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Herbs - Brave Leef - 01

Collection Brave Leef - col1jgw23rce22aucy0vrseqa3dte8sd0924sdjw5xuxzljcnhgr8fpqnjcu7q

Item Type: Herbs
number: 1/10000
//
enhancement: 0
increase_str: constant: 1.1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
number: 2/10000
//
enhancement: 0
increase_wis: constant: 1.1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
number: 3/10000
//
enhancement: 0
increase_luc: constant: 1.1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
number: 7/10000
//
enhancement: 0
increase_cha: constant: 1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
number: 11/10000
//
enhancement: 0
increase_int: constant: 1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
number: 5/10000
//
enhancement: 0
increase_cha: constant: 1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
number: 6/10000
//
enhancement: 0
increase_wis: constant: 1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
seedling: green health
soil: green wet
//
enhancement: 0
increase_dex: constant: 1
increase_health: random: 3
increase_con: random: 3
Item Type: Herbs
number: 10/10000
//
enhancement: 0
increase_wis: constant: 1.1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
seedling: green health
soil: brown wet
drip: blue up & blue down
surface: brown mound
vine: green
//
enhancement: 0
increase_str: constant: 1.1
increase_health: random: 3
increase_con: random: 3
Item Type: Herbs
number: 8/10000
//
enhancement: 0
increase_dex: constant: 1.1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
number: 4/10000
//
enhancement: 0
increase_dex: constant: 1.1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
seedling: green health
soil: brown wet
drip: blue up & blue down
//
enhancement: 0
increase_luc: constant: 1.1
increase_health: random: 3
increase_con: random: 3
Item Type: Herbs
seedling: yellow health
soil: mars
bug: black
//
enhancement: 0
increase_dex: constant: 1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
number: 9/10000
//
enhancement: 0
increase_dex: constant: 1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
seedling: green health
soil: green wet
drip: blue up
//
enhancement: 0
increase_con: constant: 1.1
increase_health: random: 3
increase_con: random: 3
Item Type: Herbs
seedling: yellow health
soil: mars
//
enhancement: 0
increase_con: constant: 1.1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
seedling: bilibili
soil: moon
drip: blue up & blue down
surface: moon rocks
vine: pink
//
enhancement: 0
increase_con: constant: 1.1
increase_health: random: 3
increase_con: random: 3
Item Type: Herbs
seedling: green health
soil: green wet
drip: blue down
//
enhancement: 0
increase_cha: constant: 1
increase_health: random: 3
increase_con: random: 3
Item Type: Herbs
seedling: green health
soil: green wet
vine: green
//
enhancement: 0
increase_con: constant: 1.1
increase_health: random: 3
increase_con: random: 3
Item Type: Herbs
seedling: green health
soil: moon
bug: gold
//
enhancement: 0
increase_dex: constant: 1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
seedling: bilibili
soil: moon
vine: pink
//
enhancement: 0
increase_cha: constant: 1.1
increase_health: random: 3
increase_con: random: 3
Item Type: Herbs
background: forest brown
soil: green swamp
seedling: purple variation
decoration: drip below
//
enhancement: 0
increase_wis: constant: 1
increase_health: random: 3
Item Type: Herbs
seedling: green health
soil: green wet
surface: green grass
vine: green
drip: blue up
//
enhancement: 0
increase_con: constant: 1
increase_health: random: 3
increase_con: random: 3
Item Type: Herbs
seedling: yellow health
soil: mars
surface: martian rocks
//
enhancement: 0
increase_luc: constant: 1.1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
seedling: bilibili
soil: moon
//
enhancement: 0
increase_int: constant: 1.1
increase_health: random: 3
increase_con: random: 3
Item Type: Herbs
seedling: bilibili
soil: moon
drip: blue down
surface: moon rocks
vine: pink
//
enhancement: 0
increase_str: constant: 1
increase_health: random: 3
increase_con: random: 3
Item Type: Herbs
seedling: green health
soil: green wet
vine: green
drip: blue down
//
enhancement: 0
increase_con: constant: 1.1
increase_health: random: 3
increase_con: random: 3
Item Type: Herbs
seedling: yellow health
soil: mars
bug: black
surface: martian rocks
vine: yellow
//
enhancement: 0
increase_luc: constant: 1.1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
seedling: yellow health
soil: mars
bug: black
surface: martian rocks
//
enhancement: 0
increase_int: constant: 1.1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
seedling: green health
soil: moon
//
enhancement: 0
increase_con: constant: 1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
seedling: yellow withered
soil: green wet
//
enhancement: 0
increase_int: constant: 1.1
increase_health: random: 3
increase_con: random: 3
Item Type: Herbs
seedling: bilibili
soil: moon
drip: blue down
surface: moon rocks
//
enhancement: 0
increase_wis: constant: 1.1
increase_health: random: 3
increase_con: random: 3
Item Type: Herbs
seedling: green health
soil: green wet
surface: green grass
//
enhancement: 0
increase_dex: constant: 1
increase_health: random: 3
increase_con: random: 3
Item Type: Herbs
seedling: bilibili
soil: moon
surface: moon rocks
bug: purple
//
enhancement: 0
increase_dex: constant: 1.1
increase_health: random: 3
increase_con: random: 3
Item Type: Herbs
seedling: bilibili
soil: moon
surface: moon rocks
//
enhancement: 0
increase_str: constant: 1.1
increase_health: random: 3
increase_con: random: 3
Item Type: Herbs
seedling: green health
soil: green wet
surface: green grass
drip: blue down
//
enhancement: 0
increase_cha: constant: 1.1
increase_health: random: 3
increase_con: random: 3
Item Type: Herbs
seedling: green health
soil: green wet
surface: green grass
drip: blue up
//
enhancement: 0
increase_cha: constant: 1
increase_health: random: 3
increase_con: random: 3
Item Type: Herbs
soil: moon
surface: moon rocks
seedling: rainbow
//
enhancement: 0
increase_luc: constant: 1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
seedling: green health
soil: moon
surface: moon rocks
//
enhancement: 0
increase_con: constant: 1.1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
seedling: green health
soil: green wet
surface: green grass
vine: green
//
enhancement: 0
increase_luc: constant: 1.1
increase_health: random: 3
increase_con: random: 3
Item Type: Herbs
seedling: bilibili
soil: moon
drip: blue down
vine: pink
//
enhancement: 0
increase_str: constant: 1.1
increase_health: random: 3
increase_con: random: 3
Item Type: Herbs
seedling: green health
soil: green wet
vine: green
drip: blue up & blue down
surface: green grass
//
enhancement: 0
increase_luc: constant: 1.1
increase_health: random: 3
increase_con: random: 3
Item Type: Herbs
seedling: green health
soil: moon
bug: gold
surface: moon rocks
//
enhancement: 0
increase_dex: constant: 1.1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
seedling: bilibili
soil: moon
drip: blue up & blue down
vine: pink
//
enhancement: 0
increase_dex: constant: 1.1
increase_health: random: 3
increase_con: random: 3
Item Type: Herbs
seedling: golden health
soil: black wet
//
enhancement: 0
increase_int: constant: 1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
seedling: moving rainbow
soil: moon
surface: moon rocks
mystery: unknown creature
//
enhancement: 0
increase_con: constant: 1.1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
seedling: bilibili
soil: moon
drip: blue up
surface: moon rocks
vine: pink
//
enhancement: 0
increase_dex: constant: 1
increase_health: random: 3
increase_con: random: 3
Item Type: Herbs
seedling: golden health
soil: black wet
vine: golden
surface: gold mine
//
enhancement: 0
increase_con: constant: 1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
background: forest brown
soil: green swamp
seedling: green strong
decoration: drip below
//
enhancement: 0
increase_wis: constant: 1
increase_health: random: 3
Item Type: Herbs
Brave Seedling: Bram
//
enhancement: 0
increase_con: constant: 1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
increase_con: random: 3
Item Type: Herbs
seedling: green health
drip: blue down
soil: bram
//
enhancement: 0
increase_str: constant: 1.1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
seedling: green health
soil: bram
//
enhancement: 0
increase_int: constant: 1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
background: forest brown
soil: green swamp
seedling: green young
decoration: yellow spots
//
enhancement: 0
increase_dex: constant: 1
increase_health: random: 3
Item Type: Herbs
seedling: green health
drip: blue up & blue down
soil: bram
//
enhancement: 0
increase_dex: constant: 1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
Brave Seedling: Gene
//
enhancement: 0
increase_con: constant: 1.1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
increase_con: random: 3
Item Type: Herbs
seedling: green health
drip: blue up
soil: bram
//
enhancement: 0
increase_con: constant: 1.1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
seedling: green health
drip: blue down
vine: green
soil: bram
//
enhancement: 0
increase_int: constant: 1.1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
seedling: green health
vine: green
soil: bram
//
enhancement: 0
increase_wis: constant: 1.1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
seedling: green health
drip: blue up & blue down
vine: green
soil: gene
//
enhancement: 0
increase_con: constant: 1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
background: lake blue
soil: brown organic
seedling: green young
decoration: yellow spots
//
enhancement: 0
increase_dex: constant: 1.1
increase_health: random: 3
Item Type: Herbs
seedling: green health
drip: blue up & blue down
soil: gene
//
enhancement: 0
increase_cha: constant: 1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
seedling: gold
vine: gold
soil: bram
//
enhancement: 0
increase_luc: constant: 1.1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
background: swamp green
soil: moon well
seedling: green health
decoration: drip below
//
enhancement: 0
increase_luc: constant: 1
increase_health: random: 3
Item Type: Herbs
seedling: gold
soil: gene
//
enhancement: 0
increase_str: constant: 1.1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
seedling: gold
vine: gold
soil: gene
//
enhancement: 0
increase_con: constant: 1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
seedling: green health
drip: blue up
vine: green
soil: bram
//
enhancement: 0
increase_cha: constant: 1.1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
background: swamp green
soil: brown organic
seedling: green health
decoration: yellow spots
//
enhancement: 0
increase_wis: constant: 1.1
increase_health: random: 3
Item Type: Herbs
seedling: green health
drip: blue down
vine: green
soil: gene
//
enhancement: 0
increase_luc: constant: 1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
seedling: green health
drip: blue down
soil: gene
//
enhancement: 0
increase_dex: constant: 1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
background: dream purple
soil: amethyst
seedling: purple variation
decoration: drip above
//
enhancement: 0
increase_str: constant: 1.1
increase_health: random: 3
Item Type: Herbs
background: lake blue
soil: green wetlands
seedling: green health
decoration: nourish
//
enhancement: 0
increase_int: constant: 1.1
increase_health: random: 3
Item Type: Herbs
background: swamp green
soil: moon well
seedling: purple variation
decoration: yellow spots
//
enhancement: 0
increase_str: constant: 1
increase_health: random: 3
Item Type: Herbs
seedling: green health
soil: gene
//
enhancement: 0
increase_luc: constant: 1.1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
seedling: green health
soil: cat dodo
drip: blue down
vine: green
//
enhancement: 0
increase_con: constant: 1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
seedling: green health
drip: blue up
vine: green
soil: gene
//
enhancement: 0
increase_wis: constant: 1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
seedling: green health
soil: cat dodo
vine: green
//
enhancement: 0
increase_luc: constant: 1.1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
background: cosmic blue
soil: brown organic
seedling: yellow withered
decoration: drip above
//
enhancement: 0
increase_wis: constant: 1.1
increase_health: random: 3
Item Type: Herbs
seedling: shiny green
soil: elon
//
enhancement: 0
increase_dex: constant: 1
increase_health: random: 3
increase_con: random: 3
Item Type: Herbs
seedling: green health
drip: blue up & blue down
vine: green
soil: bram
//
enhancement: 0
increase_int: constant: 1.1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
background: forest brown
soil: moon well
seedling: yellow withered
decoration: nourish
//
enhancement: 0
increase_cha: constant: 1.1
increase_health: random: 3
Item Type: Herbs
seedling: gold
soil: bram
//
enhancement: 0
increase_wis: constant: 1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
seedling: shiny gold
soil: elon
//
enhancement: 0
increase_cha: constant: 1.1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
background: dream purple
soil: moon well
seedling: green young
decoration: nourish
//
enhancement: 0
increase_int: constant: 1.1
increase_health: random: 3
Item Type: Herbs
background: lake blue
soil: green swamp
seedling: green young
decoration: caterpillar
//
enhancement: 0
increase_str: constant: 1.1
increase_health: random: 3
Item Type: Herbs
background: swamp green
soil: moon well
seedling: yellow withered
decoration: none
//
enhancement: 0
increase_luc: constant: 1
increase_health: random: 3
Item Type: Herbs
seedling: green health
drip: blue up
soil: gene
//
enhancement: 0
increase_con: constant: 1.1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
seedling: green health
vine: green
soil: gene
//
enhancement: 0
increase_int: constant: 1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
background: cosmic blue
soil: green swamp
seedling: green health
decoration: drip below
//
enhancement: 0
increase_con: constant: 1
increase_health: random: 3
Item Type: Herbs
seedling: green health
soil: cat dodo
drip: blue up
//
enhancement: 0
increase_int: constant: 1.1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
background: lake blue
soil: amethyst
seedling: purple variation
decoration: drip above
//
enhancement: 0
increase_con: constant: 1
increase_health: random: 3
Item Type: Herbs
background: lake blue
soil: moon well
seedling: green strong
decoration: nourish
//
enhancement: 0
increase_wis: constant: 1.1
increase_health: random: 3
Item Type: Herbs
seedling: gold
soil: world bank
//
enhancement: 0
increase_luc: constant: 1.1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
background: dream purple
soil: moon well
seedling: green strong
decoration: drip above
//
enhancement: 0
increase_con: constant: 1
increase_health: random: 3
Item Type: Herbs
seedling: green health
soil: world bank
//
enhancement: 0
increase_str: constant: 1.1
increase_health: random: 3
increase_con: random: 3
Item Type: Herbs
seedling: green health
drip: blue down
vine: green
soil: world bank
//
enhancement: 0
increase_int: constant: 1.1
increase_health: random: 3
increase_con: random: 3
Item Type: Herbs
seedling: shiny gold
vine: gold
soil: btc
//
enhancement: 0
increase_wis: constant: 1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
Brave Seedling: BTC
//
enhancement: 0
increase_str: constant: 1.1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
increase_con: random: 3
Item Type: Herbs
seedling: shiny green
soil: btc
//
enhancement: 0
increase_cha: constant: 1.1
increase_health: random: 3
increase_con: random: 3
increase_health: random: 3
Item Type: Herbs
seedling: shiny green
drip: blue up
soil: elon
//
enhancement: 0
increase_int: constant: 1
increase_health: random: 3
increase_con: random: 3