Steps to use first aid

1. Pause or slow the situation and identify the Near Death member. 2. Move, kite, or defeat the immediate threat before committing the rescuer. 3. Select a conscious allied unit with an Aid Kit. 4. Use the current rescue interaction on the Near Death ally. 5. Watch the status change and inspect the result. 6. Reassess food, health, stress, and the remaining route before going deeper.

If the interaction is unavailable, read the current item tooltip and target status. A Demo walkthrough may show different UI wording.

If the first-aid action is unavailable

Pause and check three things: the target is actually in Near Death, the rescuer can still act, and an Aid Kit is available in the current inventory. If the target menu shows another action first, use the current interaction wording rather than copying an old click path.

If the room cannot be made safe, stop trying to force the rescue in place. Carry the member home for the Operating Table when that is the safer route, then reassess the rest of the party before continuing.

The current UI decides the duration, healing amount, recipe, and result. Those details change the follow-up decision, but they do not change the emergency order: threat first, rescue second, route decision third.

Aid Kit versus Operating Table

An Aid Kit is the emergency option described for use by an allied unit during an expedition. The Operating Table is the settlement-side alternative after carrying the incapacitated member home.

The exact healing amount, treatment time, recipe, and failure condition depend on the current build; read the tooltip and settlement interface for those details.

What happens after a rescue?

The tutorial and player walkthrough materials warn that a rescued member can retain a Near Death Aftereffect or another fragile state for a period of time. A rescued character should not automatically be treated as ready for the next high-risk fight.

The duration and repeat-condition wording can change between builds. When Near Death Aftereffect appears, use the current status text before planning the next fight.

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Decide whether the rescue is safe

An Aid Kit does not remove the need to control the room. Before selecting the rescue action, look at the enemies, the distance to the Near Death member, the condition of the rescuer, and the space available for the rest of the party. If the threat is still active, a short reposition or pause can be more important than immediately clicking the item.

The safe order is simple: secure the danger, use an able ally, then check the rescued member’s status. The current interface decides the countdown, healing amount, and item recipe for your build.

If the party cannot create a safe moment, compare the risk of continuing with the route back to the settlement. The decision is not only “can I use first aid?” but also “what protects the rest of the party after this rescue?”

Prevent the next Near Death state

After the run, do not only replace the Aid Kit. Review why the member reached Near Death. The cause may be an exposed position, a delayed pause, a missing equipment choice, a poor encounter matchup, too little recovery, or a route that continued after the party’s safe margin was gone.

Choose one prevention change for the next expedition: adjust the formation, change the role, carry a different recovery option, shorten the route, or improve the settlement supply chain. This is more informative than trying to stack every possible item without knowing what caused the failure.

The official store description warns that character death is permanent, which is why Near Death deserves immediate attention. It does not mean every rescue is guaranteed; it means ignoring the status is a high-risk decision.

After the rescue, decide whether to leave

Read the rescued member’s status again. If a fragile follow-up state remains, move that member out of the most exposed role and compare the remaining food, energy, recovery, and route home with the next room.

A successful Aid Kit action can still end in a retreat. The useful result is bringing the member and the materials home, not proving that the original route can continue at any cost.