
Table of Contents
This is a list of all currently implemented inheritable crop traits
Plants gain traits when a new generation is created through their seeds, the player can see which traits the seeds contain and select the best ones to raise.
Positive Traits
Drought Resistant
This adaptation is common on plants that grow on arid climates, allows the plant to tolerate drought a little longer. This trait extend the plant water buffer, allowing the plant to survive longer without water before it starts taking damage.
LV1: 25% drought buffer increase
LV2: 50% drought buffer increase
Lv3: 75% drought buffer increase
Flood Resistant
This adaptation is common on plants that grow on humid climates, allows the plant to tolerate flooding a little longer. This trait extend the plant water buffer, allowing the plant to survive longer with excess water before it starts taking damage.
LV1: 25% flood buffer increase
LV2: 50% flood buffer increase
Lv3: 75% flood buffer increase
Extra Yield
This trait is the result of a mutation that causes the plant to generate extra harvestables, but it increases nutrient requirements. Despite increasing nutrient use for the plant having larger harvests are worth the cost.
LV1: 20% harvest increase; +0.1 nutrient cost per day
LV2: 35% harvest increase; +0.2 nutrient cost per day
Lv3: 50% harvest increase; +0.3 nutrient cost per day
Resilient
This plant is more resilient against all hostile conditions and will tolerate more punishment before becoming unhealthy. Resilience increases all damage buffers, water tolerance range, disease resistance and pest resistance.
LV1: +1 Resilience
LV2: +2 Resilience
Lv3: +3 Resilience
Disease Resistant
This plant has superior resistance to diseases, the chance of infection is lowered. This bonus stacks with the base resilience of the plant.
LV1: 30% infection tolerance
LV2: 50% infection tolerance
Lv3: 70% infection tolerance
Regeneration
This plant has gained the ability to slowly regain health over time. Also has the duration of the next stage after a harvest reduced.
LV1: 0.20 HP regen per hour; 20% speed boost on next stage after harvest
LV2: 0.35 HP regen per hour; 30% speed boost on next stage after harvest
Lv3: 0.50 HP regen per hour; 40% speed boost on next stage after harvest
Auto Sow Seeds
Automatically sow seeds when the plant is kill-harvested, also speeds up initial stages. This trait is extremely valuable, as it preserves the traits the plant has while allowing it to generate more seeds, also make plants that are killed on harvest like Carrots into permanent crops.
The boost to the initial stages of the plant depend on how far into the current stage the plant is, the deeper into the current stage the bigger the bonus will be. This trait also increases the nutrient cost of the plant slightly.
LV1: No early stage boost; +0.05 nutrient cost per day
LV2: 50% early stage boost; +0.10 nutrient cost per day
Lv3: 100% early stage boost; +0.15 nutrient cost per day
Pot Trained
This plant is adapted to living in a plant pot, greatly lowers nutrient needs. This trait is very useful for permanent pot plants, so you will never have to worry about the nutrient use of potted plants.
LV1: 50% nutrient cost reduction
LV2: 75% nutrient cost reduction
Lv3: 100% nutrient cost reduction
Nutrient Fixators
Improves the amount of Nutrients in the soil of adjacent tiles, There is a variant for each nutrient.
LV1: +0.10 for the nutrient on the plant tile and all adjacent tiles
LV2: +0.15 for the nutrient on the plant tile and all adjacent tiles
Lv3: +0.20 for the nutrient on the plant tile and all adjacent tiles
Nutrient Boosters
Boosts the nutritional value of ingredients harvested from this plant. These traits affect the nutrients on harvestables only (edible ingredients), not soil nutrients.
LV1: 20% nutritional value increase
LV2: 35% nutritional value increase
Lv3: 50% nutritional value increase
Neutral Traits
Bolting
An adaptation that speeds up growth when the plant becomes stressed, causes future harvests to be of lower quality if triggered.
LV1:Increases plant growth by 25%; Daily harvestable quality loss
LV2:Increases plant growth by 50%; Daily harvestable quality loss
LV3:Increases plant growth by 75%; Daily harvestable quality loss
Nutrient Production
This plant produces one Nutrient at the cost of another, useful in cases one of your plants has too much dependency on a single nutrient which gets depleted before the soil can recover naturally.
LV1:Produces 0.30 of nutrient X;Increases consumption of nutrient Y by 0.15
LV2:Produces 0.60 of nutrient X;Increases consumption of nutrient Y by 0.30
LV3:Produces 0.90 of nutrient X;Increases consumption of nutrient Y by 0.45
Early Bloomer
The duration of the Budding stage of this plant is reduced, its flowers bloom sooner. But Increases nutrient consumption.
LV1:Speeds up budding stage by 40%;Increases consumption of nutrient Nu and Pi by 0.04
LV2:Speeds up budding stage by 60%;Increases consumption of nutrient Nu and Pi by 0.08
LV3:Speeds up budding stage by 80%;Increases consumption of nutrient Nu and Pi by 0.12
Flower Power
The duration of the Flowering stage of this plant is increased, giving bees more times to pollinate. This extra time allows the plant to gather nutrients over a longer period of time, requiring less nutrients each day.
LV1:Slows down flowering stage by 40%;Lowers consumption of nutrient Nu and Pi by 0.04
LV2:Slows down flowering stage by 60%;Lowers consumption of nutrient Nu and Pi by 0.08
LV3:Slows down flowering stage by 80%;Lowers consumption of nutrient Nu and Pi by 0.12
Stage Duration Modifiers
The duration of one of the initial stages of the plant is either slowed down or speed up, speeding up costs extra nutrients, while slowing the growth lowers nutrient requirements.
LV1:Modifies the speed of a stage by 20%;Modifies consumption of one nutrient by 0.05
LV2:Modifies the speed of a stage by 35%;Modifies consumption of one nutrient by 0.10
LV3:Modifies the speed of a stage by 50%;Modifies consumption of one nutrient by 0.15
Temperature Tolerance Modifiers
This trait increases or decreases temperature requirements in all stages, These traits either increase or decrease the temperature range of the plant, lowering temperature tolerance range lowers nutrient use, increasing temperature tolerance range increases nutrient use.
LV1:Modifies temperature range by 2;Modifies consumption of two nutrients by 0.04
LV2:Modifies temperature range by 3;Modifies consumption of two nutrients by 0.08
LV3:Modifies temperature range by 4;Modifies consumption of two nutrients by 0.12
Water Requirement Modifiers
This trait modifies both maximum and minimum water requirements by the same amount, the water tolerance range remains the same.
LV1:Modifies both maximum and minimum water tolerance by 2
LV2:Modifies both maximum and minimum water tolerance by 3
LV3:Modifies both maximum and minimum water tolerance by 4
Area Water Modifiers
Modifies the drainage of adjacent soil tiles, changing the water requirements of nearby plants.
LV1:Modifies both maximum and minimum water tolerance of all adjacent tiles by 1
LV2:Modifies both maximum and minimum water tolerance of all adjacent tiles by 2
LV3:Modifies both maximum and minimum water tolerance of all adjacent tiles by 3
Taste Boosters
Boosts one taste of ingredients harvested from this plant, but increases soil nutrient cost (Savory boost increases the cost of all 3 soil nutrients).
LV1:Increases selected taste by 10; increases soil nutrient cost by 0.03
LV2:Increases selected taste by 20; increases soil nutrient cost by 0.06
LV3:Increases selected taste by 30; increases soil nutrient cost by 0.09
Gene Lock
All other traits are locked and protected against removal, level changes or mutation, no new traits can be added unless this lock is removed. Can be removed with chemicals or diseases.
Gene Lock is a special trait, it is an artificial trait that can only be acquired by using a Stasis Elixir on the plant, and can only be removed by using a Chaos Elixir.
Negative Traits
Flood Vulnerable
A defect that causes the plant to suffer more than usual from excess of water. This trait shrinks the excess water buffer causing the plant to drown faster if irrigated too much.
LV1:Lowers buffer by 25%
LV2:Lowers buffer by 50%
LV3:Lowers buffer by 75%
Drought Vulnerable
A defect that causes the plant to suffer more than usual from lack of water. This trait shrinks the thirst water buffer causing the plant to dry up faster if left without water.
LV1:Lowers buffer by 25%
LV2:Lowers buffer by 50%
LV3:Lowers buffer by 75%
Wild Plant
This plant is adapted to wild conditions, requires less nutrients and is more resilient than domestic plants, but has a terribly small harvest. Getting rid of this trait makes the plant domesticated.
LV1:Lowers Harvestable amount by 50%;Increases Resilience by 1;Lowers all nutrient cost by 0.1
LV2:Lowers Harvestable amount by 65%;Increases Resilience by 2;Lowers all nutrient cost by 0.2
LV3:Lowers Harvestable amount by 80%;Increases Resilience by 3;Lowers all nutrient cost by 0.3
Defect
Genetic defect that lowers the plant Resilience by 1 and increases daily nutrient use, Brings no benefit to the plant, but can mutate into Extra Yield.
LV1:Lowers Resilience by 1;Increases all nutrient cost by 0.1
LV2:Lowers Resilience by 1;Increases all nutrient cost by 0.2
LV3:Lowers Resilience by 1;Increases all nutrient cost by 0.3
Fragile
This plant is less resilient against hostile conditions and will become unhealthy easily, resulting in diseases and loss of harvestable quality.
LV1:Lowers Resilience by 1
LV2:Lowers Resilience by 2
LV3:Lowers Resilience by 3
Disease Vulnerable
This plant has lowered resistance to diseases, the chance of infection is increased.
LV1:Increases infection chance by 25%
LV2:Increases infection chance by 50%
LV3:Increases infection chance by 75%
Drain Nutrients
Causes the plant to become very wasteful with its resources and steal nutrients from adjacent tiles, overwrites other auras, This trait can mutate into Auto Sow Seeds.
LV1:Drains 0.1 of each nutrient from adjacent tiles
LV2:Drains 0.2 of each nutrient from adjacent tiles
LV3:Drains 0.3 of each nutrient from adjacent tiles
Diseases
Diseases are a special case, they are technically traits, but are not inheritable being contagious instead, plants can catch diseases if their damage buffers are consumed by lack of water, nutrients or being exposed to temperature outside their tolerated range. A perfectly healthy plant will never catch diseases by itself.
Diseases occupy trait slots, if a plant already has 9 traits and catches a disease one of its traits will be destroyed and replaced with the disease.
Diseases keep leveling up as long as the plant buffers are depleted and are healed naturally if the plant is healthy.
This is all about Everyday Life Edengrall – Inheritable Crop Traits; I hope you enjoy reading the Guide! If you feel like we should add more information or we forget/mistake, please let us know via commenting below, and thanks! See you soon!
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