When you use a Medical Accessory, the target heals for an additional 20 Health over 30 seconds.
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.
Each teammate gains 100 bonus Copper at the start of each level.
+ 20% Trauma Resistance
Healing a teammate also applies 50% of the effect to you.
Defibrillators and First Aid recover 10 additional Trauma Damage and 1 Extra Life, if able.
- 10% Health
+ 1 Team Extra Life
While crouching you neither take nor deal Friendly Fire damage. + 10 Health
+ 50% Ammo Capacity + 15% Reload Speed
+ 50% Healing Efficiency
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.
At the start of each level, heal 15 Trauma Damage, then restore any missing Health.
+ 1 Support Inventory + 15% Trauma Resistance
+ 15% Trauma Resistance + 5 Health + 20% Fire resistance
When you use a Medical Accessory, it also heals 3 Trauma to the target.