| BUILD COST | SKILL NAME | SKILL COMPLEXITY |
| 0*/5/10 | Medicine Man | B/C/E |
| 5 | Break Thy Enemy | Basic |
| 3/3/3 | Grace of Tranquility | B/C/E |
| 3/3/3 | Know Thy Enemy | B/C/E |
| 5 | Lore-Keeper | Basic |
| 3 | Natural Healer | Basic |
| 3 | Quicken Recovery | Basic |
| 3 | Delay Ailment | Basic |
SKILL OVERVIEW
Requires: Bandage Phys Rep
With this skill, you can learn/use Basic Physic Formulas to create Basic Physic Remedies. In addition, you are considered to have the first aid skill, for all intents and purposes.
Examine Patient: After 5 seconds of examination, you can determine:
- A patient’s exact point on the Death Count. Your patient may halt their Death Count to give this information, but they must whisper in their correspondence.
- If he is poisoned or diseased and the general strength of the ailment (Basic, Complex, Erudite, etc). Your patient must whisper this information to you.
- Any other physical ailments that the patient may be suffering. (Broken Limbs, Stun, Daze, etc). Your patient must whisper this information to you.
- Rouse the Dying: Stabilize a dying patient that has yet to go into Critical (beyond 300 secs/5 mins). Your treatment can bring their current HP total to 1.
- Stop Critical Count: Halt the progression of a patient while he is in their critical death count. For the next 10 minutes, so long as you keep a physical presence (arm’s length) with the patient and don’t move him, his death count will cease. After these 10 minutes, they will continue their Death Count - which can be no longer delayed with the use of this skill (whether by you or anyone else).
- The patient regains 5 HP.
Expert Medicine Man: Upon the achieving second rank of this skill, you can learn/use Complex Physic Formulas to create Complex Physic Remedies. In addition, some of the regular functions of the Medicine Man skill are improved.
- Expert Examine Patient: You no longer need to waste precious seconds studying a patient. A quick glance from up close will tell you what you need to know as well as the current count on such afflictions.
- Treat Wounds: The patient now regains 10 HP
Master of Medicine: Upon achieving the third rank of this skill, you can learn/use/create Erudite Physic Remedies. In addition, some of the regular functions of the Medicine Man skill are improved.
- Master Examine Patient: You can now determine the exact effects of the disease or poison that is ailing your patient.
- Bind Wounds: When you bind a patient's wounds, you bring him back to 1 HP even if he is in the critical portion of his Death Count.
- Treat Wounds: The patient now regains 20 HP for every 60 seconds of treatment. You can treat two patients at once as long as you start your treatment count at the same time. They must be within arm’s length.
Natural Healer
Using your Medicine Man skills do not count as strenuous activity. This means that you can be counted as resting while performing these skills.
Delay Ailment
Upon determining the strength of a poison or disease running through a patient’s system, you may attempt to halt its progress temporarily. By invoking “Delay Poison” or “Delay Disease”, you can halt its effects for 60 seconds, granting your patient some reprieve from its effects. You must remain with arm’s length and uninterrupted throughout this duration.
Quicken Recovery
After 5 seconds of treatment, you can halve the duration of any pain effect, incapacitate effect or weakness effect upon your target, removing it immediately if your target as already been afflicted for more than half the duration. If the duration is already halved by another skill, then it is quartered. If a target is currently under a Confuse effect, the 10 seconds of treatment will be enough to remove that effect upon him.
Break thy Enemy
Requires: Know thy Enemy
With this skill, you have gained intimate knowledge of the most painful areas of a creature’s anatomy. Whenever you deliver a pain effect or a confuse effect, whether through spell, sword or something else, you may invoke double whatever the regular duration would be instead.
Know thy Enemy
I. Whenever you use Critical Strike add +1 to the damage you deal. When you use the Assassinate feat, you inflict 3 more points of damage.
II. Whenever you use Critical Strike add +2 to the damage you deal. When you use the Assassinate feat, you inflict 6 more points of damage.
III. Whenever you use Critical Strike add +3 to the damage you deal. When you use the Assassinate feat, you inflict 10 more points of damage.
Grace of Tranquility
This skill reflects multiple tiers innate understanding and eventually, mastery of the metaphysical healing arts. This understanding allows for a healer to healing more damage when using a Healing-type spell such as Gift of the Healing Waters or Word of Flesh-Mending.The bonuses granted by this skill to magical healing stack with Servitor, Discipline and Sybil-type skills of the Priest, Sorcerer and Witch (respectively).
I. Whenever you cast a healing spell, you add 3 HP to the healing you would otherwise provide.
II. Whenever you cast a healing spell, you add 5 HP to the healing you would otherwise provide.
III. Whenever you cast a healing spell, you add 7 HP to the healing you would otherwise provide.
With this skill, You are able to read all Lore cards.
When fighting an unknown monster, you may invoke this skill and ask “What are you?” to find out the name of whatever you are fighting. You get no other information, although further research in the subject can provide you with information.


