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This skill tree focuses on healing abilities. This is not a completely defensive skill tree, though; the Sawbones skill tree lets you translate the amount of healing you do to extra damage.

Increment this skill by healing yourself or other players with First Aid abilities, First Aid Kits, potions via Injector augments, or reviving players via defibrillators. A high skill level improves the potency of First Aid kits and potions, and skill level also determines the effectiveness of defibrillators.


Aid-triage
Triage

Provide aid on the field of battle. Branch to also treat most damage-over-time effects, or to remove a portion of toxicity when treating a player.


Triage (I)

Prerequisites: First Aid (1)

Stamina Cost: 20 (2 per Hit Point)

Required For: Triage (II)

As a full-round action you heal yourself or a nearby ally for up to 10 points of damage, but only within the target's self-healing range. If the target does not receive full benefits of Triage the Stamina cost is reduced according to what portion of the benefits were received. If the target is yourself, then Triage is half as effective while only using half the Stamina on a full heal. Using Triage provokes Attacks of Opportunity.


Triage (II)

Prerequisites: First Aid (20), Triage (I)

Stamina Cost: 25 (1.67 per Hit Point)

Required For: Emergency Care (III), Combat Reconstitution (III)

As a full-round action you heal yourself or a nearby ally for up to 15 points of damage, but only within the target's self-healing range. If the target does not receive full benefits of Triage the Stamina cost is reduced according to what portion of the benefits were received. If the target is yourself, then Triage is half as effective while only using half the Stamina on a full heal. Using Triage provokes Attacks of Opportunity.


Emergency Care


Emergency Care (III)

Prerequisites: First Aid (40), Triage (II)

Stamina Cost: 30 (1.5 per Hit Point, or 2 per point of fire/acid/wounding)

Required For: Emergency Care (IV)

As a full-round action you heal yourself or a nearby ally for up to 20 points of damage within the target's self-healing range, and 15 points of each of cumulative fire, acid, and wounding damage. If the target does not receive full benefits of Triage in any of the 4 healing categories the Stamina cost is reduced according to what portion of the benefits were received in the category that used the largest portion of its effect. If the target is yourself, then Triage is half as effective while only using half the Stamina on a full heal. Using Emergency Care provokes Attacks of Opportunity.


Emergency Care (IV)

Prerequisites: First Aid (60), Emergency Care (III)

Stamina Cost: 35 (1.4 per Hit Point, or 1.75 per point of fire/acid/wounding)

Required For: Emergency Care (V)

As a full-round action you heal yourself or a nearby ally for up to 25 points of damage within the target's self-healing range, and 20 points of each of cumulative fire, acid, and wounding damage. If the target does not receive full benefits of Triage in any of the 4 healing categories the Stamina cost is reduced according to what portion of the benefits were received in the category that used the largest portion of its effect. If the target is yourself, then Triage is half as effective while only using half the Stamina on a full heal. Using Emergency Care provokes Attacks of Opportunity.


Emergency Care (V)

Prerequisites: First Aid (80), Emergency Care (IV)

Stamina Cost: 40 (1.33 per Hit Point, or 1.6 per point of fire/acid/wounding)

As a full-round action you heal yourself or a nearby ally for up to 30 points of damage within the target's self-healing range, and 25 points of each of cumulative fire, acid, and wounding damage. If the target does not receive full benefits of Triage in any of the 4 healing categories the Stamina cost is reduced according to what portion of the benefits were received in the category that used the largest portion of its effect. If the target is yourself, then Triage is half as effective while only using half the Stamina on a full heal. Using Emergency Care provokes Attacks of Opportunity.


Combat Reconstitution


Combat Reconstitution (III)

Prerequisites: First Aid (40), Triage (II)

Stamina Cost: 30 (1.5 per Hit Point, or 3 per Toxicity)

Required For: Combat Reconstitution (IV)

As a full-round action you heal yourself or a nearby ally for up to 20 points of damage within the target's self-healing range and 10 points of Toxicity. If the target does not receive full benefits of Triage in any of the 2 healing categories the Stamina cost is reduced according to what portion of the benefits were received in the category that used the largest portion of its effect. If the target is yourself, then Triage is half as effective while only using half the Stamina on a full heal. Using Combat Reconstitution provokes Attacks of Opportunity.


Combat Reconstitution (IV)

Prerequisites: First Aid (60), Combat Reconstitution (III)

Stamina Cost: 35 (1.4 per Hit Point, or 2.33 per Toxicity)

Required For: Combat Reconstitution (V)

As a full-round action you heal yourself or a nearby ally for up to 25 points of damage within the target's self-healing range and 15 points of Toxicity. If the target does not receive full benefits of Triage in any of the 2 healing categories the Stamina cost is reduced according to what portion of the benefits were received in the category that used the largest portion of its effect. If the target is yourself, then Triage is half as effective while only using half the Stamina on a full heal. Using Combat Reconstitution provokes Attacks of Opportunity.


Combat Reconstitution (V)

Prerequisites: First Aid (80), Combat Reconstitution (IV)

Stamina Cost: 40 (1.33 per Hit Point, or 2 per Toxicity)

As a full-round action you heal yourself or a nearby ally for up to 30 points of damage within the target's self-healing range and 20 points of Toxicity. If the target does not receive full benefits of Triage in any of the 2 healing categories the Stamina cost is reduced according to what portion of the benefits were received in the category that used the largest portion of its effect. If the target is yourself, then Triage is half as effective while only using half the Stamina on a full heal. Using Combat Reconstitution provokes Attacks of Opportunity.


Aid-first
First Aid

This passive ability tree improves your ability to heal damage with first aid kits.


First Aid (I)

Prerequisites: First Aid (1)

Required For: First Aid (II)

Your first aid kits can heal up to 5 additional points of damage and you can treat an additional 5% of damage your subject has taken. Torniquets applied with first aid kits restore +2 wounding damage and gas cloths applied by first aid kits restore +1 Toxicity and Stamina.


First Aid (II)

Prerequisites: First Aid (35), First Aid (I)

Required For: First Aid (III)

Your first aid kits can heal up to 10 additional points of damage and you can treat an additional 10% of damage your subject has taken. Torniquets applied with first aid kits restore +4 wounding damage and gas cloths applied by first aid kits restore +2 Toxicity and Stamina.


First Aid (III)

Prerequisites: First Aid (55), First Aid (II)

Required For: First Aid (IV)

Your first aid kits can heal up to 15 additional points of damage and you can treat an additional 15% of damage your subject has taken. Torniquets applied with first aid kits restore +6 wounding damage and gas cloths applied by first aid kits restore +3 Toxicity and Stamina.


First Aid (IV)

Prerequisites: First Aid (75), First Aid (III)

Required For: First Aid (V)

Your first aid kits can heal up to 20 additional points of damage and you can treat an additional 20% of damage your subject has taken. Torniquets applied with first aid kits restore +8 wounding damage and gas cloths applied by first aid kits restore +4 Toxicity and Stamina.


First Aid (V)

Prerequisites: First Aid (95), First Aid (IV)

Your first aid kits can heal up to 25 additional points of damage and you can treat an additional 25% of damage your subject has taken. Torniquets applied with first aid kits restore +10 wounding damage and gas cloths applied by first aid kits restore +5 Toxicity and Stamina.


Aid-sawbones
Sawbones

To a doctor, an ounce of prevention is worth a pound of cure, especially in the heat of battle with enemies all around. Investing in this passive ability tree also allows you to inflict extra wounding damage to opponents that you strike while providing aid, or to mitigate attacks of opportunity from assailants.


Sawbones (I)

Prerequisites: First Aid (10)

Required For: Sawbones (II)

When you use a First Aid Kit on a wounded ally you may make a melee attack at a single enemy within range. If the attack hits, it deals +1 damage per 5 points of cumulative damage you restored.


Sawbones (II)

Prerequisites: First Aid (30), Sawbones (I)

Required For: Doctor Death (III), Quick Fix (III)

When you use a First Aid Kit on a wounded ally you may make a melee attack at a single enemy within range. If the attack hits, it deals +1 damage per 4 points of cumulative damage you restored.


Doctor Death


Doctor Death (III)

Prerequisites: First Aid (50), Sawbones (II)

Required For: Doctor Death (IV)

When you use a First Aid Kit on a wounded ally you may make a melee attack at a single enemy within range. If the attack hits, it deals +1 damage per 3 points of cumulative damage you restored. If the target takes damage from your attack it also suffers 5 wounding damage, +1 for every 10 First Aid skill points you have.


Doctor Death (IV)

Prerequisites: First Aid (70), Doctor Death (III)

Required For: Doctor Death (V)

When you use a First Aid Kit on a wounded ally you may make a melee attack at a single enemy within range. If the attack hits, it deals +1 damage per 2 points of cumulative damage you restored. If the target takes damage from your attack it also suffers 5 wounding damage, +1 for every 10 First Aid skill points you have.


Doctor Death (V)

Prerequisites: First Aid (90), Doctor Death (IV)

When you use a First Aid Kit on a wounded ally you may make a melee attack at a single enemy within range. If the attack hits, it deals +1 damage per point of cumulative damage you restored. If the target takes damage from your attack it also suffers 5 wounding damage, +1 for every 10 First Aid skill points you have.


Quick Fix


Quick Fix (III)

Prerequisites: First Aid (50), Sawbones (II)

Required For: Quick Fix (IV)

When you use a First Aid Kit on a wounded ally you may make a melee attack at a single enemy within range. If the attack hits, it deals +1 damage per 3 points of cumulative damage you restored. You gain a +2 bonus against Attacks of Opportunity caused by using First Aid Kits.


Quick Fix (IV)

Prerequisites: First Aid (70), Quick Fix (III)

Required For: Quick Fix (V)

When you use a First Aid Kit on a wounded ally you may make a melee attack at a single enemy within range. If the attack hits, it deals +1 damage per 2 points of cumulative damage you restored. You gain a +4 bonus against Attacks of Opportunity caused by using First Aid Kits.


Quick Fix (V)

Prerequisites: First Aid (90), Quick Fix (IV)

When you use a First Aid Kit on a wounded ally you may make a melee attack at a single enemy within range. If the attack hits, it deals +1 damage per point of cumulative damage you restored. You gain a +6 bonus against Attacks of Opportunity caused by using First Aid Kits.


Aid-toxicology
Toxicology

This ability tree allows you to employ your supplies to create a number of unique effects that can provide potent healing/cleansing or give allies more effectiveness in combat, depending on which branch an intrepid medic wishes to specialise in.


Toxicology (I)

Prerequisites: First Aid (5)

Required For: Toxicology (II)

You gain access to the following abilities:

  • Potion Spray: You can use a wash bomb to spray a Healing, Stamina, or Recovery potion in a cone to affect multiple targets.


Toxicology (II)

Prerequisites: First Aid (25), Toxicology (I)

Required For: Curatives (III), Stimulants (III)

You gain access to the following abilities:

  • Potion Spray: You can use a wash bomb to spray a Healing, Stamina, or Recovery potion in a cone to affect multiple targets.
  • Potion Cloud: You can use a smoke bomb to create a cloud from a Healing, Stamina, or Recovery potion that affects multiple targets over time.


Curatives


Curatives (III)

Prerequisites: First Aid (45), Toxicology (II)

Required For: Curatives (IV)

You gain access to the following abilities:

  • Potion Spray: You can use a wash bomb to spray a Healing, Stamina, or Recovery potion in a cone to affect multiple targets.
  • Potion Cloud: You can use a smoke bomb to create a cloud from a Healing, Stamina, or Recovery potion that affects multiple targets over time.
  • Topical Antidote: You can use a wash bomb to spray an Antidote potion that also provides temporary poison resistance.


Curatives (IV)

Prerequisites: First Aid (65), Curatives (III)

Required For: Curatives (V)

You gain access to the following abilities:

  • Potion Spray: You can use a wash bomb to spray a Healing, Stamina, or Recovery potion in a cone to affect multiple targets.
  • Potion Cloud: You can use a smoke bomb to create a cloud from a Healing, Stamina, or Recovery potion that affects multiple targets over time.
  • Topical Antidote: You can use a wash bomb to spray an Antidote potion that also provides temporary poison resistance.
  • Cleansing Cloud: You can use a smoke grenade and a Cleansing potion to create a cloud that removes potion buffs and restores Toxicity.


Curatives (V)

Prerequisites: First Aid (85), Curatives (IV)

You gain access to the following abilities:

  • Potion Spray: You can use a wash bomb to spray a Healing, Stamina, or Recovery potion in a cone to affect multiple targets.
  • Potion Cloud: You can use a smoke bomb to create a cloud from a Healing, Stamina, or Recovery potion that affects multiple targets over time.
  • Topical Antidote: You can use a wash bomb to spray an Antidote potion that also provides temporary poison resistance.
  • Cleansing Cloud: You can use a smoke grenade and a Cleansing potion to create a cloud that removes potion buffs and restores Toxicity.
  • Concoction: You can use Potion Spray and Potion Cloud on a mixture of a Recovery potion and Healing potion.


Stimulants


Stimulants (III)

Prerequisites: First Aid (45), Toxicology (II)

Required For: Stimulants (IV)

You gain access to the following abilities:

  • Potion Spray: You can use a wash bomb to spray a Healing, Stamina, or Recovery potion in a cone to affect multiple targets.
  • Potion Cloud: You can use a smoke bomb to create a cloud from a Healing, Stamina, or Recovery potion that affects multiple targets over time.
  • Primal Rage: You can use a wash bomb and a Strength potion to give a single ally a bonus to damage, critical hit chance, and knockdown.


Stimulants (IV)

Prerequisites: First Aid (65), Stimulants (III)

Required For: Stimulants (V)

You gain access to the following abilities:

  • Potion Spray: You can use a wash bomb to spray a Healing, Stamina, or Recovery potion in a cone to affect multiple targets.
  • Potion Cloud: You can use a smoke bomb to create a cloud from a Healing, Stamina, or Recovery potion that affects multiple targets over time.
  • Primal Rage: You can use a wash bomb and a Strength potion to give a single ally a bonus to damage, critical hit chance, and knockdown.
  • Speed Boost: You can use a wash bomb and a Stamina potion to give allies in a small radius a bonus to speed and Stamina regeneration.


Stimulants (V)

Prerequisites: First Aid (85), Stimulants (IV)

You gain access to the following abilities:

  • Potion Spray: You can use a wash bomb to spray a Healing, Stamina, or Recovery potion in a cone to affect multiple targets.
  • Potion Cloud: You can use a smoke bomb to create a cloud from a Healing, Stamina, or Recovery potion that affects multiple targets over time.
  • Primal Rage: You can use a wash bomb and a Strength potion to give a single ally a bonus to damage, critical hit chance, and knockdown.
  • Speed Boost: You can use a wash bomb and a Stamina potion to give allies in a small radius a bonus to speed and Stamina regeneration.
  • Death Cloud: You can use a smoke grenade and a Strength potion to create a cloud under which all creatures gain bonuses to melee damage, critical damage, and critical hit chance.


Aid-medicology
Medicology

Provide healing and buffs in a myriad of ways with this ability tree. Branch to gain the ability to revive downed allies at range, or to freeze allies in a cryostatic shell that protects them as they heal.


Medicology (I)

Prerequisites: First Aid (5)

Required For: Medicology (II)

You gain access to the following abilities:

  • Torniquet: You can use a First Aid Kit to apply a torniquet that clears wounding damage, provides wounding resistance, and slows Toxicity buildup from poison.


Medicology (II)

Prerequisites: First Aid (25), Medicology (I)

Required For: Defibrillation (III), Cryostasis (III)

You gain access to the following abilities:

  • Torniquet: You can use a First Aid Kit to apply a torniquet that clears wounding damage, provides wounding resistance, and slows Toxicity buildup from poison.
  • Gas Cloth: You can use a First Aid Kit to apply a cloth that gives all the benefits of a gas mask for one minute. The target also recovers a small amount of Toxicity and Stamina.


Defibrillation


Defibrillation (III)

Prerequisites: First Aid (45), Medicology (II)

Required For: Defibrillation (IV)

You gain access to the following abilities:

  • Torniquet: You can use a First Aid Kit to apply a torniquet that clears wounding damage, provides wounding resistance, and slows Toxicity buildup from poison.
  • Gas Cloth: You can use a First Aid Kit to apply a cloth that gives all the benefits of a gas mask for one minute. The target also recovers a small amount of Toxicity and Stamina.
  • Revive Orb: You can use 2 units of power and a Tesla bomb to revive a friendly creature at range.


Defibrillation (IV)

Prerequisites: First Aid (65), Defibrillation (III)

Required For: Defibrillation (V)

You gain access to the following abilities:

  • Torniquet: You can use a First Aid Kit to apply a torniquet that clears wounding damage, provides wounding resistance, and slows Toxicity buildup from poison.
  • Gas Cloth: You can use a First Aid Kit to apply a cloth that gives all the benefits of a gas mask for one minute. The target also recovers a small amount of Toxicity and Stamina.
  • Revive Orb: You can use 2 units of power and a Tesla bomb to revive a friendly creature at range.
  • Auto-Defibrillator: You can use 3 units of power and a Tesla bomb to craft an automatic defibrillator on a conscious ally. When the ally falls below 1 Hit Point, the defibrillator revives the ally and deals electrical damage to creatures near the ally.


Defibrillation (V)

Prerequisites: First Aid (85), Defibrillation (IV)

You gain access to the following abilities:

  • Torniquet: You can use a First Aid Kit to apply a torniquet that clears wounding damage, provides wounding resistance, and slows Toxicity buildup from poison.
  • Gas Cloth: You can use a First Aid Kit to apply a cloth that gives all the benefits of a gas mask for one minute. The target also recovers a small amount of Toxicity and Stamina.
  • Revive Orb: You can use 2 units of power and a Tesla bomb to revive a friendly creature at range.
  • Auto-Defibrillator: You can use 3 units of power and a Tesla bomb to craft an automatic defibrillator on a conscious ally. When the ally falls below 1 Hit Point, the defibrillator revives the ally and deals electrical damage to creatures near the ally.
  • Revive Grenade: You can use 4 units of power and a Tesla bomb to revive allies in a small area of effect.


Cryostasis


Cryostasis (III)

Prerequisites: First Aid (45), Medicology (II)

Required For: Cryostasis (IV)

You gain access to the following abilities:

  • Torniquet: You can use a First Aid Kit to apply a torniquet that clears wounding damage, provides wounding resistance, and slows Toxicity buildup from poison.
  • Gas Cloth: You can use a First Aid Kit to apply a cloth that gives all the benefits of a gas mask for one minute. The target also recovers a small amount of Toxicity and Stamina.
  • Cryostasis: You can use 2 units of cryosene and a Cryo bomb to temporarily encase an ally in a frozen shell that provides healing.


Cryostasis (IV)

Prerequisites: First Aid (65), Cryostasis (III)

Required For: Cryostasis (V)

You gain access to the following abilities:

  • Torniquet: You can use a First Aid Kit to apply a torniquet that clears wounding damage, provides wounding resistance, and slows Toxicity buildup from poison.
  • Gas Cloth: You can use a First Aid Kit to apply a cloth that gives all the benefits of a gas mask for one minute. The target also recovers a small amount of Toxicity and Stamina.
  • Cryostasis: You can use 2 units of cryosene and a Cryo bomb to temporarily encase an ally in a frozen shell that provides healing.
  • Auto-Cryostasis: You can use 3 units of cryosene and a Cryo bomb to create an automatic cryostasis inducer on a conscious ally. When the ally falls below 10 Hit Points, the inducer puts the ally in cryostasis and deals cold damage to creatures near the ally.


Cryostasis (V)

Prerequisites: First Aid (85), Cryostasis (IV)

You gain access to the following abilities:

  • Torniquet: You can use a First Aid Kit to apply a torniquet that clears wounding damage, provides wounding resistance, and slows Toxicity buildup from poison.
  • Gas Cloth: You can use a First Aid Kit to apply a cloth that gives all the benefits of a gas mask for one minute. The target also recovers a small amount of Toxicity and Stamina.
  • Cryostasis: You can use 2 units of cryosene and a Cryo bomb to temporarily encase an ally in a frozen shell that provides healing.
  • Auto-Cryostasis: You can use 3 units of cryosene and a Cryo bomb to create an automatic cryostasis inducer on a conscious ally. When the ally falls below 10 Hit Points, the inducer puts the ally in cryostasis and deals cold damage to creatures near the ally.
  • Cryostasis Grenade: You can use 4 units of cryosene and a Cryo bomb to throw a grenade that provides cryostasis to allies and freezes enemies.


Aid-mixologist
Mixologist

This passive ability tree improves the potency of potions that you use.


Mixologist (I)

Prerequisites: First Aid (20)

Required For: Mixologist (II)

The healing effects of potions you apply to yourself or allies are increased by 5%.


Mixologist (II)

Prerequisites: First Aid (40), Mixologist (I)

Required For: Mixologist (III)

The healing effects of potions you apply to yourself or allies are increased by 10%.


Mixologist (III)

Prerequisites: First Aid (60), Mixologist (II)

Required For: Mixologist (IV)

The healing effects of potions you apply to yourself or allies are increased by 15%.


Mixologist (IV)

Prerequisites: First Aid (80), Mixologist (III)

Required For: Mixologist (V)

The healing effects of potions you apply to yourself or allies are increased by 20%.


Mixologist (V)

Prerequisites: First Aid (100), Mixologist (IV)

The healing effects of potions you apply to yourself or allies are increased by 25%.



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