Herbalism

Pick herb patches at the right stage for leaves, blooms or seeds.

A gathering trade. The guild is in Umbala . At Master it becomes Wildcrafter or Harvester.

An Alchemist picking a Bloom Patch in the fields south of Prontera.
An Alchemist picking a Bloom Patch in the fields south of Prontera.

Herbalism gathers from the herb patches that grow in meadows, woods, deserts and the strange soil of the far lands. It supplies every coloured herb, Aloe, Mastela Fruit, Hinalle and the rest to Apothecaries, Cooks and Tailors.

It is a timing trade. Each patch grows through bud, bloom and seed, and what you get depends on when you pick it.

Getting started

Find the Herbalism Guildmaster in Umbala and ask to join. Your first gathering trade is free. The guildmaster hands you a Sickle and puts it straight into your profession equipment, so you can start the moment you walk out.

Open the Professions window from the Character menu to see your level, your skill points and your guild business. Your trade also shows as a tab in your Skills window and in your Equipment window.

The Herbalism Guildmaster in Umbala.
The Herbalism Guildmaster in Umbala.

The Herbalism Guildmaster stands in Umbala

How the work goes

Herb patches near you are marked on your minimap as you walk. A patch stays where it grows and moves through bud, bloom and seed, shown on the tag over it. Click it to pick once.

In bud you get leaves. In bloom you get the flower and the patch's rare finds, and a pick pays more EXP. Gone to seed, it gives seeds a Farmer can plant. After your pick the patch grows back.

Rain brings a patch to bloom twice as fast. A patch keeps growing whether anyone is near it or not, so a route through a map can catch several patches in bloom.

Lore of the Rare Blooms

Every two hours, for ten minutes, a rare bloom stands somewhere in each tier. Only those who have read the Lore of the Rare Blooms see it, and a Scribe writes the book. Working it may give a Perfect Bloom. ​

Grounds and finds

Five grounds, each opening at a higher level and paying more EXP a swing. Pick one to see its maps, the nodes that stand there and what each gives.

30 EXP a swing 32 maps

​Herb Patch 65.7% of nodes

Red Herb ​ 40%
Yellow Herb ​ 25%
Green Herb ​ 25%
Stem ​ 8%
White Herb ​ 2% rare

​Mushroom Ring 19.8% of nodes

Mushroom Spore ​ 57.3%
Poison Spore ​ 34.4%
Stem ​ 8.3%

​Bloom Patch 14.6% of nodes

White Herb ​ 45%
Hinalle ​ 25%
Ment ​ 14%
Blue Herb ​ 12% rare
Hinalle Leaflet ​ 4% rare

Its rare window stands at one of: Prontera Field, Payon Forest, Gypsy Village (Meadow Queen).

Prontera Field prt_fild00 Prontera Field prt_fild01 Prontera Field prt_fild02 Prontera Field prt_fild03 Prontera Field prt_fild04 Prontera Field prt_fild05 Prontera Field prt_fild06 Prontera Field prt_fild07 Prontera Field prt_fild08 Prontera Field prt_fild09 Prontera Field prt_fild10 Prontera Field prt_fild11 Payon Forest pay_fild01 Payon Forest pay_fild02 Payon Forest pay_fild03 Sograt Desert pay_fild04 pay_fild05 pay_fild05 Payon Forest pay_fild06 Geffen Field gef_fild00 Geffen Field gef_fild01 Geffen Field gef_fild02 Geffen Field gef_fild03 Geffen Field gef_fild04 Gypsy Village gef_fild05 Geffen Field gef_fild06 Geffen Field gef_fild07 Geffen Field gef_fild08 Geffen Field gef_fild09 Payon Cave F1 pay_dun00 Ant Hell Dungeon F1 anthell01 Prontera Culvert F1 prt_sewb1 Prontera Culvert F2 prt_sewb2

Skill tree

Every level gives one skill point for this tree, 39 by Apprentice 40 and 88 by Master 50. The Apprentice skills are open to everyone; the two masteries each have their own four. Click a skill to read it, and use the plus and minus to plan your points.

Apprentice skills

Skill Levels What it does At its top level
Forage 1 The herb patches near you are marked on your minimap as you walk. A patch stays where it grows and moves through bud, bloom and seed, shown on the tag over it. Click a patch to pick it once: leaves in bud, the flower and the rare finds in bloom, seeds a Farmer can plant once it has gone to seed. Then it grows back. Rain brings a patch to bloom twice as fast. Needs a Sickle worn in your profession equipment. Marks herb patches within 40 cells on your minimap.
Herbalism Guide 1 Open your Herbalism Guide: every herb ground, the Herbalism level it needs, the maps it covers, the patches found there and what each gives. A find is named in the guide once you have picked it. Opens the Herbalism Guide.
Herbalism Mastery 10 A pick takes less time and rare finds are a little more likely. Picks 20% faster, rare finds +20%
Quick Fingers 10 A pick takes less time. Picks 30% faster
Green Thumb 10 A patch counts as in bloom for you a little before it opens and a little after it has gone over. In bloom 30 s before and after
Careful Cut 5 A pick in bloom may bring a third find. 30% chance of a third find in bloom
Pathfinder 5 Forage reaches further. Forage marks herb patches within 80 cells
Season's Sense 5 The tag over a patch near you shows how much of its stage is left, and when it goes to seed or grows back. Every Herbalist sees when a bud blooms. Shows the time left within 50 cells
Gentle Harvest 10 A patch grows back faster after your pick. Grows back 40% faster

Wildcrafter (Master)

Skill Levels What it does At its top level
Rare Bloom 10 Rare finds are more likely from blooms in Niflheim and the other Master maps. Rare finds +40% from blooms in Master maps
Seed Saver 10 A patch gone to seed may give a second seed. 80% chance of a second seed
Rain Reader 10 In the rain, a pick may bring another herb. 60% chance of another herb in the rain
Trophy Herb 10 More Herbalism EXP from picks in bloom. Herbalism EXP +30% in bloom

Harvester (Master)

Skill Levels What it does At its top level
Full Basket 10 A pick in bud may give its leaves twice. 80% chance of a second find in bud
Bundler 10 A Green Herb may come with a Stem. 40% chance of a Stem with a Green Herb
Root Digger 10 A pick may bring the root too, for one more find. A patch that loses its root takes half as long again to grow back. 60% chance of the root
Market Sense 10 Herbalism guild orders pay more Guild Marks. Guild Marks +20%

Equipment

Each trade has four slots of its own in the Equipment window's Professions tab, beside your normal gear: a tool, an outfit, a charm and a supply. Better pieces come from tasks, the Mark shop and other trades.

Tool

  1. Sickle

    A plain sickle.

    Given by the guildmaster when you join.

  2. Iron Sickle

    Pickings 4% faster. Rare finds +3%.

    Reward for the Apprentice 20 task. Mark shop, 250 Marks at 1 heart. Made by Smithing at Apprentice 5.

  3. Steel Sickle

    Pickings 8% faster. Rare finds +6%.

    Mark shop, 700 Marks at 3 hearts. Made by Smithing at Apprentice 20.

  4. Master's Sickle

    Pickings 12% faster. Rare finds +9%.

    Made by Smithing at Master 1.

  5. Silver Sickle

    Pickings 16% faster. Rare finds +12%.

    Made by Smithing at Master 30.

Outfit

  1. Herbalist's Smock

    Work 6% faster.

    Reward for the Apprentice 30 task. Mark shop, 500 Marks at 2 hearts.

Charm

  1. Herbalist's Charm

    4% chance of one more piece.

    Mark shop, 600 Marks at 3 hearts.

Levels and tasks

Every ground pays more EXP a swing than the one before it, so move up as soon as your level lets you in. The first of any find pays three times the EXP.

Your guildmaster sets a task at Apprentice 10, 20 and 30, and a masterpiece at 40. The task at 20 gives you a better tool and the task at 30 your guild's outfit.

  1. Apprentice 10

    Herbalism: a first task

    24 Guild Red Herb10 Guild Green Herb

    Pays 40 Guild Marks and 1,500 EXP.

  2. Apprentice 20

    Herbalism: a journeyman's task

    30 Guild Yellow Herb16 Guild Mushroom Spore

    Pays 60 Guild Marks and a Iron Sickle.

  3. Apprentice 30

    Herbalism: the guild's order

    32 Guild White Herb12 Guild Aloe

    Pays 80 Guild Marks and a Herbalist's Smock.

  4. Apprentice 40

    Herbalism: the masterpiece

    40 Guild White Herb18 Guild Aloe

    Pays 150 Guild Marks. Delivering it opens the way to Master.

Guild orders

The five guild clients order goods from every trade. These are what they ask a Herbalism hand for, and the level at which each order starts to appear. A delivery pays Guild Marks and trade EXP and wins the client's regard. You can deliver 12 orders a week, and each guildmaster has one request a day on top.

Apprentice 112 Guild Red Herb
Apprentice 110 Guild Green Herb
Apprentice 1510 Guild Yellow Herb
Apprentice 158 Guild Mushroom Spore
Apprentice 308 Guild White Herb
Apprentice 306 Guild Aloe
Master 16 Guild Hinalle
Master 15 Guild Blue Herb
Master 206 Guild Ment
Master 208 Guild Blue Herb

Questions

Tips

  • Season's Sense shows how long each patch has left in its stage, which makes planning a route much easier.
  • Herb seeds sell well to Farmers. Pick a few patches at seed now and then.
  • Every two hours a rare bloom opens in one of the listed places for ten minutes. Read the Lore of the Rare Blooms to see it.
Why did I only get leaves?

The patch was in bud. Wait for it to bloom for the flower and the rare finds.

Does the patch disappear when I pick it?

No. It stays where it is and grows back through its stages.

Can I hold two trades?

You hold one gathering trade and one making trade at the same time. Herbalism takes your gathering place.

What happens if I change trade?

Your first trade of each kind is free. Changing later costs 100,000 zeny, and the trade you leave keeps its level, skills and log, so you can come back to it.

How do I become a Master?

Reach Apprentice 40 and deliver your guildmaster's masterpiece. You then choose Wildcrafter or Harvester, and your levels start again from Master 1 with your skill points kept. A guildmaster changes your mastery later for 300 Guild Marks and 300,000 zeny.

Can I reset my skills?

Yes. Your guildmaster resets every skill in their trade for 200,000 zeny and gives all the points back to spend, Apprentice and mastery skills alike. Your level and mastery stay. Changing mastery also refunds that mastery's skills.

Why do shops only pay 1 zeny?

What a trade gathers or makes is guild goods. It works in every recipe and quest and trades freely between players, but shops pay 1 zeny for it, so professions never print zeny. Sell to other players or deliver it to the guild clients for Marks.

Can Hardcore characters take a trade?

Yes. Their goods and Marks stay inside the Hardcore economy.

Is there a reward at the top?

The Professions achievements are kept on the account, and reaching Master 50 earns this trade's title.