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Herbalism — Ranks
| Rank | Opens |
|---|---|
| 0 | Common herbs by hand; the Basket |
| 10 | Uncommon herbs, with a Sickle |
| 25 | Rare herbs, with a Sickle, on witnessed ground |
| 50 | First specialisation |
| 100 | Second specialisation; longer Basket glints |
Herbalism experience scales with your rank, so common herbs remain useful for advancement. Basket searches use the lowest tier and give much less experience from rank 40 onward, though they remain useful for food.
| Herbalism rank | Training advice |
|---|---|
| 10 or higher | Carry a Sickle and pick uncommon herbs clean for 50% extra XP |
| Below 40 | Search each patch with a Basket for useful XP |
Swamps and rainforests have dense patches. Use suitable herb writs: a request for 30 Red Poppies pays 72 silver and 144 XP. See Mining for shared selling and writ rules.
Herbs have only three material tiers. At higher ranks, clean picks, specialisations and seasonal yields improve your harvests.
Sources (18)
- src/net/professionLaw.js
- src/net/nodeLaw.js
- src/net/tideLaw.js
- src/net/marksLaw.js
- src/net/recipeLaw.js
- src/net/alchemyLaw.js
- src/net/bagLaw.js
- src/systems/herbAct.js
- src/scenes/herbHost.js
- src/scenes/gatherHost.js
- src/systems/foraging/foragingCore.js
- src/ui/nodeMarks.js
- src/ui/professions/profPages.js
- bible/06-Systems/Professions-Arc.md
- bible/06-Systems/Foraging.md
- src/net/marketLaw.js
- src/net/writLaw.js
- server-account/src/alchemy.js