Difference between revisions of "Herbs"

40 bytes added ,  19:48, 2 July 2018
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(Updated. Not actually sure why I bothered, in retrospect. So much of this AB text is badly badly out of date.)
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| style="background:lightyellow"|Because of the need to recognize the auras of plants, low magic is a prerequisite for this skill. Very simply, an herbalist goes out to <tt>HARVEST <plant></tt> in the environments they are found growing. To see how many herbs are growing in a location, you can quickly see by the <tt>PLANTS</tt> command. Also, herbalists can use <tt>PLANTS ON/OFF</tt> to always see plants in a location. Plants may be transplanted by taking a freshly picked plant and planting it in the appropriate environment (<tt>PLANT <herb></tt>). Herbs are very susceptible to elemental magic and will slowly wither in locations where an Aquamancer or Geomancer has established a demesne. Also, herbs grow much slower on tainted ground. Those who know the Nature skill will be able to guard locations against elemental magic and fire. Furthermore, guarded locations repel rapacious harvesters from stripping herbs entirely. All plants have a peak month in which their growth increases during that month and, to a lesser degree, on adjacent months. The opposite month from the peak month is when they go into hibernation and very few plants of that type will be able to be found, though guarded locations will not hibernate.
| style="background:lightyellow"|Because of the need to recognize the auras of plants, [[lowmagic]] is a prerequisite for this skill. Very simply, an herbalist goes out to <tt>HARVEST <plant></tt> in the environments they are found growing. To see how many herbs are growing in a location, you can quickly see by the <tt>PLANTS</tt> command. Also, herbalists can use <tt>PLANTS ON/OFF</tt> to always see plants in a location. Plants may be transplanted by taking a freshly picked plant and planting it in the appropriate environment (<tt>PLANT <herb></tt>). Herbs are very susceptible to elemental magic and will slowly wither in locations where an [[Aquamancer]] or [[Geomancer]] has established a demesne. Also, herbs grow much slower on tainted ground. Those who know the [[Nature]] skill will be able to guard locations against elemental magic and fire. Furthermore, guarded locations repel rapacious harvesters from stripping herbs entirely. All plants have a peak month in which their growth increases during that month and, to a lesser degree, on adjacent months. The opposite month from the peak month is when they go into hibernation and very few plants of that type will be able to be found, though guarded locations will not hibernate.
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{{SkillTableHeader}}
{{SkillTableHeader}}
{{SkillTableRow|Flax|Inept|0|Farmers hate this weed, but useful to alchemists.}}
{{SkillTableRow|Flax|Inept|0|Farmers hate this weed, but useful to alchemists.}}
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|description = As a master herbalist, your affinity to herbs is great indeed. So much, in fact, that you will be able to use herbs personally faster than others. Herblore also boosts the effects of the sparkleberry herb.
|description = As a master herbalist, your affinity to herbs is great indeed. So much, in fact, that you will be able to use herbs personally faster than others. Herblore also boosts the effects of the sparkleberry herb.
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[[Category:Trade Skills]]
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