Illnesses and Herbalism: Difference between revisions

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Illnesses and herbalism are unlocked on your 4th rollover with a new unique quest, Sickness and Health. Upon rolling over, Tala will inform you that your lead wolf has fallen ill and will walk you through assigning a Herbalist and treating the illness. New players have a brief illness immunity: until you have completed the Sickness and Health quest and rolled over five times, your wolves will be incapable of developing illnesses and you will be unable to assign wolves the Herbalist and Forager roles.
Illnesses and herbalism are unlocked on your fourth rollover with a new unique quest, Sickness and Health. Upon rolling over, Tala will inform you that your lead wolf has fallen ill and will walk you through assigning a Herbalist and treating the illness. New players have a brief illness immunity: until you have completed the Sickness and Health quest and rolled over five times, your wolves will be incapable of developing illnesses and you will be unable to assign wolves the Herbalist and Forager roles.




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If you need a specific herb but don't have the biome unlocked to find it, '''you can exchange herbs on the Exchange Herbs tab''' from the Herbalist page. Trading in 3 of one herb you have will give you 1 of any herb of your choice.
If you need a specific herb but don't have the biome unlocked to find it, '''you can exchange herbs on the Exchange Herbs tab''' from the Herbalist page. Trading in three of one herb you have will give you one of any herb of your choice.




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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 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.  
Medicines crafted from the Medicines Known tab (with the exception of the Cure-for-All) will have full potency, two uses instead of one. '''At 80% proficiency or higher, any Medicine: Healing Salve or Medicine: Rich Healing Salve that your herbalist crafts will be three uses instead of two'''. This applies only to the Healing Salves and no other medicine.  




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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.
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 five medicines queued for crafting/researching at a time, assuming your herbalist started with 100% energy.




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<td style="text-align:center;">[[File:rich_healing_salve.png]]<br><b>Rich Healing Salve</b>
<td style="text-align:center;">[[File:rich_healing_salve.png]]<br><b>Rich Healing Salve</b>
</td>
</td>
<td>Restores 50 HP and gives illness immunity for 3 rollovers.
<td>Restores 50 HP and gives illness immunity for three rollovers.
</td>
</td>
<td>Aloe (1)<br>Buffaloberry (1)<br>Burning Bush (1)<br>Chaparral (1)<br>Charcoal (1)
<td>Aloe (1)<br>Buffaloberry (1)<br>Burning Bush (1)<br>Chaparral (1)<br>Charcoal (1)
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<td style="text-center">[[File:medicine_cureall.png]]<br><b>Cure-for-All</b>
<td style="text-center">[[File:medicine_cureall.png]]<br><b>Cure-for-All</b>
</td>
</td>
<td>Cures any illness and gives illness immunity for 3 rollovers.
<td>Cures any illness and gives illness immunity for three rollovers.
</td>
</td>
<td>Aloe (1)<br>Arnica (1)<br>Boneset (1)<br>Carrionflower (1)<br>Cedar Bark (1)<br>Ginger (1)<br>Mullein (1)<br>Spoonwood (1)<br>Tansy (1)<br>Turmeric (1)
<td>Aloe (1)<br>Arnica (1)<br>Boneset (1)<br>Carrionflower (1)<br>Cedar Bark (1)<br>Ginger (1)<br>Mullein (1)<br>Spoonwood (1)<br>Tansy (1)<br>Turmeric (1)
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<td style="text-center">[[File:medicine_cureall.png]]<br><b>Cure-for-All</b>
<td style="text-center">[[File:medicine_cureall.png]]<br><b>Cure-for-All</b>
</td>
</td>
<td>Cures any illness and gives illness immunity for 3 rollovers.
<td>Cures any illness and gives illness immunity for three rollovers.
</td>
</td>
<td>Aloe (1)<br>Arnica (1)<br>Boneset (1)<br>Carrionflower (1)<br>Cedar Bark (1)<br>Ginger (1)<br>Mullein (1)<br>Spoonwood (1)<br>Tansy (1)<br>Turmeric (1)
<td>Aloe (1)<br>Arnica (1)<br>Boneset (1)<br>Carrionflower (1)<br>Cedar Bark (1)<br>Ginger (1)<br>Mullein (1)<br>Spoonwood (1)<br>Tansy (1)<br>Turmeric (1)
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<td style="text-align:center;">[[File:rich_healing_salve.png]]<br><b>Rich Healing Salve</b>
<td style="text-align:center;">[[File:rich_healing_salve.png]]<br><b>Rich Healing Salve</b>
</td>
</td>
<td>Restores 50 HP and gives illness immunity for 3 rollovers.
<td>Restores 50 HP and gives illness immunity for three rollovers.
</td>
</td>
<td>Aloe (1)<br>Buffaloberry (1)<br>Burning Bush (1)<br>Chaparral (1)<br>Charcoal (1)
<td>Aloe (1)<br>Buffaloberry (1)<br>Burning Bush (1)<br>Chaparral (1)<br>Charcoal (1)
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'''New players have a short period of immunity from illnesses''' while they are learning about the game. For your first 5 rollovers, your wolves will be incapable of developing illnesses. New players, however, can purchase or accept ill wolves into their pack, while still being unable to diagnose their illness or craft medicine. In order to prevent accidentally locking yourself into not being able to treat an ill wolf, be sure to avoid purchasing any ill wolves until after you complete the Sickness and Health quest.
'''New players have a short period of immunity from illnesses''' while they are learning about the game. For your first five rollovers, your wolves will be incapable of developing illnesses. New players, however, can purchase or accept ill wolves into their pack, while still being unable to diagnose their illness or craft medicine. In order to prevent accidentally locking yourself into not being able to treat an ill wolf, be sure to avoid purchasing any ill wolves until after you complete the Sickness and Health quest.




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<div class="c-content" style="display: none;">
<div class="c-content" style="display: none;">


Food items don't last forever, as nice as that would be! Any carcass or other food item that you get from hunting, exploring, or otherwise, will rot 8 rollovers after you get it. On the last day of rotting, the food item will become dangerous to feed to your wolves.
Food items don't last forever, as nice as that would be! Any carcass or other food item that you get from hunting, exploring, or otherwise, will rot eight rollovers after you get it. On the last day of rotting, the food item will become dangerous to feed to your wolves.




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'''When a food item has a red background in your Hoard, it has the chance of giving your wolf an illness when fed.''' This chance is per the number of times a wolf is fed, not per uses fed. So, if a wolf is fed a rotting food item with 10 uses, they have a lower chance of becoming sick than from consuming 10 rotting items with 1 use. Rotting food will not be fed to wolves if you use Feed All Play All.  
'''When a food item has a red background in your Hoard, it has the chance of giving your wolf an illness when fed.''' This chance is per the number of times a wolf is fed, not per uses fed. So, if a wolf is fed a rotting food item with 10 uses, they have a lower chance of becoming sick than from consuming 10 rotting items with one use. Rotting food will not be fed to wolves if you use Feed All Play All.  




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When you give a sick wolf the medicine to cure their illness, the wolf will be given a 1 rollover period of '''immunity from any illness'''. If the medicine given was a Cure-for-All, the immunity will be extended to 3 rollovers. If you find that your wolves are extra susceptible to illness, you may choose to cure them each time with a Cure-for-All, to lessen the number of days that they are capable of catching an illness.
When you give a sick wolf the medicine to cure their illness, the wolf will be given a one rollover period of '''immunity from any illness'''. If the medicine given was a Cure-for-All, the immunity will be extended to three rollovers. If you find that your wolves are extra susceptible to illness, you may choose to cure them each time with a Cure-for-All, to lessen the number of days that they are capable of catching an illness.




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<h3 class="c-header hidden">Diagnosing and Curing Illness</h3>
<h3 class="c-header hidden">Diagnosing and Curing Illness</h3>
<div class="c-content" style="display: none;">
<div class="c-content" style="display: none;">
=== Diagnosing and CUring Illness ===
=== Diagnosing and Curollove.rring Illness ===
In order to cure a wolf's illness, you must use a specific medicine designated for that ailment. Medicines typically have the illness's name in their name. For example, Open Wound Salve will cure Open Wound and it cannot be used for any other illnesses. The only exception to this is Antidote, which cures Poison.
In order to cure a wolf's illness, you must use a specific medicine designated for that ailment. Medicines typically have the illness's name in their name. For example, Open Wound Salve will cure Open Wound and it cannot be used for any other illnesses. The only exception to this is Antidote, which cures Poison.


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<div class="c-content" style="display: none;">
<div class="c-content" style="display: none;">
=== Lethal Illnesses ===
=== Lethal Illnesses ===
Lethal illnesses are very severe illnesses that can kill a wolf. '''Lethal illnesses, with the exception of Pox in puppies, will only kill a wolf if the wolf has 0 HP going into rollover'''. If a wolf has a lethal illness, but more than 0 HP going into rollover, they will not die from the illness. If they go into the rollover with 1 or 2 HP and drop to 0 HP during the rollover, the illness will not kill them either.
Lethal illnesses are very severe illnesses that can kill a wolf. '''Lethal illnesses, with the exception of Pox in puppies, will only kill a wolf if the wolf has zero HP going into rollover'''. If a wolf has a lethal illness, but more than zero HP going into rollover, they will not die from the illness. If they go into the rollover with one or two HP and drop to zero HP during the rollover, the illness will not kill them either.




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An exception to the 0 HP rule is Pox. '''If a puppy (under the age of 6 months) contracts Pox, they will die the next rollover regardless of what their HP was at'''. Pox is not lethal to wolves 6 months and older.
An exception to the zero HP rule is Pox. '''If a puppy (under the age of six months) contracts Pox, they will die the next rollover regardless of what their HP was at'''. Pox is not lethal to wolves six months and older.




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The HP effect column indicates how much HP is lost every rollover due to this illness. The energy effect and breeding effect indicates the effects the illness has on energy regeneration and breeding respectively. Contagiousness details the percent chance of the illness passing to one other wolf on rollover. Other Effects might include lethality, an illness's special effects, chance to cure on rollover, etc. Like noted at the top of the table, all illnesses cause double mood loss at rollove.r
The HP effect column indicates how much HP is lost every rollover due to this illness. The energy effect and breeding effect indicates the effects the illness has on energy regeneration and breeding respectively. Contagiousness details the percent chance of the illness passing to one other wolf on rollover. Other Effects might include lethality, an illness's special effects, chance to cure on rollover, etc. Like noted at the top of the table, all illnesses cause double mood loss at rollover.




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</tr>
</tr>
<tr>
<tr>
<th style="text-align:center;">Influenza</th><td>−6 HP</td><td>Slows Regeneration</td><td>Can't Breed</td><td>90%</td><td>Energy set to 0 on contraction</td>
<th style="text-align:center;">Influenza</th><td>−6 HP</td><td>Slows Regeneration</td><td>Can't Breed</td><td>90%</td><td>Energy set to zero on contraction</td>
</tr>
</tr>
<tr style="background:#ebebeb;">
<tr style="background:#ebebeb;">
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</tr>
</tr>
<tr>
<tr>
<th style="text-align:center;">Open Wound</th><td>−6 HP</td><td>None</td><td>Can't Breed</td><td>Not Contagious</td><td>HP set to 0 on contraction</td>
<th style="text-align:center;">Open Wound</th><td>−6 HP</td><td>None</td><td>Can't Breed</td><td>Not Contagious</td><td>HP set to zero on contraction</td>
</tr>
</tr>
<tr style="background:#ebebeb;">
<tr style="background:#ebebeb;">
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</tr>
</tr>
<tr>
<tr>
<th style="text-align:center;">Pox</th><td>−6 HP</td><td>None</td><td>Contagious</td><td>18%</td><td>Lethal to pups after 1 rollover</td>
<th style="text-align:center;">Pox</th><td>−6 HP</td><td>None</td><td>Contagious</td><td>18%</td><td>Lethal to pups after one rollover</td>
</tr>
</tr>
<tr style="background:#ebebeb;">
<tr style="background:#ebebeb;">

Latest revision as of 20:58, 2 January 2026

Table of Contents
Links not working? Sections must be expanded to jump to a subheader within them!
Foraging
Herbs
Herbalists
Mixing Medicine
All Medicines
Illnesses
Getting Sick
Preventing Illness
Diagnosing Illness
Curing Illness
Contagious Illnesses
Lethal Illnesses
Illness List


Illnesses are a persistent mechanic that add a level of unpredictability and challenge to the Wolvden experience! While playing casually, your wolves will be able to get sick and injured, and you will be able to assist them with the help of a Herbalist. Illnesses can catch you off-guard if you're not prepared to address them as they pop up, so understanding illnesses and herbalism can be very important to ensuring your pack's longevity.



Illnesses and herbalism are unlocked on your fourth rollover with a new unique quest, Sickness and Health. Upon rolling over, Tala will inform you that your lead wolf has fallen ill and will walk you through assigning a Herbalist and treating the illness. New players have a brief illness immunity: until you have completed the Sickness and Health quest and rolled over five times, your wolves will be incapable of developing illnesses and you will be unable to assign wolves the Herbalist and Forager roles.