Wild Herb
ITEM_WildHerb Common Consumable Hp Regen
A naturally growing herb with healing properties.
Can be used raw, but its effect is minimal.
How to obtain
Drops & gathering
- Wild Herb Random (50%, 50% ×2) - from
Wild Herb (resource node) in VeilSilence floors 1-4 (~37% per floor) - Goblin Worker Random (13.33% ×6) - from
Goblin Worker
Merchants
- Guild Merchant2 - stock chance 100%, qty 20–30, price -25%…+25%
- Endrossi - stock chance 100%, qty 16–24, price 25%…+50%
- Veil Silence Merchant - stock chance 100%, qty 10–20, price -25%…+25%
Stats
| Price | 9 gold |
| Sell value | 4.5 gold (50% of price - GAMESYSTEM_Trade_PlayerSellDiscount) |
| Weight | 1 |
| Max stack | 20 |
| Durability | 600 |
| Hunger restored | 5 |
| Mood when eaten | -10 (for 10s) |
| Edible | yes |
Used in
Crafting ingredient
- 2×
Ointment per (at Alchemist Workstation)
Resource node: Wild Herb
Wild herbs useful for healing or cooking.
Precious herbs imbued with nature's power.
On deconstruct / gather
Node
| Footprint | 3×3 tiles |
| Construction workload | 0 |
| Durability | 1000 |
| Vision range | 8 |
| Faction | Neutral |
| Rotatable | no |
| Indoor only | no |
| Housing | no |
| Leaves remnant | yes |
| Selectable | yes |
Spawns in the world
| Where | Region | Type | Floors | Per room | Chance per floor |
|---|---|---|---|---|---|
| Veil Silence Common Combat Middle10 | VeilSilence | Combat | 1, 2, 3, 4 | 4× | F1 34% · F2 37% · F3 35% · F4 34% |
| Veil Silence Common Combat Small1 | VeilSilence | Combat | 1, 2 | 2× | F1 10% · F2 11% |
| Veil Silence Common Combat Non Tree Small1 | VeilSilence | Combat | 2 | 2× | F2 11% |
| Veil Silence Common Combat Small1 3f | VeilSilence | Combat | 3, 4 | 2× | F3 10% · F4 10% |
| Veil Silence Common Resource Herb1 | VeilSilence | Resource | 1, 2, 3 | 6× | F1 25% · F2 13% · F3 10% |
| Veil Silence Common Resource Herb2 | VeilSilence | Resource | 1, 2, 3 | 6× | F1 25% · F2 13% · F3 10% |
| Veil Silence Common Event Herb | VeilSilence | Event | 1 | 13× | F1 19% |
This building is placed into the room templates below. "Chance per floor" = how likely this room (and so this building) appears on that floor: the template's weight against competing templates of its type, times how many slots of that type the floor has (from the game's authored floor layouts). "Per room" = how many of this building the template places.
This is a gatherable resource node - not built, bought, or dropped from a kill. The game places it into the room/area layouts listed above when a floor generates; you send a unit to harvest it in place.