Herbs
Herbs are the plants of brewing: glowcap, moonwort, comfrey, and six more. You get them in two
ways: you gather them from the glowing fungus in the dungeons, or a
forage in the wild turns one up now and then if you know
Herbalism. Each herb is a material (", 20 g),
stacks, and sells to an alchemist (see Shops). If you know
Alchemy, you can brew potions from them.
Gathering
The glowing fungus (a green " that sheds its own light) grows in the caves of the dungeons and
in some places made by hand. Stand beside it, open the abilities menu (a), and choose
Gather under Here. With fungus on one side of you, you
gather from it at once; with fungus on several sides, you are asked which way.
Only those trained in Herbalism can gather. Without it, Gather shows greyed out beside the fungus, and you are told “You do not know what to do with these: gathering herbs takes the Herbalism skill.” Trying takes no time. The more Herbalism you have, the more you find:
A gather takes 5 minutes. You find 1d2 herbs, plus one for every 50 of Herbalism.
Gathering is like resting: if something comes into view, or something hits you, you stop, find nothing, and the time is gone. A gather that runs its time gives you the herbs at once: “You gather 2 sprigs of moonwort and a glowcap.”
The fungus never runs out. Gather again at once, as often as you like: time is the only cost. Each gather that runs its time trains Herbalism.
What you find
Which herb each find is depends on how deep the fungus grows: the deeper, the rarer the herbs. The shares below are for each herb found, at four depths (a dungeon’s floor number; a place made by hand counts as its own depth). A dash means the herb never grows that high up. The last column says where a forage may find it with Herbalism; glowcap and mandrake grow only in the dark.
See also: Brewing potions, Potions, and What skills give.