Item perks:- Antiseptic - Shorter bandage time for patient (-50%).
- Rapid Callus Formations - chance to heal an extra limb for free (same chance as healing the original limb. does nothing if the target doesn't have multiple limbs crippled).
- Antihemorrhagic - Heals 25 bleed for free.
- Improved Healing - Heals 25 extra damage for free.
- High Quality - Half as likely that the item is consumed when used. (normally 1/30, with perk 1/60).
- Sal Volatile - AKA Smelling salts: restores up to 50 ap if the target has negative AP (aka is unconscious).
Here's how the perks are applied to the items:
First Aid KitBasic effects (unlisted):
+25 skill (caps at 250)
Skill perks (unlock at 100, 125, 150, 175):
perk 1: Improved Healing
perk 2: Antiseptic
perk 3: Antihemorrhagic
perk 4: Sal Volatile
Field Medic KitBasic effects (unlisted):
+50 skill (caps at 250)
Extra perks (no skill to unlock):
High Quality
Skill perks (unlock at 100, 125, 150, 175):
perk 1: Improved Healing
perk 2: Antiseptic
perk 3: Antihemorrhagic
perk 4: Sal Volatile
Doctor's BagBasic effects (unlisted):
Can heal during combat timer
Severly reduced chance to fail
Severly reduced cooldown
Skill perks (unlock at 100, 125, 150, 175):
perk 1: Antihemorrhagic
perk 2: Rapid Callus Formations
perk 3: Improved Healing
perk 4: Sal Volatile
Paramedics BagBasic effects (unlisted):
Can heal during combat timer
Severly reduced chance to fail
Severly reduced cooldown
Extra perks (no skill to unlock):
Improved Healing
Rapid Callus Formations
High Quality
Skill perks (unlock at 100, 125, 150, 175):
perk 1: Antihemorrhagic
perk 2: Rapid Callus Formations
perk 3: Improved Healing
perk 4: Sal Volatile
Basic effects are unlisted (they might be hinted at in the item descriptions (if we rewrite them), but mostly they are just part of "how the skill works"), as opposed to actual perks. Technically, there's not much difference, it's just a matter of how we display the information.