One Ring to rule them all, One Ring to find them, One Ring to bring them all and in the darkness bind them In the Land of Mordor where the Shadows lie.
General Information To use a herblore you need to obtain the lore, and something (herbal kit, strange herbal kit, alchemical supplies) in which you can mix the ingredients.
If you see an herblore saying hours, it often means in game hours, or ticks, or minutes.
Description:
Poison is often deadly, and requires immediate action. Nature has provided us with certain herbs to defend ourselves from this vicious danger, if we know how to use them. Unfortunately, any remedy we hope to make will be very complex. The simplest, and most effective, is outlined below.
First, a base is made with two handfuls of blackberries, because of their healthy juice. Water lily petals, to purify the blood, and figwort, to purge the stomach, make that a thick paste. Finally the healing properties of the kingsfoil make it really efficient.
This mixture will not only cure most of the poisons that can be found in plants and water, but as well purge your body from the somewhat annoying effects of any potions.
How to obtain:
Kill the hillman-chief and loot thin parchment from his corpse (Doesn't always load). This village is located some north from Rivendell.
Alternatively kill the assassin behind tangle near Wight Captain. Can load on the assassin, but it's rare. That assassin is now a relabeled mob calls suspicious outcast.
Ingredients: 2x blackberries, lily petals, figwort petals, athelas leaves
Product: a brown bottle
A brown bottle from hillmen lasts: 1h10min
A brown bottle mixed by player: 2h50min
Effects: Cures amibia, poison, venom, alathen, aganar, minuial, firndal, psylonia, and arachnia. Gives immunity to these poisons for several hours.
Description:
To make bannocks light and brown all is needed is one pound of flour, three eggs, and the sweet golden treasure of a freshly crushed honeycomb. Mix the flour and the eggs in a large dish. When this has been transformed into a homogenous mixture, crush the honeycomb and add it in the paste. Mix it carefully. If the paste is too thick, you may have to add a small quantity of water or milk. Make then small round dough and use all your talents to cook it in a pan. This will give you enough bannocks for a week. Serve them with a cup of tea, beautiful cramsome bread and rich free butter.
How to obtain:
Find the lonely giant somewhere in the shire, and “comfort giant”. Listen to him and he will start following you. Bring him the items he asks for, and he will take you to his house to teach you how to make bannocks.
Ingredients: flour, 3x egg, honey wax (You can buy all 3 ingredients in Bree, flour and eggs at grocery; honey at bakery.)
Product: 8 balls of dough that can be cooked into delicious bannocks
Effects: Lightweight food that lasts a long time, fills you up and keeps you fed for good amount of time.
Description:
To create this wizard's brew, you must obtain juniper berries for promotion of higher thought. Mix these with the mystical mauve petals, to boost creativity, and sage to clear the mind. Finally, some thyme is needed to aid the memory. This brew will give the mage more energy, and replenish his energy at a faster rate. However, when the beneficial effects expire, he will be mentally exhausted.
How to obtain:
Kill the Bloodwight and loot his chest.
Ingredients:
Juniper berries, mauve, sage (crushed), thyme (crushed).
Product:
A pungent brew (lasts 12 ticks)
Effects: Mana +15 and mana regeneration +15 for 2 hours. After that, mana +7 and mana regeneration +7 for 4 hours. After that, mana -5 and mana regeneration -3 for 6 hours.
Description:
For any shaman of the Durbūk-hai, providing the tribe with draughts and potions is of great importance. Of all the miserable groups of orcs and goblins, only we have mastered the creation of this concoction. Begin with a base of bat fur and a tail of the elusive albino salamander, it is critical that the tail is still moist! Add to this a vial of preserved blood… Some shamans claim that blood from an elf gives a stronger draught, but that is probably nothing but talk. The last ingredient is a black flower, brought to bloom by the mighty shroud of darkness that blackens our skies from time to time. This draught will shroud you in shadows and lessen the burning of the cursed yellow eye. Be careful though, it has a sting and comes with a cost.
How to obtain:
Cunning Durbūk-hai shamans in Emyn-nu-Fuin carry pale, leathery scroll in their belt pouches. It's random which one.
Ingredients: blackflower, salamander tail, bat fur, vial of preserved blood.
Product: Scorched leather flask
Effects: Dark aura. Removes sun malus and -25hp when drinking for 3,5 hours. After that, dark aura (faded) for 60 hours. During that you cant get dark aura again (unless you use infusion).
Description: The philtre made from this recipe will greatly aid the healing of one who is wounded, mending bones and staunching blood flow. With this, even one close to death can become functional over time.
Begin the concoction by mixing two parts of sage. The sage helps against infection, and forms a base for the other herbs. Add crushed foxtail petals to help close the wounds. Mix in fresh blackcurrant berries; these also protect against infection. Finally, leaves from the kingsfoil plant must be added, so that their healing properties may staunch the blood flow and stimulate the healing.
How to obtain: Kill Frychra in Mirkwood , Kral quest (Zorc only)
Ingredients: 2x sage (crushed), foxtail (crushed), athelas (crushed), blackcurrant
Product: a philtre (lasts 5 mume hours)
Effects: +2 con, +15 hp regeneration 63 hours. After that, +5 hp regeneration, -2 moves for 63 hours. Cannot use together with travelling.
Description: Through arduous experimentation, I have refined a potion with an extraordinary capability to heighten one's senses. Under the effect of this potion, no detail is too small and no sound too faint. Unfortunately, the effect is rather short lasting, and the mind needs to recover before it can be exposed again.
The potion needs a stable base, Tarragon works best. Chop it as fine as possible and stir with water. Make sure to use two leaves to ensure a useful result. Add powdered Cardamom to the mix; it will act as a stimulant and increase the effect of the brew. And finally, the main ingredient, a blighted inkcap. Mince it and add to the potion, heat it slowly just to the brink of boiling. Let it cool before consumption.
Once mixed, the potion will hold for a long time, but not forever. Make sure to stir or shake it before drinking if it has been still for an extended period as the ingredients will tend to sink to the bottom of the flask.
How to obtain: Herblore can be learned from a wrinkled parchment carried by Magus in Dol Guldur.
Ingredients: 2 X tarragon, cardamom powder, blighted mushroom
Product: Turbid potion (lasts 1+ RL days(HOW LONG EXACTLY???))
Effects: Awareness +30%, track +50% 2.5 MUME hours, then slower track for 2 MUME hours.
This seems to be incorrect. With 85% track practiced, this increases track to 150% (the awareness part seems correct) for the initial duration - and then both the track bonus and the awareness bonus disappear completely after the initial effect ends (which is when “- heightened senses” is replaced with “- heightened senses (faded)”). -Belamir
Description:
There are some situations when one needs all the courage and strength he can muster. In those critical situations, even the most common flu can turn a fearsome warrior into a dull mass of flaccid muscles. As the most prompt to ill race, humans have soon learned how to use herbs to cure the flu, among them thyme and sage were the most renowned. Later, one particular flower, formerly raised by the Entwives, appeared to have even greater healing virtues. From this flower, often called coneflower, a very effective treatment can be made to heal the average flu.
First of all one has to use honey as a base, but also to relieve the inflamed throat. Thyme and sage leaves should then be added, as their healing powers will greatly help the patient. The whole coneflower should then be mixed into the paste to help fight the infection and strenghten the body. Finally, the large leaves of the coneflower can be used to wrap the mixture, producing a sort of leaf-cake.
How to obtain: Complete the Leaf-cake quest.
Ingredients: coneflower, thyme, sage, honey mixture
Product: a leaf-cake (lasts long)
Effects: Cures the flu, you have to be at least a bit hungry to eat the cake.
Description:
There exists a paste which orcs can use to mend wounds so as to keep them in
the fight against their enemies.
To make this balm, you first have to crush a salamander tail and a bit of bat fur for consistency. Then mix in some cardamom powder, some swamp-lily petals, and a little bit of sage. Mix these together, and the result should be a viscous brew.
This brew makes the wounded orc heal quicker for a while, but it burns and so snagas may not be able to concentrate well enough to regain much mental energy. After the effects wear off, the orc will still heal, but not as fast, and his muscles will be slightly tired, making rest uneasy.
How to obtain:
Give Glowsword to Shaman GM in NOC. Maybe some other items work also but probably just whitie artefacts (Silvery broadsword did not work @ 17Sep2012)
Ingredients:
bat fur, salamander tail, sage leaves, water-lily petals, cardamom powder.
Product:
a putrid dark balm
Effects:
HP regen +16, manaregen -6 for 3 hours, then HP regen +8, manaregen -3 for 6 hours, then HP regen +4 and manaregen -1 for 3 hours.
Can we confirm if it can be used with healing please?
Description:
Orc-draught is a very important recipe for a brew which has been handed down
through the orcs for many ages. A supply of draught is an important accessory
to any Uruk-Hai fighting against the armies of the West. The draught will help
when in need of stamina to keep going, even when the energy in the legs has
been exhausted.
Begin by getting some blood. Elf blood gives the mixture a better flavour, but if that is not available the blood of any creature will do. Just make sure someone mixes in it some preserving herb, or the brew will quickly spoil. Dissolve the blood in the crushed remnants of a salamander tail and some bat fur. Finally add some tarragon leaves.
Shake the draught well and gulp it down when needed. It should add some stamina immediately. The draught is very powerful so it may hurt as the stomach breaks down the mixture.
How to obtain:
Give a gem (Anything except amethyst) to the orkish butcher in NOC and he will teach you the herblore.
Ingredients:
Crushed tarragon, salamander tail, bat fur, and vial of blood.
Product:
A flask of orkish draught.
Effects:
Instantly gives you some moves, and increases move regeneration for a minute or so, at the cost of some hitpoints. Exact amount of hitpoints and moves depends on age of draught (Old draughts hurt more and give less regen supposedly, not 100% sure about this though)
Description: In the wild strange plants with strange properties can be found. One of the strangest is the phosphorescent moss which covers the walls of a few humid caves. It is believed that this light is emitted by a fungus which lives in symbiosis with the moss. What matters is the possibility to use it to prepare a draught which gives a limited vision in the night. The base of this concoction is the brown powder of a cinnamon stalk. In it add a handfull of rosemary leaves, to make mind more attentive. In this dry mixture put shreds of humidified phosphorescent moss, and mix carefully the whole, until you get a phosphorescent liquid. When quaffing it, you will feel more able to perceive your environment, specially during in the darkness, thanks to the moss. A side effect of its activity, as it draws its energy from your body, is to weaken you for a while. The whole lasts for several days.
How to obtain: The seeing herblore can be learned from a book carried by the witch south-east from Fornost.
Ingredients: Bag of cinnamon, rosemary leaves and phosphorescent moss.
Product: (outdated) Phosphorescent bottle (20/500) - lasts like 1 rl day.
Effects: Night vision. Perception +3 and constitution -1 for 10 hours. After that, perception +2 and constitution -1 for 15 hours. After that, perception +1 for 40 hours.
Description: In parallel to our world is the world of the Shadows, where undead and lost souls walk. Potent magic can create gates to this world, and Sauron the Necromancer has servants who live on the edge of the two worlds. Other undead creatures, such as the skeletons animated by foul magic, live also on this edge and their bones can be used as key for the Shadows world.
To concentrate the potency of these bones, you need to make a base with the powder of a cinnamon stalk, mixed with a few rosemary leaves which make the mind more receptive. Take then the dried rib bone of a formerly undead corpse, break it in small pieces, and add it in the crucible. Crush carefully the three ingredients with a mortar of white marble, until an homogenous powder is obtained. Once slipped in a bottle of water, you will have a potion which will give you access to the shadow world for four nights.
How to obtain: The spirit in “The Small Library” in the Spirit Caslte south from Fornost west of the Road to Fornost may load the book in which the lore is written.
Ingredients: Bag of cinnamon, rosemary leaves and rib-bone.
Product: (outdated) Sombre bottle (20/1000) - lasts like 1 rl day.
Effects: Shroud. Shadow world (detect invisibility) for a total of 100 ticks. Perception -3 and willpower -1 for 10 hours. After that, dodge bonus +2 and perception -2 for 60 hours. After that, dodge bonus +1 and perception -1 for 30 hours.
Description: The elves have made an oil which, when prepared and quaffed, will give a boon which will make one limber, energetic and more able in combat than normal. The base for this recipe is a tincture of oil. Add paprika for stimulation of the muscles, and rose petals to warm them. A vanilla bean will cause the blood to circulate more quickly, and two parts of rosemary will quicken the mind and speed up reactions.
When the potion is quaffed, one should feel the effects to their muscles for several hours. After the oil has run its course, the muscles, from complete exertion, will be stiff and tired.
How to obtain:
Bring to Erestor in Rivendell a dark-side artifact. It is not guaranteed that you will get the herblore though. Either you will get the herblore, or xp + chance on flask of miruvor (but chance for the herblore seems higher than 50% for most artefacts). (Maybe he teaches herblore only for items worth at least 5000 xp; Angmacil aka DCS is worth less so it could be the only artefact weapon which doesn't work for the herblore. There is also one evil item that gives more than 5000 xp and is not an artefact: “a deep black orb” and I *vaguely* remember that it worked for the lore. - Elestir)
Crude orkish horn worked for me - Kaspar
Ingredients:
tincture of oil, paprika, rose petals, vanilla bean, rosemary leaves x2.
Product: a vial of scented oil (lasted 71 minutes)
Effects: Offensive bonus +5 and dodge bonus +5 for 8 hours. After that, offensive bonus -5 and dodge bonus -10 for 4 hours.
Description: Soothing-draught is a potion made by the dwarves which can help in fighting to give one more endurance.
In the art of making a soothing draught, one must first make a base of honey. Often honey comes in the form of honey-comb, which must first be broken up into a thick pulp. Into that, mix sage for healing of the wounds, and thyme to prevent the infection and partially numb the pain. Next, add a handful of blackcurrant so that the reagents can act together, and finally add the petals of a water lily, so that the blood may be purified and the wound may close.
When this draught is swallowed, for a while the recipient will experience a healing effect and his wounds will heal up. The fight against the infection will induce a spiritual weakness for a short duration, after the boon has expired.
How to obtain: Complete the quest given by Nordri in the Blue Mountains (see Quests).
Ingredients: honey, sage, thyme, blackcurrant, lily
Product: herbal draught - lasts 2 MUME weeks (5 hours 36 minutes rl time).
Effects: Hit point regeneration +15 and constitution +2 for 4 hours.
After that, hit point regeneration +5 and dexterity -2 for 5 hours.
Can be used with travelling
Description: A body can be strengthened temporarily not only through magical means, but also with the use of alchemy. While alchemy may produce a weaker effect than magic, it is often longer lasting.
To create this elixir a base of clover is required. Without this, the other reagents will be useless. To this base, paprika must be added. The paprika will augment the muscles and ensure good blood flow. However, the last and most vital part of the elixir is a root of comfrey to enhance and lengthen its effect.
The effects of the elixir will not mix well with magically enhanced strength.
How to obtain:
Rostam the Easterling in Southern Mirkwood loads a key to a chest, which loads the strength lore.
Ingredients:
clover, paprika, comfrey root.
Product: Small, maroon bottle
How long does this last in inventory?
Effect: +1 strength for 120 hours
Does this stack with strength spell and other herblores?
As the description mentions, it doesn't stack with spell.
Can darkies do it?
Is there a reason they wouldn't be able to? There are two chests here, and you can use Rostam's key for one of them (key breaks). Chest in Rostam's room loads paprika, and chest farther in the cave system loads the strength lore. So dark side has a source of paprika - it's just nowhere near as plentiful as white side (who can buy it in certain towns).
Description: There exists a powerful brew which can greatly enhance the ability to travel. It adds endurance to the muscles and speed to the legs. This simple concoction is made by using tarragon leaves, giving spring to the step, ginseng root, to give energy to the muscles, and clover, to aid the blood in its travels.
Once these three ingredients are mixed into a brew and quaffed, one will feel the effects for almost an entire week. The imbiber will be able to travel farther and gain more benefit from rest.
How to obtain:
Visit the Dunadan Ranger at Weathertop, and ask him about “Herblore.” If you have enough TPs (Not sure how many required since TP changes.) and have the maximum good alignment (You must have been sent to Arda to free it from the sorrows that weigh upon it.), he will ask you to bring him several items. You must collect these items by your self, you cannot be grouped, or have anyone in the zone when you pick up the items or kill the beast that loads them even. Bring the items back to him and he will teach you how to make traveling lore. These items may be brought back each individually or all together. The quest may require you to kill and butcher or collect: Giant White Bear (loads NW of Redhorn pass <Khuzur side> or out eastside Redhorn a bit NE of the pass Exit.) Ice Demon (SW of ZoC) Cavern-Wing (Moria and SW of Khuzur) and collect a Green mushroom (Slab near BM with spirits and a shadow, under goblin leader in goblin caves near Fork)
Ingredients:
tarragon leaves, ginseng root, clover.
Product:
A mug of brew.
Effects: Movement point regeneration +10 and movement points +10 for 120 hours. After that, movement point regeneration +7 and movement points +7 for 24 hours. After that, movement point regeneration +3 and movement points +3 for 24 hours. Cannot use together with healing.
Description: One who chooses to walk between the towns of Eriador is greatly aided by this draught. It adds endurance to the muscles and speeds the legs, for the small cost of some loss in concentration and adress.
To prepare this brew mix a handful of tonifiant juniper berries with some clover as a base. Add a few crushed leaves of marjoram and freshly bought cloves, to clean the blood of its toxines and stop cramps.
How to obtain: Complete the quest given by Aldereon the ancient Noldo northwest of Greenholm. Aldereon will ask you to deliver sealed letters to his friends across Arda. The distance and XP/Letter will vary depending on level.
Ingredients: clover, juniper berries, marjoram leaves and cloves.
Product: (outdated) Bowl of brew (10/100) - lasts 12 ticks.
Effects: Movement point regeneration +10 and willpower -3 for 24 hours. After that, movement point regeneration +5 and willpower -1 for 120 hours. After that, movement point regeneration +3 and willpower -1 for 24 hours.
Remark: (outdated) Walking and Travelling lores are incompatible: The brew you quaffed first will affect you for the mume week, and other brews won't affect you during this time (including brews of the same type - you can't refresh it when it gets weaker, just need to wait until it wears off).