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

Contents

FeaturesEdit

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

Part specific status effectsEdit

Head/Thorax

  • Can't be fractured
  • Destroyed: Instant death. Note that bleeding into the destroyed state and health reduction from stimulators does not result in instant death, but any further damage will.
Right arm
  • Fractured: Using items and searching containers is 50% slower than normal speed. Reloading, drawing, and aiming weapons takes 67% more time.
  • Destroyed: Same as above, but additional damage taken will be distributed over the entire body's health pool at 0.7x the damage dealt.
Left arm
  • Fractured: Using items and searching containers is 67% slower than normal speed. Reloading and drawing weapons is 50% slower.
  • Destroyed: Same as above, but additional damage taken will be distributed over the entire body's health pool at 0.7x the damage dealt.
Stomach
  • Can't be fractured
  • Destroyed: Massively increased dehydration and energy loss, additional damage taken will be distributed over the entire body's health pool at 1.5x the damage dealt.
Legs
  • Fractured: Each leg fractured reduces your speed by 45%. Decreased jump height. Sprinting causes further damage to the leg.
  • Destroyed: Same as above, but additional damage taken will be distributed over the entire body's health pool at 1x the damage dealt.

Temporary status effectsEdit

Icon Status Effect Duration Notes
  Light bleeding 0.8 HP lost in each non-destroyed body part every 6 seconds until treated. Every 6 seconds until treated. Leads to death when total HP pool reaches 0
  Heavy bleeding 0.9 HP lost in each non-destroyed body part every 4 seconds until treated. Leaves a trail of blood spatters. Decreases energy. Becomes a Fresh Wound when treated. Every 4 seconds until treated. Leads to death when total HP pool reaches 0
  Fresh wound Replaces any type of bleeding after being bandaged 240 seconds or until it starts bleeding again A fresh wound will revert into a Heavy Bleed if the affected body part takes major damage, such as a bullet. Also, sprinting may cause Light Bleed.
  Fracture See part specific status effects above Will remain until treated
  Pain Vision darkens Until the cause is treated Can be caused by other status effects, such as Fracture
  Contusion Reduces senses by 33% and muffles audio 60 seconds
  Tremor Screen shaking, caused by untreated pain Until cause of pain is treated
  Tunnel vision Screen vignetting pulsing in and out Will fix itself, from 30 to 1800 seconds depending on cause.
  On painkillers Slightly increases contrast, ignores fractures, and ignores pain. Varies per painkiller
  Dehydration Soaping filter and you lose 2 Health Points every 2 seconds Until hydration is replenished
  Hard dehydration Soaping filter and you lose 3 Health Points every 3.5 seconds on every limb Leads to death on the next damage tick after reaching 0 HP on the head or thorax.
  Fatigue All actions are 20% slower
  Hard fatigue All actions are 20% slower and you lose 1 point of health every 2 seconds Leads to death on the next damage tick after reaching 0 HP on the head or thorax.
  Overweight You make more noise, reduced jump height, stamina drain increased, fall damage increased, movement speed decreased, walking drains your stamina
  Critical Overweight Cannot sprint, max stance height reduced, prone movement drains stamina, stance blocks stamina regain
  Fatigue (overweight) Energy drain increased
  Intoxication Not currently implemented
  Radiation exposure Not currently implemented
  Disorientation Senses are disabled 10 seconds
  Stun All sound is cut off, replaced by a tinnitus-like ringing 10 seconds
  Flash You are blinded 10 seconds
  Stim buff Varies per stimulator
  Stim debuff Varies per stimulator
  Berserk Increases FOV, acts like a painkiller
  Unknown toxin Deals gradual damage over time and causes pain Will remain until treated Can be treated by Antidote xTG-12, Augmentin antibiotic pills

Destroyed parts healingEdit

Destroyed body parts (except head and thorax) can be restored thanks to the CMS 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 45% to 60% (CMS) or 80 to 90% (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 HealingEdit

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 8 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 to increase health regeneration, 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 25₽/HP and is cheaper than every medkit. 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 First Aid Kit.

First Aid Kit Current Price (₽) (Traders) Health Points ₽ per HP (rounded up)
Grizzly First Aid Kit 49,836 1,800 28
Car first aid kit 7,372 220 34
AI-2 medikit 4,149 100 42
Salewa FIRST AID KIT 23,162 400 58
IFAK personal tactical first aid kit 27,202 300 91

DeathEdit

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 will passively be regained over time. If you die to suicide, team members, disconnecting, or without a firearm equipped your health will instead be set to 1%.

Health bars of different charactersEdit

Character Head Thorax Stomach Hand (each) Leg (each) Total HP
PMC (player) 35 85 70 60 65 440
Scav 35 85 70 60 65 440
Scav Raiders 40 140 120 100 110 720
Reshala 62 138 120 100 110 740
Reshala follower 50 110 100 80 85 590
Killa 70 210 170 100 120 890
Glukhar 70 220 140 145 145 1010
Glukhar assault guard 45 150 125 100 120 760
Glukhar scout guard 40 140 100 70 80 580
Glukhar security guard 40 180 125 115 115 805
Shturman 62 160 150 100 110 792
Shturman follower 62 138 120 100 110 740
Sanitar 70 360 140 120 230 1270
Sanitar follower 70 160 140 120 130 870
Cultist priest 50 200 200 100 100 850
Cultist warrior 50 220 180 100 100 850

Unimplemented FeaturesEdit

  • Player Temperature
  • Biohazard - it is unknown what this status will affect
  • Radiation
  • Blood Pressure
  • Hallucination
  •  
    Unimplemented statuses seen in pre-alpha footage.
  • See alsoEdit