Herbalism: Difference between revisions
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Medicines crafted from the Medicines Known tab (with the exception of the Cure-for-All) will have full potency, 2 uses instead of 1. At 80% proficiency or higher, any Medicine: Healing Salve that your herbalist crafts will be 3 uses instead of 2. This applies only to the Healing | Medicines crafted from the Medicines Known tab (with the exception of the Cure-for-All) will have full potency, 2 uses instead of 1. '''At 80% proficiency or higher, any Medicine: Healing Salve or Medicine: Rich Healing Salve that your herbalist crafts will be 3 uses instead of 2'''. This applies only to the Healing Salves and no other medicine. | ||
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<h3 class="c-header active">All Medicines</h3> | <h3 class="c-header active">All Medicines</h3> | ||
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=== All Medicines === | === All Medicines === | ||
There are 21 total medicines that your herbalist is able to mix. Most of these medicines cure one specific medicine. However, Cure-for-Alls can cure any illnesses, and healing salves restore HP instead of cure illnesses. | There are 21 total medicines that your herbalist is able to mix. Most of these medicines cure one specific medicine. However, Cure-for-Alls can cure any illnesses, and healing salves restore HP instead of cure illnesses. |
Latest revision as of 17:05, 22 December 2024
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Herbalists |
Foraging |
Mixing Medicine |
All Medicines |
Diagnosing Illnesses |
Herbs |
Herbs Not Used in Herbalism |
Herbalism is a mechanic unlocked on your 4th rollover, following a new unique quest: Sickness and Health! In addition to opening your pack up to the possibility of catching a variety of illnesses, herbalism also allows a new Herbalist role in your pack and gives you the opportunity to collect and craft with herbs!
Herbalists
Herbalists
Herbalist is a role that you can assign to a pack wolf. The herbalist can complete a variety of tasks related to herbs, medicine, and illnesses, alongside the friendly herbalist bear, Herbert.
You can have one herbalist total and you are stuck with just one, there is no way to increase the amount of herbalists you can have. When you switch the herbalist role from one wolf to another, whether that be because the previous herbalist died or just because you want a new one, your wolves will forget up to three medicine recipes. You will have to relearn these recipes normally with your new herbalist. It does not tell you when you switch herbalists that recipes have been lost. You have to check your user log to see which ones were forgotten. Restoring the same herbalist to the position will not restore the recipes.
Foraging
Foraging
You can send your herbalist foraging from the Herbalist page. This task will allow them to collect one to three herbs native to your pack's home biome. Every herb and its native biome is listed a bit further down on this page.
The amount of time it takes for your herbalist to forage depends on their proficiency and level. A Level 20 wolf with 100% proficiency will be able to forage in 30 minutes time, while beginner herbalists will take 60 minutes. Each foraging trip takes 20% energy.
Completing a foraging trip will reward your herbalist with experience alongside the herb(s) that they collect. Proficiency gain is not guaranteed when you send an herbalist foraging. Only half of the time will your herbalist earn +1 proficiency from completing a foraging trip.
Mixing Medicine
Mixing Medicine
In addition to foraging, herbalists can gain experience by mixing medicines. Mixing medicines is also an important step in curing any illnesses that your wolves contract. The first time a herbalist crafts a medicine, they must use collected herbs to research it. This can be done from the Research Medicine tab. The researching will result in a 1-use version of the cure, and will add the cure to your Medicines Known tab. The ingredients used to learn to create a cure are the same ingredients that are used to create them each subsequent time.
Medicines crafted from the Medicines Known tab (with the exception of the Cure-for-All) will have full potency, 2 uses instead of 1. At 80% proficiency or higher, any Medicine: Healing Salve or Medicine: Rich Healing Salve that your herbalist crafts will be 3 uses instead of 2. This applies only to the Healing Salves and no other medicine.
The time it takes to craft/research a medicine is dependent on the herbalist's level, and each medicine takes 20% energy. The higher the level, the shorter the crafting/research time. You can have up to 5 medicines queued for crafting/researching at a time, assuming your herbalist started with 100% energy.
Once an herbalist has researched all 19 medicines, one for each illness as well as the Healing Salve, you will unlock two additional craftable medicines, the Rich Healing Salve and Cure-for-All.
All Medicines
All Medicines
There are 21 total medicines that your herbalist is able to mix. Most of these medicines cure one specific medicine. However, Cure-for-Alls can cure any illnesses, and healing salves restore HP instead of cure illnesses.
Diagnosing Illnesses
Diagnosing Illnesses
Herbalists may also gain experience from diagnosing illnesses. Diagnosis is required before you are able to cure an illness, but having an herbalist is not required to complete it. If you do not have an herbalist, Herbert will help you diagnose your wolf's illness instead.
Diagnosing an illness can be done from the Sick Wolves tab of the Herbalist page, and requires Silver Cones to complete. The amount of SC required to diagnose a wolf's illness is tied to your herbalist's proficiency, with higher proficiency correlating to cheaper diagnosis costs. At 80 proficiency, your herbalist is able to diagnose illnesses for free. After a wolf has been diagnosed, you can cure them from the same place you diagnosed them if you have a cure on hand.
Herbs
Herbs
Herbs are used to craft medicines for your wolves. They are also used in crafting recipes for decors and backgrounds, and can be used to craft Nesting Materials as well! Herbalists can bring home herbs from foraging. You can also find herbs randomly while exploring. The herbs that you can find are based on the biome your pack territory is in, with the exception of a few explore encounters.
If you need a specific herb but don't have the biome unlocked to find it, you can exchange herbs at the bottom of the herbalist page. Trading in 3 of one herb you have will give you 1 of any herb of your choice.
Below is a table of every herb, including what they are used for and where you can find them. When an herb is listed as being in a certain biome, this means that it can both be foraged there as well as found there while exploring normally. There are a few explore encounters, such as the raven, which can give you herbs from any biome regardless of what their native biome is.
Herbs Not Used in Herbalism
Herbs Not Used in Herbalism
The following herbs can only be obtained through foraging and exploring during the month of November as a part of the Coigreach event. They can be used to exchange for other herbs on the herbalist page, but cannot be exchanged for themselves. They currently have no use besides crafting nesting material.
Elder |
Elfwort |
English Marigold |
Evening Primrose |
Meadowsweet |
Nettle Leaves |
Vervain |
White Clover |
Woad |
Wood Betony |