PALE BLUE ROSELibrary

Herbalist

Fully implemented

Everything it needs is in the game.

Herbs within 24 m for medicine (a treated case never makes anyone sick)

Building window In game

What opens when you click it.

Herbalist
Level 1 of 10
✕
Working
Workers−2 / 2+
PriorityClosedNormalHigh
Production
Medicinethis batch
Storage & realm supply
Medicine here0 / 60
Realm minimumset by you
Realm maximumoff
Card slots
Empty
Upgrades · this building only
Research tier 1 + blueprint cardHold to demolish

3D model In game

Drag to turn · scroll to zoom

Card In game

BlueprintCommon
Herbalist
Unlocks the Herbalist
20 wood · 10 stone

The blueprint card you buy to unlock it carries the same glyph.

In the game now Game data

Its live recipes, who uses its goods and how you unlock it.

RecipeModeUsesMakes
1Gathernothing1 Medicine
2Honey salveHoney salve: 1 raw honey makes 3 medicine, a salve for wounds and burns.
3Toadstool poisonToadstool poison: 2 mushrooms boiled down make 1 poison.
4Healer's tonicHealer's tonic: 2 mushrooms make 2 medicine, a tonic for the sick.

Research: tier 1 node, base cost 100 research points.

Planned design Planned

Its planned design is built.

HerbalistGather · level 1 · 2 / 2 workers
×
Mode
GatherSalvesPoisonHealer
One batch (game data)
herbs within 24 minto0.338 Medicine 146 ticks
Speed
Work speed100 %
Productivity90 %
Motivation80 %
Job happiness70 %
Working hours
Very shortShortMidLongVery long
Wages a worker
Very lowLowMidHighVery high
Body and mind
Physical
Mental
Danger: death a year0.02 %
Injury a year0.2 %
Needs schooled
Around it
Nuisancenone
Fire risklow
Upkeep a month
Wages, 2 workers6 grain
Building1 tools
Condition100 %

production stat sheet. Batch from the game data where it exists; values with a dotted underline are design defaults for the services group.

Age

Dark Age

Problems it fixes

  • One generic medicine
  • the care tiers healer / physician / hospital exist only in data

Today

Herbs within 24 m for medicine, 2 a level, tier A, upkeep 42.

Modes

GatherSalvesPoisonHealer
  • Gather: medicine (today)
  • Salves: herbs + honey into salve for wounds and burns
  • Poison: herbs into poison for hunting arrows
  • Healer: treats 8 patients a month within 150 m

Inputs and outputs

honeyintoarrowsnew

Links

The player decision

Medicine vs poison vs care.

Named by

Goods and chains

What it takes in and gives out, with the buildings on the other end.

HoneyNeeds

Made by

ArrowsMakes

Needed by

All stats Game data

Model
house 4
Footprint
7.5 x 7.5 m
Door
front side, offset 0 m
Build cost
20 wood, 10 stone
Build work
2,200
Builders at once
3
Storage
60 medicine
Card slots
1
Tier
a
Levels
3
Makes
medicine
Work per batch
146 ticks (7.3 s of work)
Workers per level
2
Works outdoors
no
Takes from
herbs within 24 m
Yield per source
0.338 units
At source
Carry: 8; Hop m: 6; Sources per trip: 1; Work ticks: 162; Anim: harvest

States In game

The plate above the building in town.

2/2
Working

The green ring fills as the current batch is made.

2/2
High priority

Workers come here before Normal buildings.

!2/2Storage full
Storage full

Stopped until haulers take the output away.

!0/2No workers
No workers

Nobody is assigned.

0/2
Closed

You closed it; workers go elsewhere.

Upgrades 1 to 10 Planned

For this building only. Levels 5 and 10 are the big steps. Live today: 3 level(s).

LevelAdds
1BuiltThe starting building
2+2 workersMore hands
3+4 m reachWider reach
4+50 % storageBigger yard
5Seasoned crew+10 % work speed for everyone here
6+2 workersMore hands
7+4 m reachWider reach
8Better yield+5 % medicine
9+50 % storageBigger yard
10Master herbalist+1 medicine from every batch

Same category