A Herbalist is the master of using plants, fungus, flying insects as well as minerals and certain animal parts to make amazing things. The Study of Herbalism can help or hurt characters in many ways, but one thing is for sure... they are always in high demand. Herbalists can do many things in many games but because we have Alchemist, Apothecary, Etc. We had to limit what each could do. In the case of the Herbalist, we gave them the abilities to craft poisons of the body and mind as a focus.
Green - all poisons and Yellow - all antidotes. In addition to the colouring, each potion should be labelled either on the bottle or via a tag that gives the specific potion name, an explanation of its effects, and the crafter's name.
Herbalists have a love for nature and are the most skilled in knowing what plants do what and where things bloom and when. Herbalists can be a big help with quests, as they may be the only ones who can help solve problems related to botany. Most Herbalists either have a shop or cart, many wander the lands in search of rare plants, spores, vines and more. Herbal Gathering - All the abilities below require Herbs. Herbs are used as a general term as each event and location will have a different set of Herbs you will be required to seek out. Ask your local game Elders what your Herbs are for this profession. You may have real or fake plants to gather, mosses, insects or other things. It is up the Elders to decide what will be used for Herbs.
Poisons are powerful tools used by many characters to take out foes. Poisons can be delivered via food, drink or weapon. Basic poisons are represented with yellow and green and described in this area. If a poison is carried in a bottle and the effect is taken, the poison is to be emptied from the bottle. A poison effect is taken by either drinking the poison or having a wound inflicted by a weapon that is poisoned. In addition to the colouring, each potion should be labelled either on the bottle or via a tag that gives the specific potion name, an explanation of its effects, and the crafter's name.
Poisoned weapons will stay poisoned until they contact a character. This means if the blade is dropped, arrow misses and hits the ground etc. the poison is still on the weapon until the effect has been taken by a character. Once the poison has been used, you must go back and remake your poison with the proper materials again before you can apply another dose to your weapon. This system prevents unlimited poisoning shots and is great for roleplay! If you are going to administer poison to a character or NPC via food or drink, you should first make a nearby Elder aware of what you are doing (if possible). This provides a third party witness for your actions.
IMPORTANT NOTE: The only cure to a poison is the poisons antidote or respawn. This means if you take a mortal poison (2hp) and your mortal wound is healed by first aid etc. the poisoned character will take the mortal wound again after a few moments time as the poison is still in the characters body.
Lvl 2: Herbal Enhancement,
Herbs needed 6. (Yellow)
What it does: When consumed, this herbal potion or food will give the target 1 extra armour or dodge call. Roleplayed as a super strength and when hit the user must say "Herbal Enhancement" to show effect taken. Can be stacked with other buffs. Requires gathering Herbs prior to use. Must be in liquid form when crafted but then can be applied to foods, etc. Potion bottle must have a yellow band tied to it to signify this enchantment. Effect will only last 1 battle and potion is to be consumed at the start.
Lvl 4: Mortal Wound Poison,
Herbs needed 4.
What it does: Must be in liquid form when crafted but then can be applied to foods, etc. A character infected with Mortal Wound Poison has 5 minutes to drink the antidote before taking a further 2hp of damage.
Lvl 4: Mortal Wound Antidote,
Herbs needed 4.
What it does: Cures mortal poison over 1 minute. Must be in liquid form when crafted but then can be applied to foods, etc. Can be crafted and consumed to avoid being poisoned for 1 hour.
Lvl 6: Paralysis Poison,
Herbs needed 6
What it does: Poisoned target loses their ability to move arms and legs but can still talk and is conscious. Effect will last up to 30 minutes without antidote.
Lvl 6: Paralysis Antidote,
Herbs needed 6.
What it does: Removes or prevents the Paralysis Poison from the target, must be in liquid form when crafted but then can be applied to foods, etc. Can be crafted and consumed to avoid being poisoned for 1 hour.
Lvl 8: Dilapidating Poison,
Herbs needed 8.
What it does: Causes 1 health point that can’t be recovered / healed except by antidote, cleanse or respawn.
Lvl 8: Dilapidating Poison Antidote,
Herbs needed 8.
What it does: Cures 1 health point that was caused by Dilapidating poison.
Lvl 10: Instant Death Poison,
Herbs needed 10.
What it does: A Death poison causes the person infected with it to die instantly. Once poisoned, the subject falls to the ground and acts out being in immense pain for a few seconds then dies. Target cannot move, fight etc. and are considered dead. Must be in liquid form when crafted but then can be applied to foods, etc. This is the strongest poison in the games as it has no 'known' cure....
Lvl 14: Botanist, (½ mat cost)
Green - all poisons and Yellow - all antidotes. In addition to the colouring, each potion should be labelled either on the bottle or via a tag that gives the specific potion name, an explanation of its effects, and the crafter's name.
Herbalists have a love for nature and are the most skilled in knowing what plants do what and where things bloom and when. Herbalists can be a big help with quests, as they may be the only ones who can help solve problems related to botany. Most Herbalists either have a shop or cart, many wander the lands in search of rare plants, spores, vines and more. Herbal Gathering - All the abilities below require Herbs. Herbs are used as a general term as each event and location will have a different set of Herbs you will be required to seek out. Ask your local game Elders what your Herbs are for this profession. You may have real or fake plants to gather, mosses, insects or other things. It is up the Elders to decide what will be used for Herbs.
Poisons are powerful tools used by many characters to take out foes. Poisons can be delivered via food, drink or weapon. Basic poisons are represented with yellow and green and described in this area. If a poison is carried in a bottle and the effect is taken, the poison is to be emptied from the bottle. A poison effect is taken by either drinking the poison or having a wound inflicted by a weapon that is poisoned. In addition to the colouring, each potion should be labelled either on the bottle or via a tag that gives the specific potion name, an explanation of its effects, and the crafter's name.
Poisoned weapons will stay poisoned until they contact a character. This means if the blade is dropped, arrow misses and hits the ground etc. the poison is still on the weapon until the effect has been taken by a character. Once the poison has been used, you must go back and remake your poison with the proper materials again before you can apply another dose to your weapon. This system prevents unlimited poisoning shots and is great for roleplay! If you are going to administer poison to a character or NPC via food or drink, you should first make a nearby Elder aware of what you are doing (if possible). This provides a third party witness for your actions.
IMPORTANT NOTE: The only cure to a poison is the poisons antidote or respawn. This means if you take a mortal poison (2hp) and your mortal wound is healed by first aid etc. the poisoned character will take the mortal wound again after a few moments time as the poison is still in the characters body.
Lvl 2: Herbal Enhancement,
Herbs needed 6. (Yellow)
What it does: When consumed, this herbal potion or food will give the target 1 extra armour or dodge call. Roleplayed as a super strength and when hit the user must say "Herbal Enhancement" to show effect taken. Can be stacked with other buffs. Requires gathering Herbs prior to use. Must be in liquid form when crafted but then can be applied to foods, etc. Potion bottle must have a yellow band tied to it to signify this enchantment. Effect will only last 1 battle and potion is to be consumed at the start.
Lvl 4: Mortal Wound Poison,
Herbs needed 4.
What it does: Must be in liquid form when crafted but then can be applied to foods, etc. A character infected with Mortal Wound Poison has 5 minutes to drink the antidote before taking a further 2hp of damage.
Lvl 4: Mortal Wound Antidote,
Herbs needed 4.
What it does: Cures mortal poison over 1 minute. Must be in liquid form when crafted but then can be applied to foods, etc. Can be crafted and consumed to avoid being poisoned for 1 hour.
Lvl 6: Paralysis Poison,
Herbs needed 6
What it does: Poisoned target loses their ability to move arms and legs but can still talk and is conscious. Effect will last up to 30 minutes without antidote.
Lvl 6: Paralysis Antidote,
Herbs needed 6.
What it does: Removes or prevents the Paralysis Poison from the target, must be in liquid form when crafted but then can be applied to foods, etc. Can be crafted and consumed to avoid being poisoned for 1 hour.
Lvl 8: Dilapidating Poison,
Herbs needed 8.
What it does: Causes 1 health point that can’t be recovered / healed except by antidote, cleanse or respawn.
Lvl 8: Dilapidating Poison Antidote,
Herbs needed 8.
What it does: Cures 1 health point that was caused by Dilapidating poison.
Lvl 10: Instant Death Poison,
Herbs needed 10.
What it does: A Death poison causes the person infected with it to die instantly. Once poisoned, the subject falls to the ground and acts out being in immense pain for a few seconds then dies. Target cannot move, fight etc. and are considered dead. Must be in liquid form when crafted but then can be applied to foods, etc. This is the strongest poison in the games as it has no 'known' cure....
Lvl 14: Botanist, (½ mat cost)