🌿 Herbalist
⚠ Spoiler: this opens in chapter 3.
Makes medicine from herbs and cloth. With medicine the sick and the bruised heal by themselves. Artisans only.
- Group
- 🌿 Health
- Size
- 2×2 tiles
- Cost
- 20 Planks + 10 Stone + 5 Cloth
- Place next to
- 🌿 Herb garden — 15% faster (neighbors)
- Construction
- ≈ 6 h of builder’s work
- Job
- Crafting — artisans only
- Unlocks
- research 🔬 Herbalism, from chapter 3, when the colony has 2 artisans
Production
| Recipe | Inputs → output | Cycle |
|---|---|---|
| Medicine | 3 Herbs + 1 Cloth → 1 Medicine | ≈ 4 h |
The cycle is at skill 5; skill, tool, module, building level and mood make it faster. The default target is 10: the worker rests when there is that much of the good in storage or more.
Chains: how to get “Medicine”.
Upgrade
In the building window — ⬆: II — “Sturdy fittings”, III — “Master fittings” (+25% speed per level). The price is one and a half times the building cost, for level III — three times plus shard dust.
An upgraded building is visible from afar. II — a stone base, carved window frames and a weathervane. III — a tiled roof with an attic, a lantern by the door and a sign. Inside is richer too: from level II — a runner from the door and curtains, from III — painted walls and a picture.
IV — “Electric drive” (chapter 5): only when the building has power (electricity) and the colony has an architect. The price is three times the building cost, 10 copper and an arcane core. Outside — a copper gutter and ridge, and lamps instead of candles in the windows.
This guide is built from the data of the game “Oskolki” — a browser colony simulator on a floating shard among the ruins of the ancients. Play for free in the browser.