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* DoNotDoThisCoolThing: Glorite tools, and if you're feeling especially prideful, Glorite ''furniture.'' The whole game, Elios emphasizes that Glorite mining is dangerous and should be highly regulated, large-scale mining damages the surrounding ecosystem, and trying to gift it to extremely long-lived and spiritually-attuned characters like Wesley have him talking about ''destroying'' them as soon as possible, while Miyeon is distinctly uneasy about them.''However'', the Withergate Glorite Mines Key are your guaranteed reward for finishing one of the shrines, Glorite tools are ''the'' most powerful tool tier available that makes any completionist goals much faster and easier, and several end-game, best-of-the-best upgrades ''require'' you to mine and forge with Glorite. Perhaps the environmentally preservation message might have worked better if Glorite wasn't mechanically an end-game "reward."

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Expanded the page a bit and tidied up the existing Scrappy Mechanic entries.


* ComplacentGamingSyndrome:
** Human Explorers tend to be the most common since they have the best combination of bonuses, with Human getting a 10% increase to crafting speed and Explorer starting with a 5% movement speed boost. Crafting speed is always valuable regardless of how you play as you will need to do a lot of crafting and later in the game that bonus can save ''hours'' when dealing with the incredibly slow seed makers, and movement speed is not only the hardest and most expensive stat to boost permanently (that 5% boost is worth 250 community tokens, more than twice as much as the bonuses from Spellcaster and Duelist) but also the primary limiter of how much stuff a player can do in a day.
** Many players swear by 40 minute days with seasonal crop effects turned off, the former because of how many different things there are to do and the latter because they're seen as unnecessary busywork that adds little to the experience.
* DemonicSpiders: Pigbats have no collision to represent their flight, but this has the unintended side effect of rendering them immune to almost all spells including the ultimate ability Cataclysm, making them a massive pain for spellcasters. They're also prone to HitboxDissonance, especially in the Tower of Trials, making them hard for crossbow-users to fight effectively as shots seem to go right through them.
* GameBreaker:
** It takes a bit of setup, but a setup of green beans and totems in a spring greenhouse is a literal experience farm, yielding both a decent chunk of gold and thousands of experience every day for no additional effort aside from watering and can be set up as soon as the player reaches Nel'Vari. Adding on Slime Fertilizer or Advanced Water Fertilizer means you don't even need to water them as the plants never die and thus the fertilizer never expires.
** Crossbows serve as this for early-game combat. The pathfinding of enemies is not very clever and tends to get stuck and projectiles have no terrain collision, meaning you can kill any enemy without a ranged attack from Day 1 by getting it stuck on terrain and plinking away at it with the starter crossbow Roza gives you for free.



** The developers' intentional choice to have conveniences for crop farming be tied entirely to the magic system and crafting system, in the form of fertilizers. MP is very hard to get early game and fertilizers are prohibitively expensive to craft given how much they guzzle up. Not only that, but they also require elemental crystals in large quantities and, apart from fire crystals which are also used in blacksmithing, these are difficult to farm in large numbers.
** Relatedly, convenience spells like Earthquake and Rain Cloud cost a good chunk of magic a pop, and late-game, the player will have to stock several MP restoring items simply to tend to their farm in a timely manner. This isn't even getting to the time and resources necessary to travel to each of the three potential farms, to have to do the process all over again, with no other form of automation or convenience available. It's telling that one of the earliest mods is adding sprinklers to the game, and even more jarring that ranching DOES have automated conveniences, such as auto-feeders and auto-collectors that allow the player to make their barns in every zone as low-maintenance as possible. The closest items there are to sprinklers in the base games are special totems or the aforementioned very expensive fertilizers and, funny story, these only work based on percentages, meaning you still can't ignore the crops completely unless you use the very best fertilizers.
** The seed makers are rather unappreciated tools for one simple reason: They take a godawful long time to finish even a single craft. You want to start turning those nifty soul orbs you just got into new seeds? Well, every single one will require ''two in-game days'' to make.

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** The developers' intentional choice to have Crop farming conveniences for crop farming be are tied entirely to the magic system and crafting system, systems in the form of fertilizers. MP spells and fertilizers, which rankles players who want a big farm. Mana is very hard to get early game and fertilizers are prohibitively expensive impossible to craft given how much they guzzle up. Not only that, but they also require elemental in volume until the player has fully-stocked orchards and barns to produce all the compost and crystals in large quantities and, apart from required, with fire crystals which being particularly hard to get since they can't be obtained directly from livestock and are also used in blacksmithing, these are difficult to farm in large numbers.
** Relatedly, convenience
smelting. Convenience spells like Earthquake and Rain Cloud cost a good chunk of magic a pop, mana per cast and late-game, until the player will gets a large enough mana pool they'll have to stock several MP restoring mana-restoring items simply to tend to their farm in a timely manner. This isn't even getting to the time and resources necessary to travel to each of the Compounding this, there are three potential farms, to have to do the process all over again, with no other form of automation or convenience available. It's telling different farms that one of the earliest mods is adding sprinklers require time to the game, and even more jarring that walk between. Strangely, ranching DOES does have automated conveniences, such as conveniences in the form of auto-feeders and auto-collectors that allow the player to make their barns in every zone as low-maintenance as possible. The closest items there are to possible. One of the game's first mods added sprinklers in the base games are special totems or the aforementioned very expensive fertilizers and, funny story, these only work based on percentages, meaning you still can't ignore the crops completely unless you use the very best fertilizers.
to address this issue specifically.
** The seed makers are rather unappreciated tools for one simple reason: They take a godawful long time to finish even a single craft. You want to start turning those nifty soul orbs you just got into new seeds? Well, every single one will require ''two in-game days'' to make. Fortunately they're not terribly expensive so you can have a lot of them going at once, but that takes up a great deal of space.
** Snaccoons are the one seasonal annoyance you can't disable. While most of them serve as gates to access new areas with goodies and free items that serve as rewards for making them move, the most-hated ones are those that simply get in the way without unlocking anything new, such as the one blocking the northern path to town in Spring, the one blocking the mine entrance in Summer, and the one blocking the eastern path to town in Winter. The worst part is that many of them will come back every year, including all three of the aforementioned.
** Level-locked equipment. You can't use tools made of certain materials until your skill is high enough, so it's possible to make tools you can't use. This is most obvious at the final tier - It's possible to make an enchanted glorite tool and an enhanced glorite tool, both of which can be used at level 55, but if you merge the two into the perfect glorite version you can't use it until level 70. If you're not level 70 yet then you have to go back and make new tools since you can't separate them again.

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** Relateively, convenience spells like Earthquake and Rain Cloud cost a good chunk of magic a pop, and late-game, the player will have to stock several MP restoring items simply to tend to their farm in a timely manner. This isn't even getting to the time and resources necessary to travel to each of the three potential farms, to have to do the process all over again, with no other form of automation or convenience available. It's telling that one of the earliest mods is adding sprinklers to the game, and even more jarring that ranching DOES have automated conveniences, such as auto-feeders and auto-collectors that allow the player to make their barns in every zone as low-maintenance as possible. The closest items there are to sprinklers in the base games are special totems or the aforementioned very expensive fertilizers and, funny story, these only work based on percentages.
** The seed makers are rather unappreciated tools for one simple reason: They take a godawful long time to finish even a single craft. You want to start turning those nifty soul orbs you just got into new seeds? Well, every single one will require ''two days'' to make.

to:

** Relateively, Relatedly, convenience spells like Earthquake and Rain Cloud cost a good chunk of magic a pop, and late-game, the player will have to stock several MP restoring items simply to tend to their farm in a timely manner. This isn't even getting to the time and resources necessary to travel to each of the three potential farms, to have to do the process all over again, with no other form of automation or convenience available. It's telling that one of the earliest mods is adding sprinklers to the game, and even more jarring that ranching DOES have automated conveniences, such as auto-feeders and auto-collectors that allow the player to make their barns in every zone as low-maintenance as possible. The closest items there are to sprinklers in the base games are special totems or the aforementioned very expensive fertilizers and, funny story, these only work based on percentages.
percentages, meaning you still can't ignore the crops completely unless you use the very best fertilizers.
** The seed makers are rather unappreciated tools for one simple reason: They take a godawful long time to finish even a single craft. You want to start turning those nifty soul orbs you just got into new seeds? Well, every single one will require ''two in-game days'' to make.

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* ScrappyMechanic: The developers' intentional choice to have conveniences for crop farming be tied entirely to the magic system and crafting system, in the form of fertilizers. Aside from the fact that the spellcasting can get very finicky (especially on controller), MP can be extremely hard to get in the early levels, convenience spells like Earthquake and Rain Cloud cost a good chunk of magic a pop, and late-game, the player will have to stock several MP restoring items simply to tend to their farm in a timely manner. This isn't even getting to the time and resources necessary to travel to each of the three potential farms, to have to do the process all over again, with no other form of automation or convenience available. It's telling that one of the earliest mods is adding sprinklers to the game, and even more jarring that ranching DOES have automated conveniences, such as auto-feeders and auto-collectors that allow the player to make their barns in every zone as low-maintenance as possible.

to:

* ScrappyMechanic: ScrappyMechanic
**
The developers' intentional choice to have conveniences for crop farming be tied entirely to the magic system and crafting system, in the form of fertilizers. Aside from the fact that the spellcasting can get MP is very finicky (especially on controller), MP can be extremely hard to get in the early levels, game and fertilizers are prohibitively expensive to craft given how much they guzzle up. Not only that, but they also require elemental crystals in large quantities and, apart from fire crystals which are also used in blacksmithing, these are difficult to farm in large numbers.
** Relateively,
convenience spells like Earthquake and Rain Cloud cost a good chunk of magic a pop, and late-game, the player will have to stock several MP restoring items simply to tend to their farm in a timely manner. This isn't even getting to the time and resources necessary to travel to each of the three potential farms, to have to do the process all over again, with no other form of automation or convenience available. It's telling that one of the earliest mods is adding sprinklers to the game, and even more jarring that ranching DOES have automated conveniences, such as auto-feeders and auto-collectors that allow the player to make their barns in every zone as low-maintenance as possible. The closest items there are to sprinklers in the base games are special totems or the aforementioned very expensive fertilizers and, funny story, these only work based on percentages.
** The seed makers are rather unappreciated tools for one simple reason: They take a godawful long time to finish even a single craft. You want to start turning those nifty soul orbs you just got into new seeds? Well, every single one will require ''two days'' to make.
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* ScrappyMechanic: The developers' intentional choice to have conveniences for crop farming be tied entirely to the magic system. Aside from the fact that the spellcasting can get very finicky (especially on controller), MP can be extremely hard to get in the early levels, convenience spells like Earthquake and Rain Cloud cost a good chunk of magic a pop, and late-game, the player will have to stock several MP restoring items simply to tend to their farm in a timely manner. This isn't even getting to the time and resources necessary to travel to each of the three potential farms, to have to do the process all over again, with no other form of automation or convenience available. It's telling that one of the earliest mods is adding sprinklers to the game, and even more jarring that ranching DOES have automated conveniences, such as auto-feeders and auto-collectors that allow the player to make their barns in every zone as low-maintenance as possible.

to:

* ScrappyMechanic: The developers' intentional choice to have conveniences for crop farming be tied entirely to the magic system.system and crafting system, in the form of fertilizers. Aside from the fact that the spellcasting can get very finicky (especially on controller), MP can be extremely hard to get in the early levels, convenience spells like Earthquake and Rain Cloud cost a good chunk of magic a pop, and late-game, the player will have to stock several MP restoring items simply to tend to their farm in a timely manner. This isn't even getting to the time and resources necessary to travel to each of the three potential farms, to have to do the process all over again, with no other form of automation or convenience available. It's telling that one of the earliest mods is adding sprinklers to the game, and even more jarring that ranching DOES have automated conveniences, such as auto-feeders and auto-collectors that allow the player to make their barns in every zone as low-maintenance as possible.
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* ScrappyMechanic: The developers' intentional choice to have conveniences for crop farming be tied entirely to the magic system. Aside from the fact that the spellcasting can get very finicky (especially on controller), MP can be extremely hard to get in the early levels, convenience spells like Earthquake and Rain Cloud cost a good chunk of magic a pop, and late-game, the player will have to stock several MP restoring items simply to tend to their farm in a timely manner. This isn't even getting to the time and resources necessary to travel to each of the three potential farms, to have to do the process all over again, with no other form of automation or convenience available. It's telling that one of the earliest mods is adding sprinklers to the game, and even more jarring that ranching DOES have automated conveniences, such as auto-feeders and auto-collectors that allow the player to make their barns in every zone as low-maintenance as possible.

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