Health system

Escape from Tarkov includes a robust health and damage system as part of the Hazardous Environment Combat Simulator.

Features

 * Health and physical characteristics, including hydration, energy, blood loss, fractures, concussions, intoxication, exhaustion, tremors and so on
 * A large variety of medical supplies and provisions to stay alive and focused

Destroyed parts healing
Destroyed body parts (except head and thorax) can be restored thanks to the CMS surgical kit or the Surv12 field surgical kit, surgical kits restore a destroyed part to 1 HP; so their use needs to be combined with medkits to be effective. Destroyed parts that are restored with a surgical kit only have 25% to 45% (CMS) or 60 to 72% (Surv12) of their max HP for the duration of the raid unless surgery is performed again on that body part, lowering it further.

Off-Raid Healing
When outside of a raid you will passively gain health, hydration, and energy. You can use Medical items to heal and Provisions to consume as if you were in a raid. To start you gain 456.6 HP /hour ( 7.61 HP /Min), 1 Energy /Min, and 1 Hydration /Min. Your passive gaining of stats can be increased through upgrading Hideout modules such as the Medstation and Rest Space to increase health regeneration, Nutrition Unit and Heating to increase energy regeneration, and Water Collector to increase Hydration recovery.

Therapist also provides healing to your character for a price after either dying or surviving with lost HP. For players at or below level 5 this service is free, otherwise this costs 30₽/HP at LL1 increased to 33₽/HP at LL2, 36₽/HP at LL3, 40.5₽/HP at LL4 being the second or the third cheapest option of the medkits sold at fixed prices. A bleed costs 750₽ to heal and a fracture costs 900₽, again cheaper than the items required.

With fixed prices, the best value medical item is the Grizzly medical kit.

Death
After dying in a raid or going MIA you will be brought back to the main menu. Your health will be set to 30% and it will passively be regained over time. If you die to suicide, exhaustion, group members, disconnecting or without a firearm equipped your health will be set to 1% instead.

Unimplemented Features

 * Biohazard/Intoxication
 * Radiation exposure
 * Blood pressure
 * Drug addiction/Hallucination