every movement or offensive ability used. Base power is equal to the Gardener's Spiritual Power. An additional +10 for every 100 potential of the Gardener is added for each movement or offensive ability the enemy uses.
Requirements: Gardener
Name: Turret Seeds
Description: A variety of plants can grow from a single Turret Seed, with a beautiful array of colors. Green Turrets link their roots together to absorb more nutrients, resulting in greater firepower. Red Turrets launch pods that ignite due to natural gases absorbed by the roots, damaging enemies in an area. Yellow Turrets shoot sharp quills coated in a narcotic that reduces their ability to fight. Blue Turrets spread across the field and attach to other turrets, increasing their abilities by providing nutrients.
Effect: One Turret is summoned per every 200 potential the Gardener has, at a max of 10. Base Turret damage and Turret Accuracy is based off of the Gardener's Spiritual Attack. Roll 1d4 to determine which each Turret is.
Green Turrets: For every other Turret they gain +10 per every 100 potential the Gardener has to the Green Turret's damage.
Red Turrets: Damage is done in a radius of 10 feet for every 100 potential the Gardener has upon landing or striking a target.
Yellow Turrets: Hits drain 5 stamina from the enemy for every 100 potential the Gardener has.
Blue Turrets: +5 to Turret power or accuracy for every 100 potential the Gardener has in a radius of 10 feet for every 100 potential.
Requirements: Gardener
Name: Shrapnel Seeds
Description: Once buried these seeds act like natural landmines, bursting when an enemy gets close or when the Gardener who planted it activates them. They are spherical in shape with saw like protrusions from the surface. When activated they launch into the air and detonate from the inside using a mixture of natural gases.
Effect: Activated by the Gardener from within the area or when someone steps within twenty feet. Shrapnel shoots out in a radius of 15 feet for every 100 potential the Gardener has. Upon damage bleeding occours with a loss of 5 stamina and 5 speed from the enemy for every 100 potential the Gardener has. Bleeds last for 1 post every 250 Gardener potential, up to a max of 5 posts.
Requirements: Gardener
Name: Pitcher Seeds
Description: Gourds with an aromatic and regenerative elixir in their bases sprout around the Gardener to aid those who drink from them.
Effect: 1 Pitcher Plant spawns for every 100 potential the Gardener has. Damage healed is equal to the Gardener's Spiritual Defense with an additional +10 for every 100 Gardener potential. Every post after the first where damage is recieved causes the Pitcher's elixir to be half as effective for that injury.
Requirements: Gardener
Name: Flower Field Seeds
Description: A vast garden of flowers erupt from the ground covering a decent area around the Gardener. The beauty and smell of the serene flowers bolsters a Gardener and his allies by improving their morale.
Effect: For each ally present a +10 buff to every stat is added each round to all allies present. 1 round is added for every 100 potential the Gardener has. [example: If 2 allies see the flowers they both get a +20 to all stats each round that the flowers last.]
Requirements: Gardener
Name: Cactus Armor Seeds
Description: When placed against the chest a flexible, hard layer of cactus grows around the user, encompassing them in an armor made of spiny cactus that acts as both a defense and offense.
Effect: A bonus of +10 Defense and +10 Spiritual Defense are added for every 100 potential the Gardener has. When an attack is made against the armor that is weaker than either defense, the difference comes from the opponents stamina. The Cactus Armor remains intact 1 round for every 200 potential the Gardener has.
Requirements: Gardener
Name: Portal Pod Seeds
Description: This seed pod contains two seeds that are linked to one another, and when placed in the earth grow into portals forever linked to one another.
Effect: When seperated and buried a portal links the two spots. 24 real hours for seeds planted in the same country to open a portal. 48 real hours for seeds planted in the same continent to open a portal. 96 real hours to cross continents to open a portal. 198 real hours to transcend dimensions or link to the moon to open a portal. Each portal can be used 1 time for every 100 potential the Gardener has.
Requirements: Costs 2 Seeds instead of 1, Gardener
Name: Root Seeds
Description: Roots seeds are not planted in the soil, but in the body. When placed in your legs they act as extra veins and allow more blood to pump through them, effectively boosting your speed, when placed in the lungs they provide fresh oxygen, increasing your stamina, etc. Contrarily when forced into your opponents they block their lung capacity, greatly reducing their ability to remain in battle, or block blood vessels in the legs, decreasing their speed drastically.
Effect: When a root seed is injested by the Gardener they gain +20 to the relevant stat for every 100 potential they have. The boost lasts for 1 round for every 200 potential the gardener has. When decomposed the affected stat is divided by 2 for one post.
When a Root Seed is planted in an enemy, the relevant stat is divided by 2 for 1 post every 250 potential the Gardener has.
Requirements: Gardener
Name: Monster Seeds
Description: These seeds often resembled animals that can be found throughout the world, much like animal crackers, but plant-able. When tossed to the sky or placed in the ground they are known to gather the beasts of the land to their location. The more seeds you throw, the more beasts that join, or the stronger.
Effect: 1 seed has a potential of 100, doubling with each seed. After 1 post monsters are drawn from the same or nearby areas or dungeons. The total potential of the seeds is equal to the total potential of the monsters gathered. Monsters gathered this way are hostile to all parties in the area.
Requirements: Gardener
Name: Yggdrasil Seeds
Description: The seeds of Yggrasil are a wondrous thing and grow a fast growing tree which has tremendous properties. When the tree is at its first stage it is only a small piece of green sticking up from the soil it was planted in, roots currently extended far beneath. Even with it's small stature, however, the protective aura it emits is noticeable. When it reaches its second stage of growth the tree now has a thick bark that strengthens every day and has grown to a size four times that of a human. Small stands and stalls are frequently set up around its roots, providing slight shelter and some goods for those who seek protection from the probable battle happening around them. When stage three has been reached small villas have often been formed at the trees base, the tree now a towering structure with its own Hamadryad protector. Gardener's who planted the tree now begin to profit, it's many fruits and seeds now ripe for the taking. In the trees fourth stage a town lives among the branches, and a large market has taken ground in its roots. The tree at this point is large enough to fit at least two of the worlds largest animal inside. Small governments form in its sturdy branches and the tree still only grows stronger, budding flowers that boost the morale of its defenders and even more ripe seeds for the Gardener's to claim. The Hamadryad herself has grown to her full potential, being just as strong as the tree in every aspect. Gardeners can connect with the trees spirit and empower it with themselves in times of great crisis, the Hamadryad acting as a conduit for her master. When the final stage is reached its residence have often forgotten that it isn't just a city. By now however, it is, and it towers far into the sky and resembling its mother at Earths Sanctuary. There are those who are born in the tree and never leave it. Travelers often visit the immense labyrinth of stalls and stores that have been set up in the roots of the tree and thousands can be protected. A portal in the core of the tree links it with that of other trees born of Yggdrasil Seeds and to Earths Sanctuary. The tree is too powerful an entity to be damaged while its wooden protector be around, and at this stage is the most difficult it will ever be to make fall for those who would wish it.
Effect: A minimum of five must be planted at once to begin the growth of the tree and each additional five halves the time between one stage to the next and all seeds must be planted at once. Stages can not be reduced below one day. Upon reaching 1 day remaining they begin halving the next stage.
Stage 1 - Sprout: Spirit Defense is equal to the strongest Gardeners Spiritual Defense. +10 Spiritual Defense is added for every Gardener participating and +20 Spiritual Defense is added per seed. 4 real days are required to advance to Stage 2.
Stage 2 - Sapling: The tree gains a natural Defense equal to the trees current Spiritual Defense. The tree gains +50 Defense and +50 Spiritual Defense every day. 8 real days are required to advance to Stage 3.
Stage 3 - Mature: Gardeners can harvest 2 seeds every day from the tree. Allies get +5 to every stat each post they defend the tree. An adolescent Hamadryad is grown. If the Hamadryad dies she is regrown after 48 hours. The Hamadryad's Spirit Defense and Defense are equal to the trees, all other stats are half of the trees Spirit Defense. 16 real days are required to advance to Stage 4.
Stage 4 - Venerable: The daily boost of +50 to Defense and +50 to Spirit defense daily no longer take place. All of the Hamadryad's stats are equal to the Spirit Defense of the tree. 5 seeds can be havested by Gardeners per day. Allies get an addition +5 to every stat each post they defend the tree for a total of +10. The tree's Spiritual Defense can be replaced by the total Spiritual Defense of all Gardeners present. This lasts for the Hamadryad's potential divided by 250, and the Hamadryad does not scale with the trees boost. 32 Real days are required to advance to stage 5.
Stage 5 - Ancient: Portals connect the tree to any other Yggrasil tree and Earths Sanctuary. The tree cannot be damaged while the Hamadryad is alive. The Hamadryads Defense and Spiritual Defense are added to the tree upon her death for 24 hours. If the tree is attacked and the attack is less than the trees appropriate defense, the difference is done as stamina damage to the attacker.
Requirements: Completion of a Quest provided by Balanos, Gardener