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{{stub}}{{infobox main|plant|
 
{{stub}}{{infobox main|plant|
| name = Healroot
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|name = Healroot
| image = Healroot.png|Healroot
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|image = Healroot.png|Healroot
| description = A slow-growing plant which yields herbal medicine when harvested. Sowing and harvesting healroot are both very labor-intensive tasks because of its delicate shoots.<br>Healroot was selectively bred for centuries by settlers. It is sometimes also called "healer's hand" by tribespeople - a nickname it owes to its five major medicinal virtues.
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|description = A slow-growing plant which yields herbal medicine when harvested. Sowing and harvesting healroot are both very labor-intensive tasks because of its delicate shoots.<br>Healroot was selectively bred for centuries by settlers. It is sometimes also called "healer's hand" by tribespeople - a nickname it owes to its five major medicinal virtues.
| type = Plant
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|type = Plant
| type2 = Domesticated
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|type2 = Domesticated
| path cost = 14
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|path cost = 14
| hp = 60
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|hp = 60
| flammability = 1
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|flammability = 1
| beauty outdoors = 1
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|beauty outdoors = 1
| grow days = 7
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|grow days = 7
| sow work = 800
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|sow work = 800
| harvest work = 400
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|harvest work = 400
| product = herbal medicine
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|product = herbal medicine
| yield = 1
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|yield = 1
| min sowing skill = 8
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|min sowing skill = 8
| min fertility = 0.7
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|min fertility = 0.7
| fertility sensitivity = 1
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|fertility sensitivity = 1
| nutrition = 0.2
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|nutrition = 0.2
| sowTags = Ground, Hydroponic
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|sowTags = Ground, Hydroponic
}}{{See also|Wild healroot}}{{Info|'''Healroot''' is a [[plant]] that can be sown in [[growing zone]]s or [[hydroponics basin]]s and yields [[herbal medicine]].}} Sowing healroot requires a minimum [[plants (skill)|growing skill]] of {{P|Minimum Required Growing Skill}}, but any colonist capable of [[Work#Plant cut|plant cutting]] can harvest them.
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}}{{See also|Wild healroot}}{{Info|This plant was selectively bred for centuries by settlers. It is sometimes also called &quot;healer's hand&quot; by tribespeople - a nickname it owes to its five major medicinal virtues. Planted in the [[growing zone]] or [[hydroponics basin]]s and yields [[herbal medicine]].}}Sowing '''healroot''' requires a minimum [[Skills#Growing|growing skill]] of {{P|Minimum Required Growing Skill}}, but any colonist capable of [[Menus#Work|plant cutting]] can harvest them.
  
 
Each healroot plant yields 1 herbal medicine when fully grown. Harvesting it early results in a chance of failing to receive anything from the harvest even though it is not marked as failed.
 
Each healroot plant yields 1 herbal medicine when fully grown. Harvesting it early results in a chance of failing to receive anything from the harvest even though it is not marked as failed.
  
One important difference from most domesticated plants is that Healroot can withstand winter temperatures. Thus, when planted outside after early spring it attracts wild herbivores and can be used as bait. If you are not ready to shoot this animals and protect your crops, then may be worth walling them off. A herd of Thrumbos (or even a single one for that matter) will be destructive to your Healroot farm if left unprotected.
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It may be worth walling off your healroot, as wildlife is more than inclined to consume it, hindering your overall herbal medicine production. A herd of Thrumbos (or even a single for that matter) will be destructive to your Healroot farm if left unprotected.
  
There is a variety that can be found naturally growing in {{Habitats|Wild healroot}}, known as [[Wild healroot]]. Wild healroot is statistically identical to normal healroot, except it cannot be cultivated manually and instead spawns in the wild.
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There is a variety that can be found naturally growing in boreal forests, cold bogs, temperate forests, temperate swamps and tundras, known as '''Wild healroot'''. It is statistically identical except it can't be cultivated manually.
 
 
==Usage==
 
Healroot matures slowly (see table, below).  Take note that 1 Healroot plant, when mature, produces 1 [[herbal medicine]] while a fight can easily cause a half-dozen injuries to a colonist, or more for a particularly long fight. Consider planting larger healroot zones; a few too many is better than too few, and besides, many traders value them.
 
 
 
==Temperatures==
 
 
 
* Maximum growth temperature {{Temperature|58}}
 
* Minimum growth temperature {{Temperature|0}}
 
* All Healroots survive {{Temperature|-29}}
 
* The first Healroots die at {{Temperature|}}
 
* Some Healroots die around {{Temperature|}}
 
* Every 2nd died around {{Temperature||}}
 
* Most Healroots die around {{Temperature||}}
 
* All Healroots die around {{Temperature|}}
 
  
 
==Growing==
 
==Growing==
See table below for grow rates...
 
 
{{Grow Table}}
 
{{Grow Table}}
  
== Version history ==
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==Version History==
* [[Version/0.8.657|0.8.657]] - Added as '''Xerigium'''. Can be farmed and refined into herbal medicine.  
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* [[Version/0.8.657|0.8.657]] - Can be farmed and refined into herbal medicine. Possibly Added.
* [[Version/0.13.1135|0.13.1135]] - Name changed from '''Xerigium''' to '''Healroot''' and sprite changed  
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* A13 - Name changed from Xerigium and sprite changed  
* Beta 19/1.0 - Grow days 6.5 -> 12, sow and harvest work increased significantly. Min fertility 50% -> 100%.
 
 
* [[Version/1.3.3066|1.3.3066]] - Nutrition increased from 0.15 -> 0.2
 
* [[Version/1.3.3066|1.3.3066]] - Nutrition increased from 0.15 -> 0.2
  
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{{nav|plant|wide}}
 
{{nav|plant|wide}}
 
[[Category:Plants]]
 
 
[[Category:Domesticated plants]]
 
[[Category:Domesticated plants]]
 
[[Category:Resource plants]]
 
[[Category:Resource plants]]

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