Defibrillators and First Aid recover 10 additional Trauma Damage and 1 Extra Life, if able.
+ 50% Healing Efficiency
Each teammate gains 100 bonus Copper at the start of each level.
+ 1 Support Inventory + 15% Trauma Resistance
While crouching you neither take nor deal Friendly Fire damage. + 10 Health
+ 15% Trauma Resistance + 5 Health + 20% Fire resistance
+ 20% Trauma Resistance
+ 50% Ammo Capacity + 15% Reload Speed
At the start of each level, heal 15 Trauma Damage, then restore any missing Health.
- 10% Health
+ 1 Team Extra Life
When you use a Medical Accessory, it also heals 3 Trauma to the target.
Healing a teammate also applies 50% of the effect to you.
When you use a Medical Accessory, the target heals for an additional 20 Health over 30 seconds.
Allows the ability to unbolt attachments from weapons outside of Saferooms. Unbolting attachments cost 400 Copper.
Additional copies of Weaponsmith played reduce its cost by 100 Copper.
Allows disarming of doors alarms, car alarms, and birds. The target will trigger if you are interrupted. DISABLES: Quick Slot
Gain 25 Copper per success.