Medicine
Medicine can be created using natural ingredients to help treat wounds and heal status conditions of Adventurers. Medicine can be bought from vendors, but also created by Adventurers using Herbs along with their Pharmacology skill. Medicines have more uses than just healing, some can also provide beneficial effects to its user as well.
Herbs
There are a number of Herbs that can be found all around the planet, the ones that provide beneficial properties tend to have distinct colourations for identification. Herbs can be used on their own through oral consumption, or they can be mixed together to create combinations that provide stronger effects or new effects.
Check below for a list of Herbs and their primary effects:
Green Herb * Restores 12 HP instantly * Doubles HP recovery during a Long Rest * Has a Dry taste * CAN combine with other Green Herbs Red Herb * Does nothing by itself * Has a Spicy taste * CANNOT combine with other Red Herbs Blue Herb * Restores 6 HP and cures all non-magical, psychological and physiological status conditions. * Has a Sour taste * CANNOT combine with other Blue Herbs Yellow Herb * Restores 6 points of all resource pools * Doubles Resource-pool recovery during a Long Rest * Has a Sweet taste * CAN combine with other Yellow Herbs Violet Herb * Inflict Poison status on user: Dealing 3 damage per round until they beat an Endurance contest-check (200pts to beat). * Has a horribly Bitter taste * CAN combine with other Violet Herbs White Herb * ????
Herb Mixtures
Adventurers can mix Herbs together to create more potent combinations, however it is advised they have some investment in the Pharmacology skill in order to create triple-mixes as well as increase the potency of their mixes. Red Herbs' are particularly valuable in Herb mixes as they can greatly enhance the other components of the mix in ways that mixing without Red Herbs cannot. There are certain limitations to herb mixing, as the wrong mixes can end up failing to produce any meaningful effect, and waste the herb ingredients used. The list below provides valid mixes of Herbs.
Legend G: Green R: Red B: Blue Y: Yellow V: Violet W: White
G + G (+ G) Green Herbs can be mixed together to increase the amount of HP restored. * Restores 12 / 24 / 36 HP on use. * Doubles (x2) / Triples (3x) / Quadruples (x4) HP recovered during Long Rest. Y + Y (+ Y) Yellow herbs can be mixed together to restore large amounts of resource pool energy. * Restores 6 / 12 / 18 resource points to all pools on use. * Doubles (x2) / Triples (3x) / Quadruples (x4) Resource-Pool points recovered during Long Rest. V + V (+ V) Violet herbs can be mixed together to create more deadly poison doses. * Dose deals 3 / 4 / 5 damage per round to victim, requires an Endurance contest-check of 200 / 300 / 400 to beat.
Red Herb Mixes
Red Herbs do nothing by themselves, but they work wonderfully in Herb mixes. Not only do they amplify the base effects of Herb mixes, but can also provide extra effects not found in other Herbs too.
Only ONE copy of a Red Herb can exist in each mixture, additional Red herbs do not boost the effects any further.
Red Herbs can boost up to two different Herbs in one mix.
Red + Green Red herbs amplify the healing effects of Green herbs and grants its user temporary health regeneration. * 36 HP recovered instantly, this can stack up to 2 times. * Grants (3 + Endurance) HP regeneration per round for up to 5 rounds (or 30 seconds) of in-game time. (Does not stack) * Fully restores HP during Long Rest and grants temporary health up to 50% of Adventurer's Max HP. Red + Blue Red herbs amplify the effects of Blue herbs to protect its user from even more dangerous effects. * 12 HP recovered instantly, this can stack up to 2 times. * Cures all non-magical physiological and psychological status conditions * Grants a temporary immunity to status effects ascribed above for up to one hour of in-game time. > The immunity is broken after being exposed to a status condition three times (six if two Blue herbs are mixed).