+ 20% Team Overheal + 5% Team Healing Efficiency
When you use a Medical Accessory, all teammates heal for 8 Health.
You can sense nearby Support Accessories.
More Support Accessories spawn.
+ 25% Healing Efficiency When you use a Medical Accessory, the target gains 20 Temporary Health.
+ 50% Healing Efficiency
+ 2 Support Inventory
You have an additional 10% chance to not consume Accessories when used.
- 10% Health
+ 1 Team Support Inventory
+ 1 Support Inventory + 15% Trauma Resistance
Each teammate gains 100 bonus Copper at the start of each level.
Defibrillators and First Aid recover 10 additional Trauma Damage and 1 Extra Life, if able.
When you use a Medical Accessory, the target heals for an additional 20 Health over 30 seconds.
+ 20% Team Bolstered Health + 5 Team Health
When you or your team kills a Mutation, gain 10 Copper (up to 300 per level).
You can sense nearby Copper.
More Copper Piles spawn.