Here's a big issue. If someone needs to take a few days away from the game, then they are in a pinch. Either they find a way to get into the game two or five times a day to garden, or their plants die on them.
How about some spells that could keep their garden taken care of for them for a period of time? There are spells for taking care of pests, so why not other needs?
Large area needs spells - 30 energy, 48 hours. Other option would be 40 energy for 96 hours.
If someone needs to be away, then they could use up their energy to ensure the needs will be taken care of. If they don't have enough energy then, guess what, they spend crowns to replenish so they can cast the spells. Note: Spells can overlap each other and wouldn't cancel each other out like the pest spells do.
Of course, this could be used for taking care of gardening needs for those who know how to use it properly.
Alternative would be a spell that would put all plants in stasis for 48/96/168 hours (no needs, no pests, no growth). Spell would affect all indoor OR all outdoor plants at that house only. Cost would be 20/30/50 energy for 48/96/168 hours respectively.
This last part would come in handy for people who need to be away for awhile. Their garden wouldn't flourish but also wouldn't die. Once set, then they have to wait for it to complete it's stasis cycle before they could use their garden again.
Okay, I just came across the information for the new spells offered in Khrysalis, so part of what I was saying can be ignored.
However, a sort of 'deep freeze' or some way to pause the plants for a period of time I'm sure would be welcome by those who need to take a few days away from the game without worrying that the plants will all die and then needing to spend a lot of energy reviving them all one at a time.
Okay, I just came across the information for the new spells offered in Khrysalis, so part of what I was saying can be ignored.
However, a sort of 'deep freeze' or some way to pause the plants for a period of time I'm sure would be welcome by those who need to take a few days away from the game without worrying that the plants will all die and then needing to spend a lot of energy reviving them all one at a time.
I'm always open to new Gardening spells. I'm rather disappointed Baby Sunbirds has yet to become a spell.
Anyway, to build off of your "deep freeze" spell idea, what if a Gardening spell looked like this:
Nurture Rank: 10 Energy Cost: 30 Type: Growing Spell -Provide all Plant needs for 48 Hours
That would be useful. Another idea for the more Utility form of Gardening spells could be:
Cultivate Rank: 3 Energy Cost: 9 Type: Utility -Plow a Medium sized area
Big Dig Up! Rank: 5 Energy Cost: 18 Type: Utility -Plow a Large sized area
I'm always annoyed with plowing one plot after plot after plot sometimes when I no longer need to Garden. This would help make things go much faster.
Here's a big issue. If someone needs to take a few days away from the game, then they are in a pinch. Either they find a way to get into the game two or five times a day to garden, or their plants die on them.
How about some spells that could keep their garden taken care of for them for a period of time? There are spells for taking care of pests, so why not other needs?
Large area needs spells - 30 energy, 48 hours. Other option would be 40 energy for 96 hours.
If someone needs to be away, then they could use up their energy to ensure the needs will be taken care of. If they don't have enough energy then, guess what, they spend crowns to replenish so they can cast the spells. Note: Spells can overlap each other and wouldn't cancel each other out like the pest spells do.
Of course, this could be used for taking care of gardening needs for those who know how to use it properly.
Alternative would be a spell that would put all plants in stasis for 48/96/168 hours (no needs, no pests, no growth). Spell would affect all indoor OR all outdoor plants at that house only. Cost would be 20/30/50 energy for 48/96/168 hours respectively.
This last part would come in handy for people who need to be away for awhile. Their garden wouldn't flourish but also wouldn't die. Once set, then they have to wait for it to complete it's stasis cycle before they could use their garden again.
Barley sells spells that take care of specific needs for 48 hours, like Monsoon removes water needs for 48 hours, and Wind Chimes removes music needs for 48 hours. (Barley is in Khrysalis though, so you need to be in Khrysalis to learn them.) But there are some garden spells I'd like myself:
Barley sells spells that take care of specific needs for 48 hours, like Monsoon removes water needs for 48 hours, and Wind Chimes removes music needs for 48 hours. (Barley is in Khrysalis though, so you need to be in Khrysalis to learn them.) But there are some garden spells I'd like myself:
Baby Sunbird - 30 energy, Rank 5, Prevent all Rank 5 and below pests for 48 hours.
Pest Fryer - 20 energy, Rank 2, Prevent Rank 1 & 2 pests for 96 hours.
The vendor could be called Carley, and is found in Khrysalis part 2.
Pest Fryer? It's already called Massive Pest Zapper http://www.wizard101central.com/wiki/TreasureCard:Massive_Pest_Zapper It was dropped in the veggie cave during October. It's also in the Wyvern Pack. Baby Sunbird is the the same. I'd rather see the other treasure cards converted into regular spells. Like Flood and Flute Symphony, that provide a single need to ALL plants at once.
Pest Fryer? It's already called Massive Pest Zapper http://www.wizard101central.com/wiki/TreasureCard:Massive_Pest_Zapper It was dropped in the veggie cave during October. It's also in the Wyvern Pack. Baby Sunbird is the the same. I'd rather see the other treasure cards converted into regular spells. Like Flood and Flute Symphony, that provide a single need to ALL plants at once.
I didn't know about Massive Pest Zapper, thanks for pointing out my mistake.
Pest Fryer? It's already called Massive Pest Zapper http://www.wizard101central.com/wiki/TreasureCard:Massive_Pest_Zapper It was dropped in the veggie cave during October. It's also in the Wyvern Pack. Baby Sunbird is the the same. I'd rather see the other treasure cards converted into regular spells. Like Flood and Flute Symphony, that provide a single need to ALL plants at once.
At the very least, for the gardening TC that aren't available as regular spells, make sure that there is a plant that drops them. Red Bell Peppers drop the Flute Symphony TC and so I grow them. They also provide a chance of Amber and a semi decent snack (Dr. Jalapeno), so they're not a waste of time. Just wish the Flute Symphony TC drop was a bit higher than it is.
I haven't seen any plants that drop the other TC that cover all of the indoor (or outdoor) plants at once.