Medicine
Medicine is a crafting skill. You make healing items and potions, mostly from herbs you gather with Foraging. Healing items keep you alive in fights. A potion makes one skill better for a number of actions. Some places need Medicine goods to be rebuilt.
How to train
- Start with Brew salve at level 1. New activities open as you level up: see the table below.
- 1 of the 35 activities needs the old well rebuilt first.
- Tool: Mortar and pestle (+15% speed, made with Masonry). Better ones: Iron still (+20%), Cobalt still (+30%).
Activities
Armour and trinkets
| Level | Activity | Makes | Materials | Sells for |
|---|---|---|---|---|
| 10 | Make fang talisman | Fang talisman | 1 × Alpha's fang, 6 × Beast bones | 120 |
| 20 | Drill the knucklebone charm | Knucklebone charm | 1 × Giant's knucklebone, 8 × Beast bones | 200 |
Skill gear
| Level | Activity | Makes | Materials | Sells for |
|---|---|---|---|---|
| 9 | Fill a well-water flask | Well-water flask | 2 × Salve, 1 × Wolf pelt | 70 |
| 12 | Make healer's charm | Healer's charm | 1 × Saint's relic, 1 × River pearl, 10 × Comfrey | 260 |
Potions
| Level | Activity | Makes | Materials | Sells for |
|---|---|---|---|---|
| 4 | Brew gatherer's potion | Gatherer's potion | 2 × Comfrey | 8 |
| 8 | Brew miner's potion | Miner's potion | 1 × Comfrey, 1 × Rock salt | 10 |
| 10 | Brew forester's potion | Forester's potion | 1 × Comfrey, 1 × Pine resin | 10 |
| 12 | Brew angler's potion | Angler's potion | 1 × Sage, 1 × Minnow | 10 |
| 16 | Brew quarrymen's potion | Quarrymen's potion | 1 × Sage, 1 × Clay | 10 |
| 18 | Brew huntsman's potion | Huntsman's potion | 2 × Beast bones, 1 × Comfrey | 14 |
| 20 | Brew smith's potion | Smith's potion | 1 × Yarrow, 1 × Flux | 12 |
| 22 | Brew carpenter's potion | Carpenter's potion | 1 × Yarrow, 2 × Bark | 12 |
| 26 | Brew weaver's potion | Weaver's potion | 1 × Yarrow, 2 × Wild fibre | 12 |
| 28 | Brew mason's potion | Mason's potion | 1 × Foxglove, 1 × Rock salt | 14 |
| 32 | Brew harvest potion | Harvest potion | 1 × Nettle, 1 × Eggs | 16 |
| 34 | Brew marksman's potion | Marksman's potion | 3 × Feathers, 1 × Sage | 14 |
| 44 | Brew quickblood potion | Quickblood potion | 1 × Grave dust, 1 × Wormwood | 20 |
Food and remedies
"Sells for" is what one action's items sell for, at the level the activity opens, before bonuses. Every skill uses the same XP table: see Levels and XP.
Mastery
Each of the 35 Medicine activities has its own mastery level, from 1 to 99. Every completed action gives that activity mastery XP, and higher mastery makes the activity better (table below).
A quarter of that mastery XP (half once Medicine is level 99) also goes into the Medicine mastery pool, which holds up to 32,375,000 XP. You can spend pool XP on any Medicine activity: 1 pool XP gives 1 mastery XP. See Mastery for the exact numbers.
Each activity's own mastery
| Activity mastery | Adds to that activity |
|---|---|
| 10 | +5% chance to spare materials (or arrows) |
| 20 | +5 points high-quality chance |
| 30 | +5% chance to spare materials (or arrows) |
| 40 | +5 points high-quality chance |
| 50 | +5% chance to spare materials (or arrows) |
| 60 | +5 points high-quality chance |
| 70 | +5% chance to spare materials (or arrows) |
| 80 | +5 points high-quality chance |
| 90 | +5% chance to spare materials (or arrows) |
| 99 | +10% sell price on the items it makes, +10% chance to spare materials (or arrows) |
Pool checkpoints
While the pool is filled to a checkpoint or above, its bonus counts for every Medicine activity. If you spend the pool below a checkpoint, that bonus stops until the pool fills up again.
| Pool filled | Pool XP | Adds to every activity of the skill |
|---|---|---|
| 10% | 3,237,500 | +5% mastery XP |
| 25% | 8,093,750 | +10% XP |
| 50% | 16,187,500 | +5% speed |
| 95% | 30,756,250 | +10% chance to spare materials (or arrows) |
Gear for this skill
- Healer's charm — +10% speed
- Counting charm — +10% XP, 5% chance to spare materials
- Winter shawl — +6% speed
- Doctor's mask — +8 points high-quality chance
- Surgeon's gloves — +8% speed
- Scent ball — +12% XP
- Perfumed gloves — +10 points high-quality chance
- Mortar and pestle — +15% speed
- Iron still — +20% speed
- Cobalt still — +30% speed, +1 item per action
- Gold tasting spoon — +8 points high-quality chance
Gear only helps while it is equipped. A high-quality piece gives 1.5 times the bonus, rounded down. See also every boost for Medicine.
Faster from rebuilt places
- Plague chapel — +15% speed everywhere, once it is rebuilt
- The sick house — +10% speed everywhere, once it is rebuilt
Places that need this skill
You need this level to find and rebuild the place. Some places accept another skill instead.
- Plague chapel — level 4
- The sick house — level 15
- The silk house — level 50 (or Tailoring 60)
Story
Make salves, remedies and potions from herbs. Salves and remedies heal you in fights, and potions boost your other skills.