Herbs can be found in underground areas, growing according to Conway's Life (Any square with exactly 3 herbs adjacent to it will support an herb in the next round of growth, any square with 2 adjacent herbs will remain the same). If you want to farm herbs over the entire game, I advise picking stray plants until they wither and die, leaving 2x2 squares of the herbs you want over the long term. These 2x2 squares will remain, and will fill in any one corner that you over-harvest. This way you can pick herbs from any cluster until one corner withers, then leave it for a while (until the corner fills in). Then harvest again. If you don't have the herbalism skill, you won't be very efficient at removing herbs without damaging the plant, so they'll wither fairly quickly. Also, all of the herbs you pick will be cursed. The herbalism skill allows more samples to be picked before the plant dies, and fewer of the picked herbs are cursed (100 skill results in most herbs being blessed). The herbalism skill will give you a chance of identifying plants/herbs each time the plant is examined. Without this, other methods of identification must be used. So, what are the herbs? Some herbs occur in pairs that are taken from the same plants; these pairs counter each other's effects. The herbs are: stomafillia/stomacemptia curaria mancox/devil's rose alraunia antidote/demon daisies pepper petal/burb root morgia root spenseweed moss of mareilon Herb bushes have a hierarchy of strengths, so, once identified, you know how close a bush is to disappearing. The bushes regenerate every “turn” (growth cycle) you leave them alone. Hierarchy: full of blooms strong withered *poof* gone This means you are going to get a better harvest from the healthier plants, so when collecting, you can safely get every last possible herb from a set of plants, and better govern the growth of the larger shapes that always seem to get away from me (which is why I stick with the simple squares). Plants grow well if water is poured on them, as do any new seedlings you might plant if you have the Gardening skill. herb name method cursed effect uncursed blessed effect of use effect stomafillia eat makes hungry satiates bloats stomacemptia eat kills by makes hungry! makes almost hunger hungry curaria mancox eat ? fights cures sickness sickness causes mild devil's rose eat causes severe causes sickness (can sickness sickness still kill the weak) alraunia dilutes cures most antidote eat ? poisoning poisoning demon daisies eat severely poisons mildly poisons poisons pepper petal eat ? heals a little heals more (~27 points) causes damage burb root eat ? (burns causes less damage stomach) Some have said that burb root develops Willpower, but it's never worked for me. It has no effect on those who are acid resistant. abuses morgia root eat Willpower & exercises Wi & really exercises Toughness To Wi & To Morgia seems to credit the Toughness category first, and after a certain overflow, begins to credit Willpower as well. So only eating a few at a time exercises Toughness, but large quantities in a short period of time exercise both Willpower and Toughness. spenseweed use ? heals a little heals more (~30 points) moss of really exercises mareilon use abuses Dex exercises Dex Dex herb name method cursed effect uncursed blessed effect of use effect Stomafillia can be a lifesaver when hunger is an issue. Stomacemptia is great when you've got lots of intrinsic-granting corpses and want to eat them all for the nutritional benefits. Pepper petals and spenseweeds are great (if blessed) in those dangerous situations where healing is required. Long term character development is greatly aided by the use of morgia roots and moss of mareilon. These are great for development beyond 20, where training becomes too expensive. These herbs, along with potions of exchange and balance, are one way to develop extremely powerful well-rounded characters.