Professions › Herbalism
Herbalist's Ledger
Every wild herb on the island, how you learn what it does, and what happens when you put two of them in a pot.
How a herb works
- Four effectsEvery kind of herb has four effects, always the same for that kind: a Sunmarrow is always a Sunmarrow. Some are helpful, some harmful. At first you don't know any of them; they show as ???.
- Eating oneRight-click it and pick Eat. You feel, and learn, the next effect you don't know yet, for about 30 seconds.
- Studying oneAt an alchemy table, from Alchemy 15: pick a herb and press Study. It's used up in a test tube (which may crack) and you learn its next effect.
- Brewing with itA potion that works teaches you every effect in it, on every herb you used.
- A gatherer's eyeAt Herbalism 25 you can read every herb's first effect, and at 50 its second.
- PickingWalk up and press E. A herb's name is coloured for how hard it is for you: red (above your skill, a long shot), yellow (just right), green (easy, always picked) or grey (nothing left to learn). Hover a plant to see your exact pick chance.
- More per plantBetter Herbalism gives one extra herb per plant for every 30 skill, up to 3 more. Herbs of a kind all stack together.
The herbs
| Herb | Herbalism | Where |
|---|---|---|
| Threadreed | 0 | Everywhere. The only herb with nothing harmful in it, and the fibre for bandages and cloth. |
| Moorheather | 8 | Hills and moors |
| Sunmarrow | 10 | Meadows |
| Ironroot | 12 | Slopes near the village |
| Bitterwort | 20 | Dry plains |
| Mistbloom | 40 | Damp forests |
| Glowstalk | 50 | Deep in the Old Wood |
| Bog Calla | 55 | The Bog's banks |
| Gravecap | 60 | Swamp banks |
| Cragrose | 65 | Among the crags of the Eastmarch |
| Frostleek | 75 | The Whitecrown's snow |
| Rimeleaf | 80 | The ridges round the Whitecrown |
What each herb does is yours to find out. We're not printing it here.
A fumbled pick
Below Herbalism 25
The plant crumbles and that's all. It grows back as usual.
Herbalism 25 to 49
You also feel one of the plant's harmful effects, mildly, for 3 seconds.
Herbalism 50 and up
One harmful effect, for about 5 seconds.
Poison never takes your last point of Health, and Weariness never drains you enough to pass out. A fumble still teaches you a little.
Brewing your own
- WhereAt an alchemy table (Aldous's, in the village: walk up and press E). You need the herbs, a vial (or a flask for a thrown brew) and, for three or four herbs, a beaker. Tansy Briar sells all the glass.
- How manyTwo different herbs to start, a third at Alchemy 25 and a fourth at 50. One of each is used.
- What you getThe potion carries every effect that two or more of its herbs share. An effect shared by three or four herbs comes out stronger. Your Alchemy decides how strong the brew is: Weak, plain, Strong or Potent.
- When it failsHerbs that share nothing make nothing: you lose the herbs, but the glass is fine. A brew that boils over (more likely at low Alchemy) costs the herbs and the glass, and you breathe in their harmful effects.
- Drinking itRestoring effects share the 2-minute potion cooldown. All the Fortify effects in one brew take one elixir slot for 30 minutes. A harmful effect in your drink hurts you too, and a brew that's more harmful than helpful comes out as a thrown Poison or Smoke Flask.
- My BrewsEvery brew that works is written into your recipe book (Alchemy in the Skills window, or /brew), so you can make it again with one click.
- Trainer recipesThese never fail. Aldous Fenwick teaches them up to Alchemy 30, and Isolde Fairweather, the Healer in Stormridge, from 30.
What Threadreed makes
| Make | Fibres | You get |
|---|---|---|
| Bandage | 1 | 1 Bandage. It heals over a few seconds, more with First Aid. Use it on yourself, a friend, or your pet. |
| Threadreed Foot Wraps | 6 | Cloth feet, 2 armour |
| Torn Threadreed Shirt | 12 | Cloth chest, 4 armour |