Herbalist¶
"Every leaf has a job. Most people don't ask what."
Role: Nature alchemist. Forage, brew, identify, occasionally poison. Herbalists are the engine room of every party's consumable supply - and a quiet powerhouse in their own right.
At a glance¶
| Stat bonuses | Intelligence +3, Perception +3, Constitution +2, Faith +1 |
| Allowed weapons | Staff, Dagger |
| Starting skills | Herbalism (6), Forage (5), Brew Potion (3), Outdoors (4), Identify (3), Staves (4) |
| Starting kit | Wooden Staff, Robes, 3× Health Potion, 4× Herb, Skinning Knife, Mortar & Pestle |
| Best faction | Temple of the Dawn (hospice work) or Merchants Guild (apothecary) |
| Best merc team | Wrecking Crew - both brothers run aggro; you don't have to |
First 30 minutes¶
You start with 4 herbs and a mortar. Brew something on turn one.
-
Walk to Greenweald. Most of your Day 1 is here.
walk to gate walk to greenweald -
Forage everywhere.
forageEach phase of the day reveals different plants. Morning = early-bloom herbs. Evening = night-blooms with mild euphoric properties.
-
Brew a potion. Even at rank 3, you can mix two herbs into a minor heal or stamina draught. The recipe book starts mostly empty; experiment trains Brew Potion.
brew -
Sell extras at the apothecary. Herb-glut is real - you'll have more raw stock than you can carry. The apothecary in Ghelmyon's market buys, and the hospice at the Temple buys higher-tier herbs at a premium.
Skills to focus first¶
- Brew Potion (3 → 5) - unlocks the real-magic potions (greater heal, poison antidote, stat boosts).
- Identify (3 → 5) - tells you what an unknown herb actually does before you brew it into something dangerous.
- Outdoors (4 → 6) - wilderness survival, lets you camp safely for multi-day foraging trips.
After Herbalism rank 5, pick Apothecary (potion focus) or Druid (nature magic, beast bond, ritual prep).
Suggested merc team¶
Wrecking Crew - two front-line damage dealers means you can stay back, brew, and toss support potions. Herbalists are squishy; let the half-orcs take the hits.
Quest or grind?¶
Grind = forage + brew loop. The Herbalist economy works like:
- Forage in Greenweald (4-6 herbs per trip)
- Brew 1-2 potions (consume 2-4 herbs)
- Sell potions for ~3× the herb sell-price
- Repeat, reinvest in recipes / better mortar
Quest-wise: the Temple hospice has a healing-shift mechanic in development - useful when it lands. Until then, the Herbalist apprentice chain (apothecary NPC, Ghelmyon market) trains rank 2-5 Brewing.
Mid-game arc¶
- Hit Brewing rank 5. Unlocks Greater Heal + Antidote recipes.
- Pick Apothecary or Druid. Apothecary = consumable mastery, shop ownership prep. Druid = combat-relevant nature magic.
- Reach Temple friendly rep for hospice contracts (steady income + Faith SP).
Training & Practice¶
Where the work happens between adventures.
Head to the Mortar & Leaf Brew Counter (apothecary_brew_counter,
inside Ghelmyon's apothecary). Talk to Mistress Ilva Greenfinger -
she runs the counter, signs the ledger, and decides which tier of work
you're ready for.
How it works:
/shift startat the counter (or/brew_shift start) to take a 4-hour shift. Ilva posts a queue of orders scaled to your rank - a hangover draught at the bottom, layered tinctures and diagnostic infusions at the top.- Resolve orders with the counter's verbs:
brew <recipe>to fill a prescription,identify <herb>to sort an unknown lot from a forager's haul, orinfuse <recipe>for the slower steeped work. Each resolution credits SP to the matching sub-skill (herbalism / alchemy / identify) plus a small stipend per order. /shift endto close early (or let the timer expire).
Tier ladder (Ilva decides): easy → standard → challenging → esoteric. Higher tiers pay more and unlock the rarer recipes; new hands start at easy and earn the harder orders by keeping the routine ones clean.
Why bother:
- Steady SP without burning through your own foraged stock.
- Modest purse per resolved order (counter stipend, not the markup you'd get selling your own brews).
- Twenty clean shifts typically earn a referral letter the other city apothecaries honor - opens doors at sibling counters in other towns.
- Ilva teaches up to rank 70 in herbalism / alchemy / identify.
Capstone - Nature's Bounty¶
Unlocked at rank 30 in herbalism. Pull 3 consumables from your herbalist's stockpile: 1 health potion, 1 mana potion, 1 bandage.
You unfurl your apron. The pouches are not empty - they were never empty.
Once per long rest. The mechanical version of the Herbalist's narrative identity: you are always carrying more than you should be. Use it on the long crawl, not the first room.