Inside Legendmud: Herbalism
Herbalism on LegendMUD is the study of herblore and the collection and use of various herbs to brew potions, make into poultices, for flavoring and the making of amulets from certain herbs. Herbalists are those who study and practice these skills and have a close affinity for nature.
The HERBLORE skill gives you information about the herb by accessing helpfiles that are only available through this skill. You will receive complete information about the herb, including very abbreviated historical information, and every use of the herb in the herbal skills (POULTICE, BREW, FLAVOR, FOUL, MAKE AMULET)
Curious about the different types of herbs available?, see the list of herbs page.
Syntax : make poultice (herbname) Requires you to have a bandage as well as the herb you name in inventory to create the spell-affected poultice that is associated with that herb. Please note that poultices made with this skill cannot be rented nor can they be sold in shops. As well, they cannot be dropped or passed to others.
Syntax : brew (herbname) A component-based herbal skill, brew requires you to be have an empty vial as well as the herb that you're brewing. If you fail to brew successfully, the herb may remain in your inventory, or may be destroyed if you fail badly. Generally speaking, brew creates some of the more exotic spells -- fly, various poisons, cure blind, etc.
Syntax : flavor (object) (herbname) You must have a non-evil align to use this, and must have the herb in your inventory. If successful you will add the herb to the food, drink, or fountain, thus bestowing its properties for as long as that effect lasts. Also keep in mind that any food or drink with spells associated with them may have that spell negated when flavored (flavoring overwrites the spell info from the original item in many cases) and you should be sure you want to risk doing that. Which items it may happen with is up to builder discretion.
Syntax : foul (object) (herbname) You must have a non-good align to use this, and must have the herb in your inventory. If successful you will add the herb to the food, drink, or fountain, thus inflicting its properties for as long as that effect lasts.
Syntax : make amulet (herbname) Once you 'make amulet' an herb, this lets you make an herb into a wearable item in the auxillary slot. If you just hold the herb itself it will not give the same effect. All of these items made with this skill are timed and will eventually disappear.