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Herbs and Herb Combinations

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The appearance of these herbs across Raccoon city and other RE games is not a mystery. Umbrella as a pharmaceutical company was genetically altering these generic plants for many purposes, in order to accumulate more funds for thier other projects. Even in RE4 we find these herbs in laboratories, behind extractors and withing petridishes.

Green Herb:
Restores 1d6 Hp.

Blue Herb:
Grants a second save throw to resist the effects of poison or counteracting poisons.

Red Herb:
Has no effect on its own. Can be mixed with other Herbs for various effects.

Yellow Herb (RE4):
Has no effect on its own. Must be mixed with other Herbs.

2 Mixed Green Herbs:
Restores 1d8 Hp. Craft (Pharmaceutical) DC10

3 Mixed Green Herbs:
Restores 2d4 Hp. Craft (Pharmaceutical) DC15

Green & Blue mixed Herbs:
Restores 1d6+2 Hp and grants a second save throw to resist the effects of poison or counteracting poisons. Craft (Pharmaceutical) DC15

Two Green & one Blue mixed Herb:
Restores 2d6+2 Hp and grants a second save throw to resist the effects of poison or counteracting poisons. Craft (Pharmaceutical) DC20

Green & Red mixed Herb:
Restores 2d4 Hp. Craft (Pharmaceutical) DC15

Two Green & one Red mixed Herb:
Restores 2d8 Hp. Craft (Pharmaceutical) DC20

Green, Blue & Red mixed Herb:
Restores 2d4 Hp and grants a second save throw to resist the effects of poison or counteracting poisons. Craft (Pharmaceutical) DC22

Green & Yellow mixed Herb:
Restores 1d6+2 hp and permanently increases Hp by 1d4 points. Craft (Pharmaceutical) DC20

Green, Red & Yellow mixed Herb:
Resores 2d4 Hp and permanently increases Hp by 1d4 points. Craft (Pharmaceutical) DC22

On a failed check the herbs are permanently lost.

*Note:
If the craft DC is failed the herbs become useless.
**Special:
The DM may suggest that specific mixes have additional effects other than those mentioned here. Be creative and have fun.

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