Fallout 4

Fallout 4

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Charlemagne Jun 18, 2016 @ 6:17pm
Herbals, does anybody know?
Some time ago I asked about herbals, but I couldn't get a clear picture. I wonder if anyone has figured them out by now. Information in the wiki is useless, they just wrote what you can see in the game.

As I understand herbals won't cure, or even alleviate, an already existing disease. They are more like "vaccines" that can help to prevent. So, you take them before you will go into a dangerous situation. Yeah like you can always know beforehand.

OK but which to take in which situation? If I see a molerat coming should I take the anodyne, the antimicrobial, the stimulant, or all three? And if I'm going to sleep in a dirty bed, or eat some dirty food, is it anodyne, antimicrobial, stimulant, or all three?

Also, how long do they last? How much before the expected danger can you take the medicine and expect to make it through? Will it last the typical dungeon exploration?
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Showing 1-15 of 28 comments
Goyim Jun 18, 2016 @ 6:30pm 
Herbal anodyne:
They have the ability to add resistance to insomnia & weakness for period of time.

Herbal antimicrobial:
They have the ability to add resistance to infection & parasites for a period of time.

Herbal stimulant:
They have the ability to add resistance to fatigue and lethargy for a period of time.
p30pl3h4t3m3 Jun 18, 2016 @ 6:34pm 
f'ck nature medicine... antibiotics ftw
Goyim Jun 18, 2016 @ 6:36pm 
Originally posted by p30pl3h4t3m3:
f'ck nature medicine... antibiotics ftw

Unless you can craft them yourself with chemistry it can be quite a pain in the ass to clear out Vault 81 and other molerat infested **** holes without a steady supply
Charlemagne Jun 18, 2016 @ 6:48pm 
OK thanks to all but the question still remains. Suppose I'm going into vault 81's secret area. Anodyne, antimicrobial, or stimulant? (Besides I don't think the vault 81 disease can be prevented).

Another poorly designed item in Survival that could have been neat. It would be more logical for these herbals to alleviate the symptoms of the diseases for a while, even if they didn't cure. And it would be best to have only one generic herbal remedy. Also- antibiotic and antimicrobial, same thing right?

In the end it is best to carry a lot of antibiotics and get cured immediately when you get sick, but I was trying to find some use for these things. Other than selling.
p30pl3h4t3m3 Jun 18, 2016 @ 6:50pm 
Originally posted by TheOneYouLeftBehind:
Originally posted by p30pl3h4t3m3:
f'ck nature medicine... antibiotics ftw

Unless you can craft them yourself with chemistry it can be quite a pain in the ass to clear out Vault 81 and other molerat infested **** holes without a steady supply

1 point to craft antibiotics... in survival it's worth it... high int should be basic in every build
Goyim Jun 18, 2016 @ 6:52pm 
You should use the Herbal antimicrobial
Goyim Jun 18, 2016 @ 6:53pm 
Originally posted by p30pl3h4t3m3:
Originally posted by TheOneYouLeftBehind:

Unless you can craft them yourself with chemistry it can be quite a pain in the ass to clear out Vault 81 and other molerat infested **** holes without a steady supply

1 point to craft antibiotics... in survival it's worth it... high int should be basic in every build

Im actually going for a melee raider build with really low int and charisma right now to change things up a bit so no antibiotics for me :steamsalty:
p30pl3h4t3m3 Jun 18, 2016 @ 6:57pm 
well, with this lifestyle, you should be sick and ill all the time anyway ;-)

don't forget to use drugs ;-)
Last edited by p30pl3h4t3m3; Jun 18, 2016 @ 6:57pm
Goyim Jun 18, 2016 @ 6:59pm 
Originally posted by p30pl3h4t3m3:
well, with this lifestyle, you should be sick and ill all the time anyway ;-)

don'nt forget to use drugs ;-)

Im allready addicted to jet, psycho, mentas and cigarettes (Mod) making progress extremly hard because I got almost no more Special stats left without taking them non stop
Charlemagne Jun 18, 2016 @ 8:37pm 
Originally posted by TheOneYouLeftBehind:
Originally posted by p30pl3h4t3m3:
well, with this lifestyle, you should be sick and ill all the time anyway ;-)

don'nt forget to use drugs ;-)

Im allready addicted to jet, psycho, mentas and cigarettes (Mod) making progress extremly hard because I got almost no more Special stats left without taking them non stop
Do you have any of those junkie weapons?
Goyim Jun 18, 2016 @ 8:38pm 
Yeah I actually do but I need 11 addictions for the full effect which seems almost impossible without losing 90% of your stats
micoma49 Jun 18, 2016 @ 8:58pm 
They appear to last about six hours in my games. I've decided to use them, when acquired, prior to sleeping, as it's upon waking that I get a disease in most cases.
Goyim Jun 18, 2016 @ 9:00pm 
Thats odd. They last one real hour as far as I know but contracting a disease is still possible since they only raise your resistance not eliminate the chance completly
micoma49 Jun 19, 2016 @ 12:35am 
My approx. in-game six hours is based om my use of the console (using a mod) to set the timescale to 7 or 8. Found the default timescale to be way too fast, especially with the revised Survivor mode. Will use one again, and time it in real time as well as game.
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Date Posted: Jun 18, 2016 @ 6:17pm
Posts: 28