🚧 UNDER CONSTRUCTION · EARLY DEVELOPMENT
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

The herbs

HerbHerbalismWhere
Threadreed0Everywhere. The only herb with nothing harmful in it, and the fibre for bandages and cloth.
Moorheather8Hills and moors
Sunmarrow10Meadows
Ironroot12Slopes near the village
Bitterwort20Dry plains
Mistbloom40Damp forests
Glowstalk50Deep in the Old Wood
Bog Calla55The Bog's banks
Gravecap60Swamp banks
Cragrose65Among the crags of the Eastmarch
Frostleek75The Whitecrown's snow
Rimeleaf80The 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

Five potion bottles: amber, pale blue, violet, cyan and orange

What Threadreed makes

MakeFibresYou get
Bandage11 Bandage. It heals over a few seconds, more with First Aid. Use it on yourself, a friend, or your pet.
Threadreed Foot Wraps6Cloth feet, 2 armour
Torn Threadreed Shirt12Cloth chest, 4 armour