Post by cytamalyn on Jul 29, 2015 10:00:07 GMT -8
It is not required that you do this work, however - only those who are ranked may benefit from the perks.
Anyone who chooses to partake in the tier system will begin as an Infirmary Initiate.
In order to become an initiate, you must first satisfy the requirements:
knowledge 2, and a log of working in the infirmary.
(Students who are eager to rank up will be given a test to satisfy this requirement.)
Also, you will need to complete one entry for the Anatomy and Physiology of the Races quest.
** Initiates get +1 on any rolls made, or patients make, while under your care - to heal or resist wounds, toxins, and diseases.
Once you are an initiate, you may begin your work on becoming an infirmary healer.
In order to become an infirmary healer you will have to satisfy the requirements of:
Knowledge 4 or knowledge 2 AND magic 3, as well as several logs of your work at the infirmary.
Also, your character must learn one more specialty, and teach a student OR teach an IC class in a specialty they already posses.
They will also be expected to complete another entry for the Anatomy and Physiology of the Races quest.
** Infirmary Healers get +2 to any roll that you or your patient makes while in your care, to resist wounds, toxins, and poisons. This bonus may be applied to up to 3 patients at the same time.
After achieving healer status, you may work towards Infirmary Elder rank.
In order to become an elder you must have:
knowledge 7 OR knowledge 4 and magic 6, continuing teaching a student or lower rank infirmary employee OR teach another IC class, and complete a specific quest issued by the Infirmary Lead Physician that has been approved by the admins or storyweaver.
** When you are working in the infirmary, any rolls you or a patient make are at a +3. As well, your patients heal 1 extra Hit Point each time a Hit Point is healed non magically. Any Healing magic cast within the Infirmary, that would normally cost points of Mana, costs 1 less for them. If the cost is optional, they can cast the spell as if spending 1 point, without actually expending that point. In the field, even with limited equipment, you and your patients get a +1 on rolls to resist diseases and toxins. You can treat (apply bonuses to) up to 3 patients at a time.