Whenever a wound is cured using medicine, gain +15% Wound Resist and +15% Mental Warding for 12 turns.
Mental Warding: the percent chance to negate incoming mental-based negative status effects.
| Level | Name | Cooldown | Description |
|---|---|---|---|
| 1 | Fortifying Care | - | Whenever a wound is cured using medicine, gain +10% Wound Resist and +10% Mental Warding for 12 turns. Mental Warding: the percent chance to negate incoming mental-based negative status effects. |
| 2 | Fortifying Care II | - | Whenever a wound is cured using medicine, gain +15% Wound Resist and +15% Mental Warding for 12 turns. Mental Warding: the percent chance to negate incoming mental-based negative status effects. |
| 3 | Fortifying Care III | - | Whenever a wound is cured using medicine, gain +20% Wound Resist and +20% Mental Warding for 12 turns. Mental Warding: the percent chance to negate incoming mental-based negative status effects. |
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