Plant Girl: Difference between revisions

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{{NavSpeciesBasic|open=1}}----
{{NavSpeciesBasic|open=1}}----
{{Verbox|small=yes|text=This article was updated for version 0.18.0.1|version=0.18.0.1}}
{{Verbox|small=yes|text=This article was updated for version 0.25.0.1|version=0.25.0.1}}

{{Infobox Species <!-- Make sure to follow the comments or it won't work right -->
{{Infobox Species <!-- Make sure to follow the comments or it won't work right -->
| name = <!-- Defaults to title -->
| name = <!-- Defaults to title -->
Line 22: Line 23:
| attype = Poison (Basic)
| attype = Poison (Basic)
| lvtype = Support
| lvtype = Support
| mvtype = <!-- Example: Normal/Jump -->Normal/Move
| mvtype = Normal/Move
| skills = <!-- Skills separated by / -->[[SpawnVine]]
| skills = [[SpawnVine]]
| pskills = <!-- Potential skills, also separated by / -->[[SpawnHealFlower]]/[[Rejuvenate]]/[[Toxin]]
| pskills = [[SpawnHealFlower]]/[[Rejuvenate]]/[[Toxin]]
| passive = <!-- Passives separated by / , end passives with one: attack|defend|seduce|seduced|fuck|move|turn|death -->AbsorbWater move/Poison attack/[[Pheromones]] attack
| passive = [[AbsorbWater]] move/[[Pheromones]] attack
| traits = <!-- Same here -->[[Photosynthesis]]
| traits = [[Photosynthesis]]
| vir = 5
| vir = 5
| fert = 50
| fert = 50
| cock = 14
| cock = 14
| ener = 5 (+2)
| energy = 5 (+2)
| tits = 260
| tits = 260
| milk = 5 (+2)
| milk = 5 (+2)
| beauty = 53
| beauty = 53
| species = <!-- Species separated by /, species names should be the same as they are in the gallery -->Plant/Plant
| species = Plant/Plant
| prod = [[Materials#PlantMatter|PlantMatter]]
| components = <!-- Extra unparsed info for special hybrids and such -->
| drop = Nothing
| prod = <!-- production items separated by / -->PlantMatter
}}
| drop = <!-- combat drop items separated by / -->

}}<!--
The '''Plant Girls''' are a supporter species who can control various plants to aid their allies. They also have exceptional Fertility which can either overcome their partner's low Virility or combine with a Virile partner for extra output at the Farm.
-->{{Spirit Evolution

| name =
== Overview ==
| image =

| element = Grass
| fxskills = SpawnVine
| sizebonus =
| reqstr =
| reqhealth =
| reqlust =
| reqmlvl =
| evinto =
}}<!--
-->{{Spirit Evolution Part
| name =
| evosource =
| evoname = Seduction
| evotype = Seduction
| evoskills = Attract/MassSeduction
| evohealth =
| evomana =
| evostr =
| evomagic =
| evoldmg =
| evolres =
| evoarmor =
| evospeed =
| evopassive =
}}<!--
-->{{Spirit Evolution Part
| name =
| evosource =
| evoname = Magic
| evotype = Magic
| evoskills = SpawnPoisonFlower/Toxin
| evohealth =
| evomana =
| evostr =
| evomagic =
| evoldmg =
| evolres =
| evoarmor =
| evospeed =
| evopassive =
}}<!--
-->{{Spirit Evolution Part
| name =
| evosource =
| evoname = Support
| evotype = Support
| evoskills = SpawnHealFlower/Rejuvenate
| evohealth =
| evomana =
| evostr =
| evomagic =
| evoldmg =
| evolres =
| evoarmor =
| evospeed =
| evopassive =
}}Plant girls are a support species capable of controlling plants to aid their allies. They are also good for breeding due to their high fertility.
== Strategies ==
=== Combat ===
=== Combat ===
Plant girls' low HP and the floral type's vulnerability to fire makes combat especially dangerous for them, and they're best kept away from enemies. They can still contribute to engaging enemies in combat using their fixed skill, [[SpawnVine]], to create an immobile vine token on a grass tile that can't attack but can use [[Constrict]] every other turn.<br><br>
Plant Girls have small HP pools and their Floral defense type makes them vulnerable to fire damage. Melee engagement with the enemy is dangerous for them and they can contribute far more from behind. If needed, their fixed Skill, [[SpawnVine]], can create a hostile obstruction on a grass tile. This immobile plant token cannot attack but [[Constrict]] a melee-engaged enemy every other turn.

Their primary focus in combat is usually healing, with their possible skills [[SpawnHealFlower]] and [[Rejuvenate]], but they can also put out Poison damage over time using [[Toxin]] and their Poison onAttack passive. The only value in their standard skillset linked to their magic stat is the duration of [[Rejuvenate]], so they can be equipped with bows to trigger Poison at range without sacrificing too much by not using a staff.<br><br>
Skills such as [[SpawnHealFlower]] and [[Rejuvenate]] help Plant Girls to fulfill the role of a healer. Plant Girls can also use [[Toxin]] to inflict poison on enemies. The standard Plant Girl skill-set has only one Skill ([[Rejuvenate]]) that benefits from high Magic, so equipping a bow or such other ranged weapon instead of a staff may be better for poisoning enemies from a distance.
The fixed values of plant girls' skills can be strong early on but drop off in power at higher levels, and their stat growth is relatively poor, so while they can be useful for your first few arena battles and portal expeditions, they'll likely eventually lose their combat role as party healer to stronger hybrids.<br><br>

Their token creation skills are terrain-dependent, with vines requiring grass and healflowers requiring water, so they can struggle to use them at all on the wrong terrain. The relatively short cooldown of [[SpawnVine]] and the importance of good placement for vine tokens means plant girls can benefit greatly, even on plains maps, from other units using grass creation abilities like [[MagicGrass]] or [[GrassTrail]] to allow them to put vines in useful spots, so in combat they have good synergy with the Druid MC and his seedlings, or any MC with the grass element and grass spirits. They can also do some terraforming themselves with their AbsorbWater passive, which turns water to earth and gives them some very welcome points of shield, and on water maps can help your other units to at least avoid the [[Soaked]] debuff.<br><br>
While Plant Girls have adequate stat values as a starter, their stat growth is unremarkable. They can help with first few arena battles and portal expeditions but other supporter-type hybrids will eventually supplant their combat role.
Plant girls have [[Pheromones]] as well, but their base lust damage is so weak that it doesn't affect combat much, and they can't contribute much to recruitment except by using Vines to Constrict enemies (especially in the case of trying to recruit [[Agile]] enemies).

Their token-creating Skills ([[SpawnVine]] & [[SpawnHealFlower]]) are terrain-dependent. [[Vines]] require grass and [[HealFlower|Healing Flowers]] require water. Without appropriate tiles - which is often the case in mountainous battlefields - their tokens become far harder to utilize. Still, [[SpawnVine]] has a short cooldown period and performs excellently as blockers and obstructions. Skills and traits that turn eligible tiles to grass, such as [[MagicGrass]] and [[GrassTrail]], relax their terrain requirement. The [[Prince]] with his access and benefit to [[Seedling]]s or any MC with the Grass element and [[Grass Spirit]]s can amplify Plant Girls' performance. On the other hand, Plant Girls have the [[AbsorbWater]] onMove passive which allows them to remove water tiles and gain temporary shield. This may be useful in providing dry land for non-aquatic allies to avoid getting [[Soaked]], if anything.

Another passive Plant Girls have is [[Pheromones]], which inflicts lust damage with default attacks. However their lust damage is not actually remarkable to be of particular benefit. Instead, their vines might be more useful in seducing and [[Constrict|Constricting]] enemies (which is particularly useful with [[Agile]] enemies).

=== Overworld ===
=== Overworld ===
Plant girls' [[Pheromones]] allow them to use [[Lure]] on the overworld map to trigger random combat encounters, which can let you choose the terrain for battles. This is especially useful for avoiding spending too much stamina running around in portals while completing 'win x fights' kingsquests or portal combat victory milestones, and also for hunting specific species in rare biomes.
Plant Girls' [[Pheromones]] passive allows them to use [[Lure]] on the overworld map. The action triggers a random overworld combat encounter. This ability can let you choose your favored terrain for battles. One way to benefit from this ability is to fight nearby the portal point to conserve Stamina while working towards fight counts in a specific portal (for certain King's Quests and portal milestones, for example). Another is to use it to discover specific creatures or humanoids in rare biomes.

=== Breeding ===
=== Breeding ===
Plant Girls have the highest base Fertility among all base species. This can overcome low natural Virility of certain species to progress on offspiring or combine with high Virility of others to hit the daily egglaying cap at the Farm. Another advantage is that Plant Girls' eggs are of the Floral type which can grow outside without a dedicated hatchery room upgrade. Multiple Floral eggs in one room accelerate each other, even. Plant Girls can accelerate the ranching process from the very early game.
Plant girls have the highest base fertility of any base species, allowing them to easily produce eggs even with lower-virility partners, or hit the 4 eggs per day cap with high virility partners like centaurs. On top of that, the eggs will have the floral type, which lets you grow them outdoors with zero infrastructure, and gives a bonus to growth and stability based on how many eggs are already growing in that location, making it easy to grow tons of eggs in 2 days each with 3-4 added genes in the early game. 3-5 plant girls can fill up all of your open slots in outdoor hatchery rooms until you're able to build new rooms with different habitat types and upgrade them.<br><br>

Male plant girls are great targets for Female Potions.
Their high Fertility is offset by low Virility. This issue can be mitigated by turning all Male/Futa Plant Girls female with the Female Potion.

=== Moneymaking ===
=== Moneymaking ===
Without an inherent Beauty or sex skill bonus, they perform better economically outside the Brothel. All Plant Girls have the [[Photosynthesis]] trait which allows them to feed on nothing but sunlight. As such, even an Enormous Plant Girl requires no food at all.
Their average beauty and lack of a particular bonus to sex skills mean there are better options for dedicated brothel workers.<br><br>

Their main economic advantage lies in their Photosynthesis trait, which removes their food upkeep requirements.<br><br>
They also produce [[PlantMatter]] when assigned to the farm, a necessary ingredient for crafting staff weapons and various other items, including the [[MagicWhip]].
They produce [[Materials#PlantMatter|PlantMatter]] at the Farm. This material is used to craft various staff weapons and other useful things like the [[Items#MagicWhip|MagicWhip]].

== Notes ==
== Notes ==
* The disadvantages of units with size above Medium (Large to Enormous) are their high food needs, low combat speed, and Fertility penalty. Coincidentally Plant Girls' specific qualities either make them go away or mitigate their impact as to be pointless. The advantages of being big include larger tokens that inherit the spawner's size and increased toughness.
The downsides to using large/giant/enormous units are food upkeep (not an issue for plant girls), lower combat speed (they're already slow and don't need to move around much), and lower fertility (not a problem if you'd be past the 4 eggs per day cap anyway). The upsides are higher overall stats for both the unit and any tokens it creates, which are the same size as their creator. So plant girls are less affected by the downsides and more affected by the upsides of larger sizes than most. On the other hand, tiny and small plant girls have such high fertility that they can breed with even the least virile species.
** On the other hand, Plant Girls smaller than Medium (Tiny and Small) get a boost to their already magnificent Fertility. A Tiny Plant Girl can easily become a She-Flower Mother of Thousand Young, even with the least Virile consort.

== Trivia ==
== Trivia ==
*Their vaginas produce a certain sweet substance, which acts as a potent aphrodisiac, also causing erect cocks to grow even bigger and produce a lot more cum.
* Their vaginas produce a certain sweet substance, which acts as a potent aphrodisiac, also causing erect cocks to grow even bigger and produce a lot more cum.

Latest revision as of 20:45, 6 November 2023


This article was updated for version 0.25.0.1

The Plant Girls are a supporter species who can control various plants to aid their allies. They also have exceptional Fertility which can either overcome their partner's low Virility or combine with a Virile partner for extra output at the Farm.

Overview[ | ]

Combat[ | ]

Plant Girls have small HP pools and their Floral defense type makes them vulnerable to fire damage. Melee engagement with the enemy is dangerous for them and they can contribute far more from behind. If needed, their fixed Skill, SpawnVine, can create a hostile obstruction on a grass tile. This immobile plant token cannot attack but Constrict a melee-engaged enemy every other turn.

Skills such as SpawnHealFlower and Rejuvenate help Plant Girls to fulfill the role of a healer. Plant Girls can also use Toxin to inflict poison on enemies. The standard Plant Girl skill-set has only one Skill (Rejuvenate) that benefits from high Magic, so equipping a bow or such other ranged weapon instead of a staff may be better for poisoning enemies from a distance.

While Plant Girls have adequate stat values as a starter, their stat growth is unremarkable. They can help with first few arena battles and portal expeditions but other supporter-type hybrids will eventually supplant their combat role.

Their token-creating Skills (SpawnVine & SpawnHealFlower) are terrain-dependent. Vines require grass and Healing Flowers require water. Without appropriate tiles - which is often the case in mountainous battlefields - their tokens become far harder to utilize. Still, SpawnVine has a short cooldown period and performs excellently as blockers and obstructions. Skills and traits that turn eligible tiles to grass, such as MagicGrass and GrassTrail, relax their terrain requirement. The Prince with his access and benefit to Seedlings or any MC with the Grass element and Grass Spirits can amplify Plant Girls' performance. On the other hand, Plant Girls have the AbsorbWater onMove passive which allows them to remove water tiles and gain temporary shield. This may be useful in providing dry land for non-aquatic allies to avoid getting Soaked, if anything.

Another passive Plant Girls have is Pheromones, which inflicts lust damage with default attacks. However their lust damage is not actually remarkable to be of particular benefit. Instead, their vines might be more useful in seducing and Constricting enemies (which is particularly useful with Agile enemies).

Overworld[ | ]

Plant Girls' Pheromones passive allows them to use Lure on the overworld map. The action triggers a random overworld combat encounter. This ability can let you choose your favored terrain for battles. One way to benefit from this ability is to fight nearby the portal point to conserve Stamina while working towards fight counts in a specific portal (for certain King's Quests and portal milestones, for example). Another is to use it to discover specific creatures or humanoids in rare biomes.

Breeding[ | ]

Plant Girls have the highest base Fertility among all base species. This can overcome low natural Virility of certain species to progress on offspiring or combine with high Virility of others to hit the daily egglaying cap at the Farm. Another advantage is that Plant Girls' eggs are of the Floral type which can grow outside without a dedicated hatchery room upgrade. Multiple Floral eggs in one room accelerate each other, even. Plant Girls can accelerate the ranching process from the very early game.

Their high Fertility is offset by low Virility. This issue can be mitigated by turning all Male/Futa Plant Girls female with the Female Potion.

Moneymaking[ | ]

Without an inherent Beauty or sex skill bonus, they perform better economically outside the Brothel. All Plant Girls have the Photosynthesis trait which allows them to feed on nothing but sunlight. As such, even an Enormous Plant Girl requires no food at all.

They produce PlantMatter at the Farm. This material is used to craft various staff weapons and other useful things like the MagicWhip.

Notes[ | ]

  • The disadvantages of units with size above Medium (Large to Enormous) are their high food needs, low combat speed, and Fertility penalty. Coincidentally Plant Girls' specific qualities either make them go away or mitigate their impact as to be pointless. The advantages of being big include larger tokens that inherit the spawner's size and increased toughness.
    • On the other hand, Plant Girls smaller than Medium (Tiny and Small) get a boost to their already magnificent Fertility. A Tiny Plant Girl can easily become a She-Flower Mother of Thousand Young, even with the least Virile consort.

Trivia[ | ]

  • Their vaginas produce a certain sweet substance, which acts as a potent aphrodisiac, also causing erect cocks to grow even bigger and produce a lot more cum.