Defibrillators and First Aid recover 10 additional Trauma Damage and 1 Extra Life, if able.
At the start of each level, heal 15 Trauma Damage, then restore any missing Health.
+ 50% Healing Efficiency
- 10% Health
+ 1 Team Extra Life
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
+ 20% Trauma Resistance
When you use a Medical Accessory, it also heals 3 Trauma to the target.
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.
Healing a teammate also applies 50% of the effect to you.
+ 15% Trauma Resistance + 5 Health + 20% Fire resistance
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.
When you use a Medical Accessory, the target heals for an additional 20 Health over 30 seconds.
+ 50% Ammo Capacity + 15% Reload Speed