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Difference between revisions of "40d:Herbalist"
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− | + | {{Quality|Exceptional}} | |
+ | {{Skill | ||
+ | | color = 6:0 | ||
+ | | skill = Herbalist | ||
+ | | profession = [[Farmer]] | ||
+ | | job name = [[Plant gathering]] | ||
+ | | tasks = | ||
+ | * Gather plants | ||
+ | * Extract Plant Essence | ||
+ | | workshop = [[Still]]}} | ||
+ | {{av}} | ||
− | + | An '''herbalist ''' is a [[dwarf]] with high profession levels in gathering [[plant]]s from [[shrub]]s. | |
− | + | A highly skilled herbalist will not only pick shrubs more quickly, but will also be able to get a larger quantity per shrub (stacks); this has a positive effect when further processing and will allow for more efficient [[barrel]] use. | |
− | [[ | + | The herbalist skill will only affect shrubs that you did not plant as [[crop]]s, and will only collect those you designate {{K|d}} with the gather plant {{K|p}} command. |
+ | |||
+ | Plant gathering can be a good food source early on, and a source for [[seed]]s otherwise not obtainable, but tends to be rather useless later in game unless you are in a biome where you can find the valuable [[Kobold bulb]] or [[Valley herb]] or feel the weird urge to do no farming or food trading at all. However, as both trees and shrubs compete against each other toward an overall plant life limit within a particular region, having several skilled herbalists can be useful in encouraging [[tree]] growth (if you mark the otherwise trampled saplings as restricted traffic areas). | ||
+ | |||
+ | Any plant appropriate to the [[biome]] will appear as a shrub. This includes seedless plants such as the [[muck root]] and [[bloated tuber]]. If you have discovered an underground [[river]] or [[lake|pool]], shrubs (and [[tower-cap]]s) will start to grow in [[underground]] [[soil]] and [[mud]] in all biomes of the map. | ||
+ | |||
+ | An herbalist is also responsible for processing [[kobold bulb]]s into [[Gnomeblight]] at a [[Still]]. | ||
+ | |||
+ | {{Skills}} |
Latest revision as of 14:52, 8 December 2011
Association | ||
---|---|---|
Profession | Farmer | |
Job Title | Herbalist | |
Labor | Plant gathering | |
Tasks | ||
| ||
Workshop | ||
This article is about an older version of DF. |
An herbalist is a dwarf with high profession levels in gathering plants from shrubs.
A highly skilled herbalist will not only pick shrubs more quickly, but will also be able to get a larger quantity per shrub (stacks); this has a positive effect when further processing and will allow for more efficient barrel use.
The herbalist skill will only affect shrubs that you did not plant as crops, and will only collect those you designate d with the gather plant p command.
Plant gathering can be a good food source early on, and a source for seeds otherwise not obtainable, but tends to be rather useless later in game unless you are in a biome where you can find the valuable Kobold bulb or Valley herb or feel the weird urge to do no farming or food trading at all. However, as both trees and shrubs compete against each other toward an overall plant life limit within a particular region, having several skilled herbalists can be useful in encouraging tree growth (if you mark the otherwise trampled saplings as restricted traffic areas).
Any plant appropriate to the biome will appear as a shrub. This includes seedless plants such as the muck root and bloated tuber. If you have discovered an underground river or pool, shrubs (and tower-caps) will start to grow in underground soil and mud in all biomes of the map.
An herbalist is also responsible for processing kobold bulbs into Gnomeblight at a Still.
Miner | |||||||
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Woodworker | |||||||
Stoneworker | |||||||
Ranger | |||||||
Farmer |
Brewer · Butcher · Cheese maker · Cook · Dyer · Grower · Herbalist · Lye maker · Milker · Miller · Potash maker · Soaper · Tanner · Thresher · Wood burner | ||||||
Fishery worker | |||||||
Metalsmith | |||||||
Jeweler | |||||||
Craftsdwarf | |||||||
Engineer | |||||||
Administrator | |||||||
Military |
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Social |
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Other/Peasant | |||||||
Unused |