herbs -- dried herbs, pipes, rolling papers, and smoke Light a cigarette, joint, or pipe bowl, then inhale over several drags. Ash when ash builds or the ember gutters out and needs a relight. Most herbs ease boredom (entertainment); plane herbs also grant a short timed buzz that shows on the Buffs band of affects. How you play 1. buy dried herb + rolling papers and/or a pipe -- or a cigarette pack at the bar or grocer -- or pick wild sprigs (pick / gather herb) 2. roll <herb> joint (needs papers) 3. packpipe <herb> load your pipe (reusable bowl) 4. light [cigarette|joint|pipe] spark a fresh stick or bowl 5. inhale or puff one drag while lit (repeat until finished) 6. ash tap ash so it does not gutter out 7. relight when the ember dies but the stick is not finished 8. smoke light if nothing lit, inhale if already lit 9. empty pipe dump the bowl (wastes herb) 10. herbs lit session + pipe load + active buzz While lit you may see quiet ambient smoke lines until it burns out. Earth overland wilderness picks strains by terrain (forest vs plains vs ruins). Southern plains cells can roll rare cannabis; Midwest plains default to tobacco and mugwort unless the room is tagged herb_node. Tagged outdoor sites (herb_node on the map) use hand-placed pools when set. Wild harvest pick take dried herb or Magi reagents from the cell gather herb same as pick gather also lists herb / Magi nodes beside wood/ore/fiber Strains Sativa wakes you up; indica can couch-lock when you are already tired (try rest or sleep). Hunter blends (sage, mullein, St. John's) ease fear; graveyard dust and bone ash grant short ether-sight (spirits / reapers). Earth overland wilderness holds sparse wild strains by terrain (forest, plains, …). Cemetery roads, dungeon mouths, and a few tagged yards also take pick -- Magi reagents (graveyard dirt, hoodoo roots, hemlock, wild poppy) grow only at those magi_forage sites, not on every wilderness tile. Occult craft at a workshop can bundle sage, pack grave dirt, powder bone ash, or steep wild poppy into poppy water (help craft). Plane herbs (fire, water, air, stone, Heaven, Hell, Dream, …) grow on that plane's wilderness cells -- pick there or buy from plane vendors. Forage trains Foraging (fiber), not Herbalism -- use pick for herb skill. See also: help pick | help craft | help botanica | help affects