Medic
Medic
A steady hand matters more then a sharp blade.
Prerequisites
| Cleric T1 |
| Rogue T2 |
| 200 Total CP Accrued |
Medic Skills
| Skill | CP | Prerequisite | Energy | Description |
|---|---|---|---|---|
| Triage | 14 | - | ✓ | With 15 seconds of roleplay, heal 5 Vitality. 1 Leather or Ore may be used in place of Energy for this skill. |
| Quickened Set Limb | 8 | Set Limb | - | Reduces the time it takes to use “Set Limb” by 15 seconds. |
| Quickened Stabilize | 8 | Stabilize | - | Reduces the time it takes to use “Stabilize” by 15 seconds. |
| Clean Wounds | 12 | - | ✓ | Cure 1 Poison or Disease effect on a target. |
| Life Support | 12 | Triage | ✓ | Pause a bleed out or spirit count for as long as you continue working on your patient. |
| Quick Feet 3 | 12 | Quick Feet 2 | - | Grants +3 points of Dexterity Armor (while not wearing armor). |
| Crippling Strike | 12 | Hamstring | - | Call “Maim”. |
| Trauma | 20 | Crippling Strike | ✓ | Ability to call “Trauma”. |
Medic
Cleric / Mage / Primalist / Rogue / Warrior / Craftsman/God’s Grace
Alchemist / Arcane Trickster / Artificer / Bard / Berserker / Brawler / Champion / Druid / Duelist / Fury / Medic / Oracle / Paladin / Ritualist / Spellsword /General Skills