§ 03Core Gameplay
Medical & Injuries
Every medical item on the server and what it really does, the injuries that need them, what to carry, and the shock system that decides when you black out.
On this page
The medical system is Tarkov's, not DayZ's: bandages, tourniquets, medkits, surgical kits, splints, painkillers, balms and stims, each named and behaving as it does in Tarkov. Everything on this page is read from the medical mod and its server settings. The effects in the tables are word for word what an item says when you inspect it in game.
Open your inventory to see Tarkov's health panel: every body part's health, with a destroyed limb marked until it is treated.
What can go wrong#
| Injury | What fixes it | How you get it | What it does |
|---|---|---|---|
| Bleeding | Any bandage, a tourniquet, the CALOK-B, or the AFAK, IFAK, Salewa or Grizzly kit | Cuts and gunshot wounds, as in DayZ | Drains your blood until it's stopped |
| Heavy bleeding | A tourniquet (CAT, Esmarch), the CALOK-B, or a medkit that stops heavy bleeds. A bandage does not | 2% of the gunshots that draw blood (1% of melee hits). A hit your armour mostly stopped can't open one. Stacks up to 4 | Drains blood on top of any ordinary bleeding, and faster with every stack |
| Flesh wound | Walk until it wears off | Left behind when you stop your last heavy bleed | For 8 min, sprinting costs 0.5 health a second |
| Broken leg | A splint, a surgical kit, the Grizzly, or Morphine | A hit that leaves a leg or foot on 30 health or less | A limp, and pain |
| Broken arm | A splint, a surgical kit, the Grizzly, Morphine or Adrenaline. It also mends on its own once both arms are back to 69 health | A hit that leaves an arm or hand on 37 health or less | Pain, and a hand tremor that ruins your aim |
| Pain | A painkiller clears it for a while; fixing the bone ends it | Comes with a broken bone | 45 s of blurred vision, then 45 s of hand tremor |
| Concussion | Ibuprofen clears it. Golden Star stops it happening at all | Any gunshot to the head, or any explosion | 8 s of ringing ears |
| Infection | Antibiotics (Augmentin, eTG-change), or a stim that cleans wounds | A dirty wound, as in DayZ | Makes you sick until treated |
| Destroyed limb | A CMS or Surv12 surgical kit, or 5 min on its own | An arm or leg taken to zero by a hit. Falls never destroy a limb | The limb turns black and can't heal until it is restored. It counts as broken, so a splint keeps it working |
| Knocked out | See Getting knocked out | Shock from hits, mostly to the head | Out cold until your shock recovers |
While any one of these is working, your bones cannot break, and a broken one mends: Morphine injector, Adrenaline injector, Golden Star balm, Vaseline balm. That is what makes them the drugs to take before a fight.
What to carry#
- From your first raid: bandages for ordinary bleeds, one tourniquet or CALOK-B for a heavy bleed (a bandage cannot stop one), a splint, and a painkiller. All four are cheap, and the heavy bleed is the one that kills people who only brought bandages.
- Once you can afford it: swap the bandages for an IFAK, AFAK or Salewa. They heal as well as stop bleeding, heavy bleeds included.
- For the fights that matter: the Grizzly heals, stops bleeding (heavy bleeds too) and sets bones in one item; a CMS or Surv12 brings a destroyed limb back. Propital, Morphine or Adrenaline stops you blacking out while it lasts.
Medkits work Tarkov's way. A kit is a pool of health, spent only on what it treats: an AI-2 holds 25, a Car kit 55, an IFAK 75, a Salewa or an AFAK 100, and a Grizzly 450. Each use treats your whole body and your worst injury together, and takes a moment longer to apply than a bandage, as in Tarkov. The AI-2 and the Car kit heal only; the IFAK, AFAK and Salewa also stop bleeding; the Grizzly does both and splints broken bones.
Tourniquets and the CALOK-B only offer themselves while you are bleeding, so don't look for them in your action menu when you're healthy.
Every item#
Sold by Therapist, Peacekeeper, Jaeger, Fence, Lightkeeper; the price is the trader's. Found only means no trader sells it, so it comes from the world: medical buildings, scavs, bosses and airdrops.
Stop the bleeding#
| Item | What it does | Side effects | Price |
|---|---|---|---|
| Army Bandage2 uses - 2 sec to apply |
|
| 2,279 ₽ |
| Aseptic bandage1 use - 2 sec to apply |
|
| 2,279 ₽ |
| Esmarch tourniquetOnly appears when you are bleeding · 1 use |
| — | 4,271 ₽ |
| CAT hemostatic tourniquetOnly appears when you are bleeding · 1 use |
| — | 9,735 ₽ |
| CALOK-B hemostatic applicatorOnly appears when you are bleeding · 3 uses |
| — | 16,516 ₽ |
Medkits#
| Item | What it does | Side effects | Price |
|---|---|---|---|
| AI-2 medkitA pocket-sized top-up |
|
| 6,650 ₽ |
| Car first aid kit9.2 sec per use, the slowest kit. Hold to keep healing. 2x1 slots |
|
| 11,817 ₽ |
| Salewa first aid kit4.6 sec per use, the fastest kit. Hold to keep healing |
| — | 37,061 ₽ |
| IFAK individual first aid kit7.7 sec per use. Hold to keep healing |
| — | 43,524 ₽ |
| AFAK tactical individual first aid kit6.6 sec per use. Hold to keep healing |
| — | 55,384 ₽ |
| Grizzly medical kit6.6 sec per use. Hold to keep healing. Heavy: 1.6 kg, 2x2 slots |
| — | 79,739 ₽ |
Splints and surgery#
| Item | What it does | Side effects | Price |
|---|---|---|---|
| Immobilizing splint1 use |
| — | 4,291 ₽ |
| Aluminum splint3 uses |
| — | 25,445 ₽ |
| CMS surgical kit3 uses |
| — | 52,920 ₽ |
| Surv12 field surgical kit9 uses. Heavy: 1.15 kg, 3x1 slots |
| — | 75,600 ₽ |
Painkillers and antibiotics#
| Item | What it does | Side effects | Price |
|---|---|---|---|
| Analgin painkillers4 tablets |
|
| 8,558 ₽ |
| Ibuprofen painkillers8 tablets |
|
| 27,811 ₽ |
| Augmentin antibiotic pills1 tablet |
|
| Found only |
Balms#
Rubbed on, several uses to a tin, and long-lasting.
| Item | What it does | Side effects | Price |
|---|---|---|---|
| Golden Star balm10 uses |
|
| 31,838 ₽ |
| Vaseline balm10 uses |
|
| Found only |
Stimulants#
Injectors with a single, powerful effect, most of them with a price to pay afterwards. The drawbacks are real: stack two or three stims and you will be hungry, thirsty and slow when they wear off.
| Item | What it does | Side effects | Price |
|---|---|---|---|
| Morphine injector |
| — | 36,581 ₽ |
| eTG-change regenerative stimulant injector |
| — | 41,613 ₽ |
| Propital regenerative stimulant injector |
| — | 42,447 ₽ |
| Adrenaline injector |
|
| 50,289 ₽ |
| Zagustin hemostatic drug injector |
|
| 58,276 ₽ |
| 3-(b-TG) stimulant injector |
| — | Found only |
| AHF1-M stimulant injector |
|
| Found only |
| L1 (Norepinephrine) injector |
|
| Found only |
| M.U.L.E. stimulant injector |
|
| Found only |
| Meldonin injector |
|
| Found only |
| Obdolbos 2 cocktail injector |
|
| Found only |
| Obdolbos cocktail injectorGAMBLE - the effect is random |
|
| Found only |
| P22 (Product 22) stimulant injector |
|
| Found only |
| Perfotoran (Blue Blood) stimulant injector |
|
| Found only |
| SJ1 TGLabs combat stimulant injector |
|
| Found only |
| SJ12 TGLabs combat stimulant injector |
| — | Found only |
| SJ6 TGLabs combat stimulant injector |
|
| Found only |
| SJ9 TGLabs combat stimulant injector |
|
| Found only |
| Trimadol stimulant injector |
|
| Found only |
Antidotes#
| Item | What it does | Side effects | Price |
|---|---|---|---|
| xTG-12 antidote injector |
|
| 88,660 ₽ |
| Injector |
|
| Found only |
Getting knocked out#
Blacking out is a separate system from health. It's a shock pool that starts full and is knocked down by hits; when it drops low enough you go unconscious, and you come round when it has refilled part of the way. It refills on its own while you're conscious, pausing briefly after each hit.
When you go down, your body falls as a ragdoll. A knockout ragdolls for a few seconds at most, and never in a vehicle seat.
Three things decide how easily you drop:
- Where you're hit. The head takes several times the shock of the body, so nearly every blackout comes from a head hit. A vest stops most of the shock a body hit would carry. The helmet is the item that keeps you conscious.
- What you're hit with. Cheap, low-penetration rounds carry the most shock; armour-piercing rounds drill through and carry the least. The round that won't get through your plate is the one most likely to put you on the floor if it finds your head. Ammunition.
- Stims. These make you immune to being knocked out while they last, by anything, at any tier:
Getting shot still jolts your view, but at 25% of vanilla DayZ's kick, so a hit tells you you've been hit without throwing your aim off target.
Healing pays XP#
Healing yourself and others earns XP towards your player level, along with the other everyday actions, and treating somebody else is among the best-paid of them: bandaging, stitching, splinting, defibrillating, giving blood and CPR. Everyday actions are capped at 300 XP an hour, so it's a reward for playing rather than a route to the top, but a medic in a group earns it constantly.
Where damage goes#
Hit zones follow Tarkov's: the chest is always the best target, your vest protects your arms and legs as well as your chest, and every body part takes damage the way it should. Legs are sturdier than they were, taking about one and a half times as many hits to break. See Armour for the classes and what they stop.