EverQuest 2 Wiki
(→‎Getting AA and Experience: Edited for consistency with the rest of the page. See the Talk page to see what's up on this page.)
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type = House Item|
 
type = House Item|
 
subtype= House Pet|
 
subtype= House Pet|
wt =|
 
 
level = |
 
level = |
 
itemlink=|
 
itemlink=|
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effects = See below|
 
effects = See below|
 
desc =|
 
desc =|
obtain = Claim item if you purchased the [[Kingdom of Sky]] expansion or purchased from [[Loyalty Merchant]]s.
+
obtain =*{{ClaimedItem|[[Kingdom of Sky]] preorder item}}.
  +
*Purchased from a [[Noble Taig Rhul]] for '''15''' [[Loyalty Point Token|Loyalty Point Tokens]].
 
}}
 
}}
:'''The info on this page is in the process of being adjusted. Pardon the odd format until it is complete. See the Talk page for info.'''
 
:If you want to learn to feed your plant while revisions are being made to this page, see the [[/Care and Feeding|Care and Feeding]] Guide.
 
   
  +
'''This house pet has special interactive features that can grant players useful items; detailed knowledge (described below) is required to successfully get those items.'''
There are two ways to add this [[House pets|house pet]], a hungry-looking carnivorous plant, to your home. There are several colors available, but they have the same functions.
 
   
 
There are two ways to add this [[House pets|house pet]] to your home or guild hall. There are three colors available, but they have the same functions. All three colors are shown near the bottom of this page.
*It can be purchased with 15 [[Loyalty Point Token]]s from a [[Loyalty Merchant]].
 
  +
 
*It can be purchased with 15 [[Loyalty Point Token]]s from a [[Noble Taig Rhul]].
 
*If you purchased the retail version of the Kingdom of Sky expansion, use the slash command /claim. The claimed version of this plant was limited to one per account.
 
*If you purchased the retail version of the Kingdom of Sky expansion, use the slash command /claim. The claimed version of this plant was limited to one per account.
*This house pet has special interactive features, described below.
+
*This house pet has special interactive features that grants players useful items; detailed knowledge (described below) is required to successfully get those items.
   
 
==Special Interactive Features==
 
==Special Interactive Features==
Most of the pets that can be placed in a house have a variety of interactive features like the ability to make it stay, do a trick, and sleep. Most also have a "feed" interaction, but using it only activates a animated action (eg. feeding a Baby Dragon pepper makes it sneeze).
+
Most of the pets that can be placed in a house have a variety of interactive features like the ability to make it stay, do a trick, and sleep. Most also have a "feed" interaction, but using it only activates an animated action (eg. feeding a Baby Dragon pepper makes it sneeze).
   
The carnivorous plants are different because they have a few interactive features that serve a purpose; if used correctly (and if you are lucky) they reward you with a useful item. If you don't use them correctly (and are unlucky) you may get a useless piece of rotten fruit placed in your inventory instead. ''All of the interactive features that can be used to get something in return are described in the section on feeding.''
+
The carnivorous plants are different because they have a few interactive features that serve a purpose; if used correctly they reward you with a useful item. If you don't use them correctly you may get a useless piece of rotten fruit placed in your inventory instead.
   
::The potential useful items you can get from the plant are single-use charms that do one of the following:
+
::The potential useful items you can get from the plant by using the special interactions are mostly single-use charms that do one of the following:
 
*Root a single-target
 
*Root a single-target
 
*Increase movement speed
 
*Increase movement speed
Line 42: Line 42:
   
 
== Overview and Terminology ==
 
== Overview and Terminology ==
  +
'''In order to use the tables on this page successfully and understand the directions here, it's vital to understand information in each section'''<br><br>
Once you understand the basic process of interacting with you plant, you can give it common loot in exchange for useful items that work like charms. The first few times you do this it may seem complicated, so this guide was created to make learning the secrets of the plant easy.
+
Once you understand the basic process of interacting with your plant, you can give it common loot in exchange for useful items that work like charms. The first few times you do this it may seem complicated, so this guide was created to make learning the secrets of the plant easy. After you have a good grasp of the process and the results you'll get, the speed and ease of using the plant is astonishing.
   
:Though people commonly refer to the all of the menu options to interact with this plant as "feeding," only one of the options you'll see is labeled as such. For the sake of simplicity and to prevent confusion, the following terminology will be use here:
+
:Though people commonly refer to the all of the menu options to interact with this plant as "feeding," only one of the options you'll see is labeled as such. For the sake of simplicity and to prevent confusion, the following terminology will be used here:
::'''Feed:''' refers to the action you take when you give the plant a bone.
+
::'''Feed:''' refers to the interactive feature you use to give the plant a bone.
::'''Water:''' refers to the action you take when you give the plant water.
+
::'''Water:''' refers to the interactive feature you use to give the plant water.
::'''Fertilize:''' refers to the action you take when you use fertilizer on the plant.
+
::'''Fertilize:''' refers to interactive feature you use when you give fertilizer to the plant.
 
:There are several looted items you can give to your plant using the interactive menu options. The terminology used here to describe those is as follows:
 
:There are several looted items you can give to your plant using the interactive menu options. The terminology used here to describe those is as follows:
::'''Ingredient''': refers to any of the looted items you can give to the plant
+
::'''Ingredient:''' refers to any of the looted items you can give to the plant
:::The are three different ingredient categories that include '''fertilizer''', '''water''', and '''bone'''
+
:::The are three different ingredient (item) categories that include '''fertilizer''', '''water''', and '''bone'''
 
::'''Recipe:''' refers to the many ways you can combine the ingredients to get a desired result.
 
::'''Recipe:''' refers to the many ways you can combine the ingredients to get a desired result.
 
::'''Working Combinations:''' refers to the recipes that have been found to produce a specific item.
 
::'''Working Combinations:''' refers to the recipes that have been found to produce a specific item.
  +
  +
*You '''do not''' have to own a plant in order feed it. It can be placed in a guild hall so guild members can use it too.
   
 
*The owner of the plant can right click on the plant and use the Stay command so it won't wander while it's being fed. If you have the right level of access in a house or guild hall (Trustee) you can tell a plant that you don't own to Stay using the same technique.
   
 
== The Ingredients ==
*The order in which you use the special interactions to give the plant ingredients has no effect on the outcome, but for consistency's sake, we use the order fertilize, water, feed.
 
  +
[[File:Carnivorous_Plant_Ingredients.jpg|thumb|Example of each looted ingredient type that you can give to the Carnivorous Plant house pets. ]]
   
 
The ingredients you can give your plant are looted while you are out adventuring. They are fairly common loot from intelligent mobs (that is, from creatures that generally have a language and culture, rather than snakes, bugs, or similar monsters). Because the ingredients are fairly common, they are easily mistaken for "junk" loot if you have never had a reason to give them to a plant.
*The owner of the plant can right click on it and use the Stay command so it won't wander while it's being fed.
 
   
 
:'''How many of each ingredient you need and what you will receive in return is shown in the Working Combinations section below.'''
*You '''do not''' have to own a plant in order feed it. You can visit someone else's house and feed their plant instead to get the same results. If the plant you are feeding is not your own and you can't use the Stay command, be prepared to chase it around the house a bit!
 
   
  +
*If looted items can be given to a plant, the description when you examine it will hint at its use. For example, [[flask of enchanted water]] ends with the statement, "This would make good plant water". Depending on the level and ingredient, the quality may be described as great instead.
== The Ingredients ==
 
   
  +
*If you are short on ingredients, you can usually buy them on the broker. The easiest way to find them is to use only part of the name.
*In order to get an item from your plant, you need to combine fertilizer, water, and bones that are dropped by/looted from intelligent creatures (mobs) in various zones.
 
  +
::*for fertilizer, use "small bag of" or "bag of".
:How many of each ingredient you need and what you will receive in return is shown below in the Working Combinations section.
 
  +
::*for water, use "flask of".
*The names and cash value of the ingredients vary and are based on the level of the mob that dropped them.
 
  +
::*for bones, use "large bone" or "small bone".
*As mentioned above, what you receive in return for feeding the plant seems to be effected by level of the ingredients you use; the item the plant gives you back scales to match level of the lowest-level ingredient that it was fed.
 
  +
::Make sure the description includes the statement, "This would make good plant ____" (explained above) before you buy it.
*If you have ingredients of the same type with various levels in your bag or bank when you feed the plant, the lowest-level ingredients are consumed first, .
 
   
 
*The names and cash value of the ingredients vary and are based on the level of the mob that dropped them.
:The ingredients you need to feed your plant are looted while you are out adventuring. They are fairly common loot from intelligent mobs (that is, from creatures that generally have a language and culture, rather than bugs or similar monsters).
 
   
  +
*The ingredients do not show a level when you examine them, but if you spend a fair amount of time adventuring, you will begin to identify which ones are from each [[Tier]].
*The level of the looted ingredients you feed the plant seems to directly effect what you get in return.
 
   
  +
*The level of the looted ingredients you give the plant directly effects what you get in return. This means that the item you get from the plant will scale in quality (stats) to match the lowest-level ingredient you use.
*You don't have to have the ingredients in your inventory at the time to interact with the plant. They can be in your bank vault instead.
 
*If you have multiple ingredients (of the same categories) from different tiers (levels) in your bank, items from a lower tier may get used before higher tier ones in your inventory. This does not apply to any items you have in on the broker, including those not up for sale.
 
   
 
*You don't have to have the ingredients in your inventory at the time to interact with the plant. They can be in your bank vault instead.
   
 
*If you have ingredients of the same type with various levels in your bag or bank when you feed the plant, the lowest-level ingredients are consumed first.
  +
 
*If you have multiple ingredients (of the same categories) from different tiers (levels) in your bank, items from a lower tier may get used before higher tier ones in your inventory. This does not apply to any items you have in on the broker, including those not up for sale.
   
   
'''The level and names of the items you can feed a plant are as follows:'''
+
:'''The level and names of the ingredients you can give to a plant are as follows:'''
   
 
{| border="1" cellpadding="2" style="border-collapse:collapse;"
 
{| border="1" cellpadding="2" style="border-collapse:collapse;"
|+Carnivorous Plant Food by Tier
+
|+Carnivorous Plant ingredients by Tier
 
|-
 
|-
 
|'''Level'''
 
|'''Level'''
Line 126: Line 134:
 
|[[bag of tundra compost]]
 
|[[bag of tundra compost]]
 
|[[flask of glacial water]]
 
|[[flask of glacial water]]
|[[large frostbitten]]
+
|[[large frostbitten bone]]
 
|}
 
|}
   
'''Note:''' Higher tiers of of fertilizer, water, and bones may only be used with a [[Herbalist Hireling|herbalist hireling]] (a guild hall amenity) in Guild Halls.
+
'''Note:''' Higher tiers (level 80, shown above) of fertilizer, water, and bones may only be used with a [[Herbalist Hireling|herbalist hireling]] [[Guild Hall Amenities|(a guild hall amenity)]] in Guild Halls.
   
  +
== Combining Ingredients ==
== Using the Special Interactions ==
 
 
[[File:Pet_Carnivorous_Plant_Interface.jpg|thumb|The interactive menu (interface) for a pet carnivorous plant.]]
 
[[File:Pet_Carnivorous_Plant_Interface.jpg|thumb|The interactive menu (interface) for a pet carnivorous plant.]]
 
'''Feeding, watering, and fertilizing are all done via the right-click menu options on the plant when it is placed in a house.'''
 
'''Feeding, watering, and fertilizing are all done via the right-click menu options on the plant when it is placed in a house.'''
   
When you have enough ingredients from the table above, you're ready to feed the plant. If you want to receive a specific item, how much and what you feed the plant matters. See the table in the Working Combinations section below for details. The complete process to feed the plant and receive and item in return will vary by the desired outcome.
+
When you have enough ingredients from the table above, you're ready to interact with the plant and attempt to get an item (mostly charms) from it. If you want to receive a specific item, how much and what you feed the plant matters. See the table in the Working Combinations section below for details. The complete process to combine ingredients you give the plant and receive and item in return will vary by the desired outcome.
   
  +
*Before you begin, the plant must be placed in a home or guild hall in order to feed it. The interactive options that appear are determined by the ingredients you have for the plant. For example, if you don't have any fertilizer, it will not show up in the options. The image to the left shows the options; when the screenshot was taken, the fertilize interaction was not on the list.
:Combing the items is not unlike a recipe; in order to receive an item in return you must feed the plant at least one ingredient of each type (fertilizer, water, and bone)
 
   
 
:Combing the items is not unlike a recipe; to receive a useful item in return from the plant, you must give the plant at least one ingredient of each type (fertilizer, water, and bone).
:The recipes are flexible, allowing you to choose 1-5 of any of the ingredients types. For that reason, the process is not a specific series of steps (like a quest). How many ingredients of each type you combine will produce a specific item in return.
 
   
:The action you take will be determined by the ingredient type you feed the plant. For example, you will choose the "water" option form the list when you are feeding the plant a water ingredient.
+
*The order in which you use the special interactions to give the plant ingredients has no effect on the outcome, but for consistency's sake here, the order of use is fertilize, water, feed.
   
 
:The recipes are flexible, allowing you to combine 1-5 of any of the ingredients types. For that reason, the process is not a specific series of steps (like a quest). How many ingredients of each type you combine will produce a specific item in return. For example, if you want a [[Lightning root]] you will give the plant 2 fertilizers, 2 waters, and 2 bones. Altering the number of any of those ingredients will yield a different result.
*The plant must be placed in a home in order to feed it.
 
  +
*Right-click on the plant and select the fertilize option. Repeat as many times as are needed, based on what you'd like to receive in return.
 
  +
:The interaction you you choose will be determined by the ingredient type you give the plant.
*Follow the same process for water.
 
  +
*Follow the same process
 
  +
{| border="1" cellpadding="2"
*Follow the same for the feed option.
 
  +
|+Choosing the right interactive option for successful combinations
*Once you have given it the desired combination of items, right-click and use the check soil option.
 
  +
|-
  +
|'''Ingredient type'''
  +
|'''name variation when examined'''
  +
|'''Interaction option to use'''
  +
|-
  +
|Fertilizer
  +
|typically has "small bag" in the name
  +
|Choose fertilize
  +
|-
  +
|Water
  +
|typically has "flask of" in the name
  +
|Choose water
  +
|-
  +
|Bone
  +
|typically has "a large" or "a small" in the name
  +
|Choose feed bone
  +
|}
  +
  +
::With '''x''' to represent the number of times you choose each option, with '''+''' for adding/progression to the next ingredient, and with '''=''' for the result,
  +
::a sample recipe can be written as follows:
  +
::: fertilize 3x with [[Small bag of ammonium sulfate]] + water 1x with [[Flask of enchanted water]] + feed bone 2x with [[Large frostbitten bone]] = [[Flame root]]
   
  +
'''When you have finished giving the plant all ingredients that should produce your desired result, right click on the plant again and choose "check soils" from the list.'''
:Note that many of the results will give you a small bit of experience and a little bit of achievement xp the first time you create an item, which is also a nice added bonus.
 
   
 
==Working Combinations==
 
==Working Combinations==
 
These are combinations that we know will work and provide useful items. If you give the plant a combination that it doesn't like, you will receive a [[piece of rotten fruit]] that is good for ... absolutely nothing! Stats for the charms (listed under the results section of the table) will vary based on the level of the player at the time they interact with the plant.
 
These are combinations that we know will work and provide useful items. If you give the plant a combination that it doesn't like, you will receive a [[piece of rotten fruit]] that is good for ... absolutely nothing! Stats for the charms (listed under the results section of the table) will vary based on the level of the player at the time they interact with the plant.
   
'''As stated above, these results will scale based on the level of the ingredients you use to create them. Some of the linked images provided here may be list incorrect stats, but they should give you a general idea of what they might be like.'''
+
'''The quality (stats) of the results will scale based on the level of the ingredients you use to create them. Due to this, the links to the resulting items only show the general type stats to expect.'''
   
::Locate the charm (result) you want and combine the exact number of ingredients listed in its row.
+
::Locate the result (mostly charms) you want and combine the exact number of ingredients from each category in its corresponding row.
   
 
{| border="1" cellpadding="2"
 
{| border="1" cellpadding="2"
Line 220: Line 249:
 
* *There are several working combination that are valid for [[fresh fruit]]. Combine in same manner as above for fertilizer/water/bone: 1/1/1/, 1/1/2, 1/1/3, 1/1/4, 1/1/5, 1/1/9, 1/2/1, 1/3/1, 1/3/3, 1/4/1, 1/9/1, 2/1/1, 2/1/4, 2/2/3, 2/3/2, 2/3/3, 2/1/2, 2/2/1, 3/1/3, 3/2/2/, 3/2/1, 3/3/1, 3/3/2, 3/3/3, 4/4/4, 4/5/3, 5/3/4, 6/6/6, 9/1/1, 10/10/10
 
* *There are several working combination that are valid for [[fresh fruit]]. Combine in same manner as above for fertilizer/water/bone: 1/1/1/, 1/1/2, 1/1/3, 1/1/4, 1/1/5, 1/1/9, 1/2/1, 1/3/1, 1/3/3, 1/4/1, 1/9/1, 2/1/1, 2/1/4, 2/2/3, 2/3/2, 2/3/3, 2/1/2, 2/2/1, 3/1/3, 3/2/2/, 3/2/1, 3/3/1, 3/3/2, 3/3/3, 4/4/4, 4/5/3, 5/3/4, 6/6/6, 9/1/1, 10/10/10
   
It has been reported (but not yet confirmed) that you can only get the Escape Root once per week. For this reason, don't be surprised if you get a fresh fruit instead using the combination shown in the table above.
+
It has been reported (but not yet confirmed) that you can only get the Escape Root once per week. For this reason, don't be surprised if you get a fresh fruit instead using the combination shown in the table above. 11/8/19 - Just used plant on Kaladim. In a single session, I received 4 Escape Root of various levels, 2 pieces of Fresh Fruit and 1 Rotten Fruit.
   
(Note from EQ2 Traders) There is only a 25% chance on the 5/5/5 combination of receiving an escape root. The rest of the time you will receive either fresh or rotten fruit.
+
The above may not be true; according to EQ2 Traders (a comprehensive site for all things tradeskill related) There is only a 25% chance that the 5/5/5 combination above will result in an escape root. The rest of the time you will receive either fresh or rotten fruit.
   
 
== Getting AA and Experience ==
 
== Getting AA and Experience ==
   
Carnivorous plant recipes are like quests, using them for the first time will grant you [[Experience]] if you are in the proper level range. It is unclear if the recipe level, based on the [[Tier]] of items you give the plant, effects the amount of experience you gain.
+
Carnivorous plant recipes are like quests, using them for the first time will grant you Experience if you are in the proper level range. It is unclear if the recipe level, based on the [[Tier]] of items you give the plant, effects the amount of experience you gain.
   
 
==Color Options==
 
==Color Options==
Line 247: Line 276:
 
::We're receiving some reports that indicate that things like the escape root may only be able to be created once per day, but as yet, have no solid testing regarding it.
 
::We're receiving some reports that indicate that things like the escape root may only be able to be created once per day, but as yet, have no solid testing regarding it.
   
* Niami Denmother over at [http://eq2.eqtraders.com/articles/news_page.php?menustr=010000000000 EQ2Traders] originally wrote this article, although it has been edited here for wikification. The original article can be viewed [http://eq2.eqtraders.com/articles/article_page.php?article=g77&menustr=040000000000 here.]
+
* Niami Denmother over at [http://eq2.eqtraders.com/articles/news_page.php?menustr=010000000000 EQ2Traders] originally wrote this article, although it has been heavily edited here for wikification. The original article can be viewed [http://eq2.eqtraders.com/articles/article_page.php?article=g77&menustr=040000000000 here.]
 
{{Eq2traders}}
 
{{Eq2traders}}
 
[[Category:Kingdom of Sky]]
 
[[Category:Kingdom of Sky]]

Revision as of 17:50, 8 November 2019

See also Monster race Carnivorous Plant

You may upload a JPG or PNG image of the in-game examine window.
other resources
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EverQuest II Item Information
Type: House Item Subtype: House Pet
Carnivorous Plant
This item can be placed in your house or guild hall.
 
TREASURED
ORNATE,  NO-TRADE,  NO-VALUE
Effects:

See below

Obtain:

What does this information mean?
You may upload a JPG or PNG image of the in-game examine window.

This house pet has special interactive features that can grant players useful items; detailed knowledge (described below) is required to successfully get those items.

There are two ways to add this house pet to your home or guild hall. There are three colors available, but they have the same functions. All three colors are shown near the bottom of this page.

  • It can be purchased with 15 Loyalty Point Tokens from a Noble Taig Rhul.
  • If you purchased the retail version of the Kingdom of Sky expansion, use the slash command /claim. The claimed version of this plant was limited to one per account.
  • This house pet has special interactive features that grants players useful items; detailed knowledge (described below) is required to successfully get those items.

Special Interactive Features

Most of the pets that can be placed in a house have a variety of interactive features like the ability to make it stay, do a trick, and sleep. Most also have a "feed" interaction, but using it only activates an animated action (eg. feeding a Baby Dragon pepper makes it sneeze).

The carnivorous plants are different because they have a few interactive features that serve a purpose; if used correctly they reward you with a useful item. If you don't use them correctly you may get a useless piece of rotten fruit placed in your inventory instead.

The potential useful items you can get from the plant by using the special interactions are mostly single-use charms that do one of the following:
  • Root a single-target
  • Increase movement speed
  • Power increase
  • Single-target heat damage
  • Allow the caster to shrink/grow
  • Make you invisible
  • Group evac
  • Increase attack speed
  • Heal
  • Give you a food item for out of combat health regeneration

Overview and Terminology

In order to use the tables on this page successfully and understand the directions here, it's vital to understand information in each section

Once you understand the basic process of interacting with your plant, you can give it common loot in exchange for useful items that work like charms. The first few times you do this it may seem complicated, so this guide was created to make learning the secrets of the plant easy. After you have a good grasp of the process and the results you'll get, the speed and ease of using the plant is astonishing.

Though people commonly refer to the all of the menu options to interact with this plant as "feeding," only one of the options you'll see is labeled as such. For the sake of simplicity and to prevent confusion, the following terminology will be used here:
Feed: refers to the interactive feature you use to give the plant a bone.
Water: refers to the interactive feature you use to give the plant water.
Fertilize: refers to interactive feature you use when you give fertilizer to the plant.
There are several looted items you can give to your plant using the interactive menu options. The terminology used here to describe those is as follows:
Ingredient: refers to any of the looted items you can give to the plant
The are three different ingredient (item) categories that include fertilizer, water, and bone
Recipe: refers to the many ways you can combine the ingredients to get a desired result.
Working Combinations: refers to the recipes that have been found to produce a specific item.
  • You do not have to own a plant in order feed it. It can be placed in a guild hall so guild members can use it too.
  • The owner of the plant can right click on the plant and use the Stay command so it won't wander while it's being fed. If you have the right level of access in a house or guild hall (Trustee) you can tell a plant that you don't own to Stay using the same technique.

The Ingredients

Carnivorous Plant Ingredients

Example of each looted ingredient type that you can give to the Carnivorous Plant house pets.

The ingredients you can give your plant are looted while you are out adventuring. They are fairly common loot from intelligent mobs (that is, from creatures that generally have a language and culture, rather than snakes, bugs, or similar monsters). Because the ingredients are fairly common, they are easily mistaken for "junk" loot if you have never had a reason to give them to a plant.

How many of each ingredient you need and what you will receive in return is shown in the Working Combinations section below.
  • If looted items can be given to a plant, the description when you examine it will hint at its use. For example, flask of enchanted water ends with the statement, "This would make good plant water". Depending on the level and ingredient, the quality may be described as great instead.
  • If you are short on ingredients, you can usually buy them on the broker. The easiest way to find them is to use only part of the name.
  • for fertilizer, use "small bag of" or "bag of".
  • for water, use "flask of".
  • for bones, use "large bone" or "small bone".
Make sure the description includes the statement, "This would make good plant ____" (explained above) before you buy it.
  • The names and cash value of the ingredients vary and are based on the level of the mob that dropped them.
  • The ingredients do not show a level when you examine them, but if you spend a fair amount of time adventuring, you will begin to identify which ones are from each Tier.
  • The level of the looted ingredients you give the plant directly effects what you get in return. This means that the item you get from the plant will scale in quality (stats) to match the lowest-level ingredient you use.
  • You don't have to have the ingredients in your inventory at the time to interact with the plant. They can be in your bank vault instead.
  • If you have ingredients of the same type with various levels in your bag or bank when you feed the plant, the lowest-level ingredients are consumed first.
  • If you have multiple ingredients (of the same categories) from different tiers (levels) in your bank, items from a lower tier may get used before higher tier ones in your inventory. This does not apply to any items you have in on the broker, including those not up for sale.


The level and names of the ingredients you can give to a plant are as follows:
Carnivorous Plant ingredients by Tier
Level Fertilizer Water Bone
10 pouch of peat flask of rancid water small decaying bone
20 small bag of ammonium sulfate‎ flask of stale water large decaying bone
30 small bag of muriate of potash flask of pond water small polished bone
40 small bag of diatomaceous earth flask of fresh water large polished bone
50 small bag of ammonium nitrate flask of pure water small meaty bone
60 This Tier had reported bugs that may or may not be fixed.
Mobs in this Tier may drop T5 or T7 ingredients instead.
70 small bag of compost flask of enchanted water large meaty bone
80 bag of tundra compost flask of glacial water large frostbitten bone

Note: Higher tiers (level 80, shown above) of fertilizer, water, and bones may only be used with a herbalist hireling (a guild hall amenity) in Guild Halls.

Combining Ingredients

Pet Carnivorous Plant Interface

The interactive menu (interface) for a pet carnivorous plant.

Feeding, watering, and fertilizing are all done via the right-click menu options on the plant when it is placed in a house.

When you have enough ingredients from the table above, you're ready to interact with the plant and attempt to get an item (mostly charms) from it. If you want to receive a specific item, how much and what you feed the plant matters. See the table in the Working Combinations section below for details. The complete process to combine ingredients you give the plant and receive and item in return will vary by the desired outcome.

  • Before you begin, the plant must be placed in a home or guild hall in order to feed it. The interactive options that appear are determined by the ingredients you have for the plant. For example, if you don't have any fertilizer, it will not show up in the options. The image to the left shows the options; when the screenshot was taken, the fertilize interaction was not on the list.
Combing the items is not unlike a recipe; to receive a useful item in return from the plant, you must give the plant at least one ingredient of each type (fertilizer, water, and bone).
  • The order in which you use the special interactions to give the plant ingredients has no effect on the outcome, but for consistency's sake here, the order of use is fertilize, water, feed.
The recipes are flexible, allowing you to combine 1-5 of any of the ingredients types. For that reason, the process is not a specific series of steps (like a quest). How many ingredients of each type you combine will produce a specific item in return. For example, if you want a Lightning root you will give the plant 2 fertilizers, 2 waters, and 2 bones. Altering the number of any of those ingredients will yield a different result.
The interaction you you choose will be determined by the ingredient type you give the plant.
Choosing the right interactive option for successful combinations
Ingredient type name variation when examined Interaction option to use
Fertilizer typically has "small bag" in the name Choose fertilize
Water typically has "flask of" in the name Choose water
Bone typically has "a large" or "a small" in the name Choose feed bone
With x to represent the number of times you choose each option, with + for adding/progression to the next ingredient, and with = for the result,
a sample recipe can be written as follows:
fertilize 3x with Small bag of ammonium sulfate + water 1x with Flask of enchanted water + feed bone 2x with Large frostbitten bone = Flame root

When you have finished giving the plant all ingredients that should produce your desired result, right click on the plant again and choose "check soils" from the list.

Working Combinations

These are combinations that we know will work and provide useful items. If you give the plant a combination that it doesn't like, you will receive a piece of rotten fruit that is good for ... absolutely nothing! Stats for the charms (listed under the results section of the table) will vary based on the level of the player at the time they interact with the plant.

The quality (stats) of the results will scale based on the level of the ingredients you use to create them. Due to this, the links to the resulting items only show the general type stats to expect.

Locate the result (mostly charms) you want and combine the exact number of ingredients from each category in its corresponding row.
Carnivorous Plant Recipes for Specific Results
Result Fertilizer Water Bones
Entwining roots (single-target root) 2 3 1
Short Root (movement speed increase) 1 2 3
Power root (power increase) 2 1 3
Flame root (single target heat damage) 3 1 2
Toadstool (shrink/grow) 1 3 2
Shifting root (self-invis) 1 2 2
Escape Root (group evac, few seconds to cast) 5 5 5
Lightning root (attack speed increase) 2 2 2
Mending Root (heal) 3 1 1
Fresh fruit (food item - out of combat health regen) * * *
  • *There are several working combination that are valid for fresh fruit. Combine in same manner as above for fertilizer/water/bone: 1/1/1/, 1/1/2, 1/1/3, 1/1/4, 1/1/5, 1/1/9, 1/2/1, 1/3/1, 1/3/3, 1/4/1, 1/9/1, 2/1/1, 2/1/4, 2/2/3, 2/3/2, 2/3/3, 2/1/2, 2/2/1, 3/1/3, 3/2/2/, 3/2/1, 3/3/1, 3/3/2, 3/3/3, 4/4/4, 4/5/3, 5/3/4, 6/6/6, 9/1/1, 10/10/10

It has been reported (but not yet confirmed) that you can only get the Escape Root once per week. For this reason, don't be surprised if you get a fresh fruit instead using the combination shown in the table above. 11/8/19 - Just used plant on Kaladim. In a single session, I received 4 Escape Root of various levels, 2 pieces of Fresh Fruit and 1 Rotten Fruit.

The above may not be true; according to EQ2 Traders (a comprehensive site for all things tradeskill related) There is only a 25% chance that the 5/5/5 combination above will result in an escape root. The rest of the time you will receive either fresh or rotten fruit.

Getting AA and Experience

Carnivorous plant recipes are like quests, using them for the first time will grant you Experience if you are in the proper level range. It is unclear if the recipe level, based on the Tier of items you give the plant, effects the amount of experience you gain.

Color Options

You can choose which color you want your plant to be and the features and functions will be the same for each one.

Credits

This guide owes significant thanks to one of EQ2s most helpful (and funny) tradekill "reporters," Naimi Denmother. The vast majority of the information here was adapted from her website announcement about the plants, the table of items we can give it, the "recipes" to get what we want, and more. For that reason, here's the opening of Naimi's page on this topic:

Naimi told us...

While it does say "Feed me!" when you examine it, we're relatively certain it isn't going to do an Audrey routine, such as in "Little Shop of Horrors" ... we hope!
What it will do, however, is provide you with some interesting, and potentially useful no-trade items, including a one-charge insta-cast group evac. However, as with most things, it can be a bit confusing to sort out how you get which what, so, once again, it's time for another 'Mum "how to" guide.
We're receiving some reports that indicate that things like the escape root may only be able to be created once per day, but as yet, have no solid testing regarding it.
  • Niami Denmother over at EQ2Traders originally wrote this article, although it has been heavily edited here for wikification. The original article can be viewed here.
Eqtcsmlogo EQ2i credits EQ2 Traders for some of the information in this article.