Roots 4
13 quests, with the items each asks for and where they come from in FTB Skies 2.
- The Root of Natural Magic (Now with 80% less berries!)
Welcome to Roots! Specifically Roots 4, which is based on Roots 2&\3 instead of Classic. You won't need to hoard five different berries from every tree. Instead, the path to the deep world of druidic magic begins with Wildroot. This herb, along with Grove Spores, can be found when breaking grassy foliage. More on these on page 2. Once you've got your hands on some, you can craft a particular type of Knife that will serve as a key tool throughout the mod. Wildroot can be grown like any typical crop by planting it on tilled and hydrated soil. This gives more reliable yields than breaking grass, and will be required while venturing further into Roots. Grove Spores can be placed beside water to grow a layer of Creeping Grove Moss, which can be broken to give clumps of Grove Moss. More can be grown soon through the Pyre ritual of Overgrowth.
Asks for:Grove Spores,
Wildroot
- Runestone
Runestone is the next key ingredient in druidic explorations. While it's just magical herbs mushed into stone, crude does not mean ineffective. This will be needed for the Pyre, then the Grove Crafter and Grove Stone.
Needs: The Root of Natural MagicAsks for:Runestone
- Pyre
Fire is often seen as a force of destruction, but it is also a force for change. The Pyre channels this latter force to transform ingredients into different items or to create the effects of various rituals. To perform either craft or ritual, use the ingredients on the Pyre to add them, then light the Pyre with either a Flint and Steel or Fire Starter to activate it. An inventory below the Pyre will continuously supply ingredients for a craft or ritual, and one beside the Pyre will receive any item results rather than dropping them into the world.
Needs: RunestoneAsks for:Pyre
- Creating Wildwood
Wildroot is the last legacy of the ancient Wildwood Trees. Using the Pyre's ritual of Wildroot Growth, you can bring back a semblance of that old glory. This ritual affects full-grown Wildroot crops in the area, sprouting them into Wildwood Trees. These trees can be harvested for Wildwood Logs and Bark, but their leaves will only drop more Wildroot, unable to produce any saplings. That said, here's a sapling. Use it wisely.
Needs: PyreAsks for:Wildroot Growth,
Wildwood Log
- Pestle and Mortar (Mortar and Pestle?)
Crushing ingredients with a Mortar and Pestle can yield some new products or extend their use, but it's also a key tool for creating Spells.
Needs: RunestoneAsks for:Mortar,
Pestle
- Druidic Spellcasting
Along with their knowledge of nature and its care, druids are known for the magic they cast. Through the use of Mortar crafting, spells can be created and used to learn them. Once a spell has been learned and a druidic Staff is in your inventory, you can press a certain key (K)* to select up to five spells you would like to have ready on your staff. Casting spells consumes magical herbs, most of which need to be created with the Pyre. A Herb Pouch allows for the use of partial items instead of using a whole herb per cast, making the process much more efficient as well as holding multiple herbs. *You may want and/or need to change keybindings to access the spell selection menu
Needs: The Root of Natural Magic, Pyre - Non-lethal looting
While nature is often "red in tooth and claw," this is applied to the needs of survival. Druids shun the casual slaying of passive creatures when an alternative is possible, and the ritual of Animal Harvest allows them to gather ingredients and food from nearby animals without taking their lives. Harvested items will form at the creature's location. Monsters do not receive this mercy. Repay their hostility with your own. This ritual requires three 'standing stones' near the Pyre: pillars of runestone topped by chiseled runestone. Two are four blocks tall in total, one is five.
Needs: PyreAsks for:Animal Harvest
- Roots Mobs
Roots adds various passive creatures to the world that may spawn naturally alongside other animals. Some of these offer unique resources that can be used to make interesting (but not very functional) pieces of armor.
Asks for:Antlers,
Carapace
- Grove Crafter
After a Pyre is established, the next creation method is with a Grove Crafter. A Grove Crafter needs an active Grove Stone nearby to function. The activation comes from a ritual of grove supplication, which will apply to all Grove Stones in fair range around the pyre. Grove Stones will maintain their active state until broken. Once you have an active Grove Stone, place materials on Grove Pedestals near the Crafter. The Crafter will display a preview of the result once everything is in place, and interacting with an empty hand or knife will start the craft.
Needs: Runestone, PyreAsks for:Grove Crafter,
Grove Pedestal,
Grove Supplication,
Primal Grove Stone
- Runic Shears
The Runic Shears are able to reach through the mundane and harvest a similar otherworldly resource. These shears allow for the collection of Wildewheet, Spiritleaf, and Sylvan Leather. Sneak and interact with fully-grown Wheat or Beetroot for the first two.
Needs: Grove CrafterAsks for:Runic Shears,
Spiritleaf,
Wildewheet
- Living Tools
Living Tools are on par with iron tools in terms of harvesting and damage, but their nature allows them to repair passively over time, and the gold used in their creation grants a slight bonus during the enchanting process.
Needs: Grove CrafterAsks for:Living Axe,
Living Hoe,
Living Pickaxe,
Living Shovel,
Living Sword
- Elemental Soil
These soils are key to obtaining large amounts of druidic crops as they vastly improve the yield for these magical plants. Matching elemental crops with their soil will further improve this. Aspected soils may have unique functionality in the future...
Needs: Grove CrafterAsks for:Elemental Soil
- Magical Herbs
Initially created in the Pyre, these farmable herbs are used for further recipes, rituals, and spellcraft. While these crops can be grown on normal farmland, Elemental Soil and its aspected upgrades are far better for cultivation. Dewgonia is picky, and requires its aspected soil to be grown out of water. Bafflecaps are a magical mushroom made similarly to the herbs, but grow like other normal mushrooms with a similar huge variant if forcefully grown.
Needs: PyreAsks for:Bafflecap,
Spiritleaf,
Wildewheet,
Wildroot