Medic

Medic  
General  
Skills 4
Focus Medical items and reviving teammates
Mastery  
XP to level 10 25,000
XP to level 50 1,150,000
XP to level 100 5,132,500
Internal name Meta.Role.Medic, DT_MedicSkills

Medic is one of the six roles and has the fewest skills with numbers, four. Its tree has 23 nodes. The other 19 have no number in the game files and no game code reads them, so their effect is not known. Two skills tune medical items: the medic switches to them faster, and a medkit lasts more uses. The other two give a short sprint boost to the medic who has just revived a teammate and to the teammate who was revived. A bare-hands revive pays 1,500 cash, more than a revive with a defibrillator.

Overview

The skills apply to medical items and to the revive itself. The medical item skills apply to items in the medical archetype or to a specific item, and the revive skills apply after a revive ends.

Each skill’s value comes from its curve at the skill’s level. The unlock cost of each skill level is not in the game data, so it is not yet known (see Skills).

Skills

Skill What it does Curve values Notes
Medical item switch speed Faster switching to medical items. 1, 1.2, 1.4 Medical items only
Medkit uses The medkit lasts more uses before it runs out. 1, 0.8, 0.7, 0.6 Only when the medic uses it. See Medical Items.
Sprint boost after a revive (medic) After reviving a teammate, the medic sprints faster for a short time. 1, 1.2, 1.4 Sprint and tac-sprint. The data gives the boost a duration of 5.0 with no unit.
Sprint boost after a revive (teammate) After the medic revives a teammate, the revived player sprints faster for a short time. 1, 1.2, 1.4 Sprint and tac-sprint. Same duration of 5.0 with no unit.

Curve values are listed in order for skill levels 0, 2, 3 and 4. Level 0 is always 1, which means no effect. Curves with three values store levels 0, 2 and 4 only, and levels in between are blended from the stored values.

Mastery and rewards

All six roles share one mastery XP curve. The milestones for Medic are the total XP needed to reach each level, not the step from the level before:

Level XP needed
1 200
5 6,250
10 25,000
20 111,500
50 1,150,000
75 2,218,000
100 5,132,500

The full curve is in Cash and Rewards. Whether each value is a running total or a step from the level before is not stated.

  • Rewards per level. None in the data. The level table has an empty reward list for every level, so a level gives no reward of its own. What a level gives is access to the unlock tree (see Unlocks below).
  • Unlock tree. 38 items and vehicles, from level 1 to level 50, with 1,220,000 cash in total. Each one needs a role level and a cash price (see Unlocks below).

Unlocks

Each row is one item, vehicle or attachment in the Medic unlock tree, with the role level it needs and its cash cost. The data gives no other cost for any unlock. Rows at 0 cash are magazines, ammunition and explosives. Where the data has no display name for an item, the row describes it in plain words.

Role level Item Cash
1 Eclipse Flash Hider 7,500
2 Resuscitator 10,000
4 MP5 20 RND Magazine 0
4 MP5 25,000
5 White smoke grenade 7,500
6 Holographic Sight 20,000
8 MP5 30 RND Magazine 10,000
10 Individual First Aid Kit 25,000
11 AFG Angled Foregrip 10,000
12 Ballista Brake 15,000
13 QD-5 Suppressor 12,500
14 Medkit 50,000
15 PP-19 Vityaz magazine 0
15 PP-19 Vityaz 50,000
16 Stim Pen 25,000
17 PP-19 Vityaz 10 RND Magazine 10,000
18 PP-19 Vityaz Flash Hider 17,500
19 Vektor Frenix-X Micro Reflex Sight 15,000
20 AMP-9 15 RND Magazine 0
20 AMP-9 75,000
21 PP-19 50 RND Vityaz Drum Magazine 15,000
22 Defibrillator 110,000
23 Black smoke grenade 15,000
24 PP-19-01 Vityaz 9x19 Suppressor 20,000
25 AMP-9 20 RND Magazine 12,500
26 AMP-9 Tactical Flash Hider 45,000
27 AMP-9 9x19 Suppressor 25,000
28 Dual Port Brake 22,500
29 MP5 50 RND Drum Magazine 50,000
30 AMP-9 magazine 50,000
35 Super-45 13 RND Magazine 0
35 Super-45 200,000
36 Super-45 Flash Hider 40,000
40 Ghost LITE Muzzle Brake 30,000
43 Super-45 30 RND Magazine 25,000
45 AMP-9 50 RND Drum Magazine 75,000
48 SG Multi-Caliber Suppressor 50,000
50 Super-45 40 RND Drum Magazine 50,000

How the role earns cash and XP

The reward tables list events, not roles. The events below are the ones that fit Medic’s work of healing and reviving. Role XP for most events equals the base value of the event.

Revive cash goes to the player who revives:

Revive item Cash to the reviver
Bare hands 1,500
Defibrillator 1,000
Resuscitator 1,000
Medical Bag 800
Adrenaline Pen 400

The data lists a second Adrenaline Pen row worth 100. The data does not say which row applies in which case. Revives in a zone are multiplied by 1.2 to 2.0.

Heal cash goes to the player who heals:

Heal item Cash to the healer
No item 10
Bandage 400
Individual First Aid Kit 1,000
Medical Bag 100

When a heal brings a downed player back, it pays 1,500 with a defibrillator or resuscitator, and 1,200 with an Adrenaline Pen.

Season 2 changes

  • Mastery curve. Role mastery XP was lowered from level 10 upward for all roles. Level 10 went from 35,000 to 25,000, level 20 from 250,000 to 111,500, level 50 from 1,500,000 to 1,150,000, and level 100 from 6,000,000 to 5,132,500.
  • Unlock tree. The Medic tree gained 4 nodes and lost 2. The Defibrillator cash cost went from 50,000 to 110,000, and its level gate went from 11 to 22. Several other Medic unlocks changed cost or level gate. The Season 2 page lists them.
  • Skills. The sources list no Season 2 change to the four Medic skill values.

See also

Sources