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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 Salve and no other medicine.  
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

Table of Contents
Links not working? Sections must be expanded to jump to a subheader within them!
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.


Herbert

Herbert the herbalist knows everything you need about medicine. He'll help your pack's herbalist craft, cure, and diagnose! When he's not working, Herb might be found hanging out with his cubs!

Bear

He/Him


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.


Medicine Use Recipe

Rich Healing Salve
Restores 50 HP Aloe (3)
Buffaloberry (3)
Burning Bush (3)
Chaparral (3)
Charcoal (3)

Cure-for-All
Cures any illness and gives illness immunity for 3 rollovers. Aloe (1)
Arnica (1)
Boneset (1)
Carrionflower (1)
Cedar Bark (1)
Ginger (1)
Mullein (1)
Spoonwood (1)
Tansy (1)
Turmeric (1)


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.


Medicine Use Recipe

Antidote
Cures Poison

Chaparral (3)


Constipation Cure

Cures Constipation

Bearberry (1)
Buffaloberry (1)
Burning Bush (1)


Cough Cure

Cures Cough

Goldenseal (1)
Kava (1)
Pineapple Leaf (1)


Cure-for-All
Cures any illness and gives illness immunity for 3 rollovers. Aloe (1)
Arnica (1)
Boneset (1)
Carrionflower (1)
Cedar Bark (1)
Ginger (1)
Mullein (1)
Spoonwood (1)
Tansy (1)
Turmeric (1)


Cystitis Cure

Cures Cystitis

Dandelion (1)
Kava (1)
Redwood Sorrel (1)


Diarrhea Cure

Cures Diarrhea

Charcoal (3)


Distemper Cure

Cures Distemper

Goldenseal (1)
Guaiacum (1)
Mullein (1)


Ear Mites Ointment

Cures Ear Mites

Carrionflower (1)
Tobacco (1)
Winterfat (1)


Fleas Remedy

Cures Fleas

Tobacco (3)


Healing Salves

Restores 20 HP

Charcoal (1)
Dandelion (1)


Heatstroke Remedy

Cures Heatstroke

Feverfew (1)
Ginger (1)
Winterfat (1)


Hepatitis Cure

Cures Hepatitis

Boneset (1)
Dandelion (1)
Spoonwood (1)


Infection Balm

Cures Infection

Feverfew (1)
Oregano (1)
St. John's Wort (1)


Influenza Cure

Cures Influenza

Guaiacum (2)
Pineapple Leaf (2)


Mange Salve

Cures Mange

Arnica (1)
Tobacco (1)
Yarrow (1)


Open Wound Salve

Cures Open Wound

St. John's Owrt (1)
Winterfat (1)
Yarrow (1)


Pox Balm

Cures Pox

Oregano (1)
Redwood Sorrel (1)
Yarrow (1)


Rich Healing Salve
Restores 50 HP Aloe (3)
Buffaloberry (3)
Burning Bush (3)
Chaparral (3)
Charcoal (3)


Ringworm Salve

Cures Ringworm

Aloe (1)
Oregano (1)
Turmeric (1)


Tapeworm Remedy

Cures Tapeworm

Bearberry (1)
Garlic (1)
Tansy (1)


Tick Remedy

Cures Ticks

Cedar Bark (1)
Garlic (1)
Tobacco (1)


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.


ProficiencyCost
0% - 3%20 SC
4% - 7%19 SC
8% - 11%18 SC
12% - 15%17 SC
16% - 19%16 SC
20% - 23%15 SC
24% - 27%14 SC
28% - 31%13 SC
32% - 35%12 SC
36% - 39%11 SC
40% - 43%10 SC
44% - 47%9 SC
48% - 51%8 SC
52% - 55%7 SC
56% - 59%6 SC
60% - 63%5 SC
64% - 67%4 SC
68% - 71%3 SC
72% - 75%2 SC
76% - 79%1 SC
80% - 100%Free


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.


Herb Uses Biomes

Aloe
  • Ringworm Salve (1)
  • Cure-For-All (1)
  • Rich Healing Salve (3)
  • Desert
  • Swamp
  • Rainforest

Arnica
  • Mange Salve (1)
  • Cure-For-All (1)
  • All Biomes

Bearberry
  • Constipation Cure (1)
  • Tapeworm Remedy (1)
  • Deciduous Forest
  • Mountains
  • Coniferous Forest
  • Taiga
  • Tundra

Boneset
  • Hepatitis Cure (1)
  • Cure-For-All (1)
  • Deciduous Forest
  • Grasslands
  • Coniferous Forest
  • Prairie
  • Riparian Woodland
  • Taiga
  • Swamp

Buffaloberry
  • Constipation Cure (1)
  • Rich Healing Salve (3)
  • Mountains
  • Coniferous Forest
  • Prairie
  • Riparian Woodland
  • Taiga

Burning Bush
  • Constipation Cure (1)
  • Rich Healing Salve (3)
  • Deciduous Forest
  • Grasslands
  • Coniferous Forest
  • Prairie
  • Riparian Woodland

Carrionflower
  • Ear Mites Ointment (1)
  • Cure-For-All (1)
  • Deciduous Forest
  • Grasslands
  • Mountains
  • Coniferous Forest
  • Riparian Woodland
  • Taiga

Cedar Bark
  • Tick Remedy (1)
  • Cure-For-All (1)
  • Coniferous Forest
  • Mountains
  • Grasslands
  • Deciduous Forest
  • Riparian Woodland
  • Prairie
  • Desert
  • Swamp
  • Rainforest

Chaparral
  • Antidote (3)
  • Rich Healing Salve (3)
  • Desert

Charcoal
  • Diarrhea Cure (3)
  • Healing Salve (1)
  • Rich Healing Salve (3)
  • All Biomes

Dandelion
  • Cystitis Cure (1)
  • Healing Salve (1)
  • Hepatitis Cure (1)
  • All Biomes

Feverfew
  • Heatstroke Remedy (1)
  • Infection Balm (1)
  • Deciduous Forest
  • Grasslands
  • Mountains
  • Coniferous Forest
  • Prairie
  • Riparian Woodland
  • Rainforest

Garlic
  • Tapeworm Remedy (1)
  • Tick Remedy (1)
  • Deciduous Forest
  • Grasslands
  • Mountains
  • Coniferous Forest
  • Prairie
  • Riparian Woodland
  • Swamp

Ginger
  • Heatstroke Remedy (1)
  • Cure-For-All (1)
  • Deciduous Forest
  • Grasslands
  • Mountains
  • Coniferous Forest
  • Prairie
  • Riparian Woodland
  • Taiga

Goldenseal
  • Cough Cure (1)
  • Distemper Cure (1)
  • Deciduous Forest
  • Grasslands
  • Coniferous Forest
  • Riparian Woodland

Guaiacum
  • Distemper Cure (1)
  • Influenza Cure (2)
  • Swamp
  • Rainforest

Kava
  • Cough Cure (1)
  • Cystitis Cure (1)
  • Rainforest

Mullein
  • Distemper Cure (1)
  • Cure-For-All (1)
  • Deciduous Forest
  • Grasslands
  • Mountains
  • Coniferous Forest
  • Prairie
  • Riparian Woodland
  • Desert

Oregano
  • Infection Balm (1)
  • Pox Balm (1)
  • Ringworm Salve (1)
  • Mountains
  • Prairie
  • Desert
  • Swamp
  • Rainforest

Pineapple Leaf
  • Cough Cure (1)
  • Influenza Cure (2)
  • Rainforest

Redwood Sorrel
  • Cystitis Cure (1)
  • Pox Palm (1)
  • Mountains
  • Coniferous Forest
  • Swamp

Spoonwood
  • Hepatitis Cure (1)
  • Cure-For-All (1)
  • Deciduous Forest
  • Grasslands
  • Mountains
  • Coniferous Forest
  • Riparian Woodland
  • Swamp

St. John's Wort
  • Infection Balm (1)
  • Open Wound Salve (1)
  • Deciduous Forest
  • Grasslands
  • Mountains
  • Coniferous Forest
  • Prairie
  • Riparian Woodland
  • Swamp

Tansy
  • Tapeworm Remedy (1)
  • Cure-For-All (1)
  • Grasslands
  • Deciduous Forest
  • Mountains
  • Prairie
  • Riparian Woodland
  • Coniferous Forest
  • Desert

Tobacco
  • Ear Mites Ointment (1)
  • Fleas Remedy (3)
  • Mange Salve (1)
  • Tick Remedy (1)
  • Mountains
  • Prairie
  • Desert

Turmeric
  • Ringworm Salve (1)
  • Cure-For-All (1)
  • Swamp
  • Rainforest

Winterfat
  • Ear Mites Ointment (1)
  • Heatstroke Remedy (1)
  • Open Wound Salve (1)
  • Mountains
  • Prairie
  • Desert

Yarrow
  • Mange Salve (1)
  • Open Wound Salve (1)
  • Pox Balm (1)
  • All Biomes


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