
Herbalists are able to study under Herbert the bear in Crossroads, learn Recipes, and ultimately craft cures for various illnesses wolves may take on or develop. Wolves on a new account will not be able to contract sicknesses for the first five days an account is active. Illnesses can only be cured by wolves with the Herbalist role.
Without a Herbalist, one will not be able to create cures or heal wolves, but will still be able to diagnose them through Herbert the Herbalist. A wolf can only have one illness at a time, and contracting a new illness will not override a current one. After curing a wolf from an illness with an item, they will receive immunity from illnesses for the rest of that rollover; upon use of a Cure-For-All, wolves receive illness immunity for a total of 3 rollovers.
Getting Sick[]
Wolves can get sick through Hunting, Scouting, Exploring, losing a battle, or by eating rotting food. When a wolf has symptoms of illness, the player must go to the Herbalist, and then go to the ‘Sick Wolves’ panel where one can pay SC to have the sickness diagnosed. The SC that one has to pay is dependant on the Herbalist's proficiency level and the cost will decrease by one SC for every for proficiency level until the herbalist reaches 80, where the cost will be free.
Sick wolves lose double the usual mood loss on rollover for a total of 20% mood loss. Depending on their sickness, ill wolves can also lose HP on rollover rather than having HP restored, and may not want to eat. Pregnant wolves lose an additional 10% hunger on rollover, making for a total loss of 30% hunger on rollover, and regenerate energy at half the rate of other wolves.
Rotting Food[]
Every time one feeds a wolf a rotting food item there is a chance that the wolf can contract illness, this is per the number of times a wolf is fed, not per uses fed, so if a wolf is fed a rotting food item with 10 uses they have a lower chance of becoming sick than consuming 10 rotting items with 1 use.
Contagious Illnesses[]

Some illnesses have a chance to spread between wolves at rollover. Contagious illnesses can only spread directly from one wolf to one other wolf. If one has two ill wolves in their pack, each illness will be able to spread to one other wolf making for a total of four ill wolves. On a subsequent roll over if each illness passes on this could lead to eight sick wolves, and so forth.
Due to the way illnesses can spread, it is recommended that players have a ‘quarantine cave’; illnesses can only transfer to wolves that share a cave. Alphas and wolves that are unsorted, and are not assigned to a cave, can catch and spread illnesses between any cave.
Illnesses | |||||||
---|---|---|---|---|---|---|---|
Name | Symptoms | Hp Effect | Energy Effect | Breeding Effect | Contagious | Lethal? | Other Effects |
Constipation |
|
None | Slows Regeneration | Can't Breed | None | No |
|
Cough |
|
-2 | None | Contagious | 21% | No | Low chance to cure on rollover |
Cystitis |
|
-2 | Slows Regeneration | Can't Breed | None | No | Low chance to cure on rollover |
Diarrhea |
|
-4 | Slows Regeneration | Can't Breed | None | No | Low chance to cure on rollover |
Distemper |
|
-6 | Slows Regeneration | Can't Breed | 18% | Yes | N/A |
Ear Mites |
|
None | None | Contagious | 60% | No | Unable to hunt or scout |
Fleas |
|
None | None | Contagious | 30% | No | -3 HP on contraction |
Heatstroke |
|
-4 | Slows Regeneration | Can't Breed | None | Yes | N/A |
Hepatitis |
|
-6 | None | Contagious | 18% | No | N/A |
Infection |
|
-4 | None | Can't Breed | None | Yes | N/A |
Influenza |
|
-6 | Slows Regeneration | Can't Breed | 90% | No | Energy set to 0 on contraction |
Mange |
|
-6 | None | Can't Breed | 18% | No | N/A |
Open Wound |
|
-6 Set to 0 on contraction |
None | Can't Breed | None | No | HP set to 0 on contraction |
Poison |
|
-10 | None | Can't Breed | None | Yes | N/A |
Pox |
|
-6 | None | Contagious | 18% | Yes (Pups only) | N/A |
Ringworm |
|
-2 | None | Contagious | 18% | No | N/A |
Tapeworm |
|
None | None | None | None | No | 30% hunger loss on RO |
Ticks |
|
Maximum -3 from full | None | None | None | No | N/A |
Death[]
Wolves will not die when they reach 0HP unless they reach 0HP due to fatal illness. Sickness, hunger, and low mood will not kill a lead wolf, nor cause a breeding male to die or run away. The only way a lead wolf or breeding male can die is through age or being retired.
Herbs[]
When not crafting cures, herbalists can also go out to forage for herbs, and will bring back 1-4 herbs upon their return. If one has a difficult time locating certain herbs, there is a herb exchange available on the herbalism page where one can trade a bundle of 3 herbs (all must be the same herb) for any alternate herb.
- For a list of all herbs, what they're used for, and where to find them, visit the Herbs and Medicine page.
Crafting Medicine[]
The first time a Herbalist goes to create a cure they must use collected herbs to learn how to ‘correctly craft’ the cure. This learning experience will result in creating a cure with half potency (one use), and unlocks the ability to create full potency (two use) cures. Once a herbalist has learned to create all available cures, they will unlock the ‘rich healing salve’ recipe. The ingredients used to learn to create a cure are the same ingredients that are used to create them each subsequent time. Learned cures are shared by all wolves on an account and are not tied to any one single herbalist.
- For a list of every medicine, what they're used for, and how to craft them, visit the Herbs and Medicine page.
Crafting Time per Level
Crafting Timer per Level | ||
---|---|---|
Level | Known Medicine | Learning Medicine |
1 | 1 Hour 57 Minutes | 1 Hour 35 Minutes |
2 | 1 Hour 54 Minutes | 1 Hour 34 Minutes |
3 | 1 Hour 51 Minutes | 1 Hour 34 Minutes |
4 | 1 Hour 48 Minutes | 1 Hour 34 Minutes |
5 | 1 Hour 45 Minutes | 1 Hour 34 Minutes |
6 | 1 Hour 40 Minutes | 1 Hour 34 Minutes |
7 | 1 Hour 39 Minutes | 1 Hour 33 Minutes |
8 | 1 Hour 36 Minutes | 1 Hour 33 Minutes |
9 | 1 Hour 33 Minutes | 1 Hour 32 Minutes |
10 | 1 Hour 30 Minutes | |
11 | 1 Hour 27 Minutes | |
12 | 1 Hour 24 Minutes | |
13 | 1 Hour 21 Minutes | 1 Hour 31 Minutes |
14 | 1 Hour 18 Minutes | |
15 | 1 Hour 15 Minutes | |
16 | 1 Hour 12 Minutes | |
17 | 1 Hour 9 Minutes | |
18 | 1 Hour 6 Minutes | |
19 | 1 Hour 3 Minutes | 1 Hour 24 Minutes |
20 | 1 Hour |
Diagnosis Costs[]
Cost per Proficiency
Cost per Proficiency | ||
---|---|---|
Proficiency | Cost | |
0% - 3% | 20 SC | |
4% - 7% | 19 SC | |
8% - 11% | 18 SC | |
12% - 15% | 17 SC | |
16% - 19% | 16 SC | |
20% - 23% | 15 SC | |
24% - 27% | 14 SC | |
28% - 31% | 13 SC | |
32% - 35% | 12 SC | |
36% - 39% | 11 SC | |
40% - 43% | 10 SC | |
44% - 47% | 9 SC | |
48% - 51% | 8 SC | |
52% - 55% | 7 SC | |
56% - 59% | 6 SC | |
60% - 63% | 5 SC | |
64% - 67% | 4 SC | |
68% - 71% | 3 SC | |
72% - 75% | 2 SC | |
76% - 79% | 1 SC | |
80% - 100% | Free |