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==Features== |
==Features== |
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*Health and physical characteristics, including hydration, energy, blood loss, fractures, contusion, intoxication, exhaustion, tremors and so on |
*Health and physical characteristics, including hydration, energy, blood loss, fractures, contusion, intoxication, exhaustion, tremors and so on |
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− | *A |
+ | *A large variety of [[Medical|medical supplies]] and [[provisions]] to stay alive and focused |
==Part specific status effects== |
==Part specific status effects== |
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| [[File:Char head chest.png|left|120x120px]] || |
| [[File:Char head chest.png|left|120x120px]] || |
||
'''Head/Thorax''' |
'''Head/Thorax''' |
||
+ | |||
⚫ | |||
+ | * Can't be fractured |
||
⚫ | |||
|- |
|- |
||
| [[File:Char right arm.png|left|120x120px]] || '''Right arm''' |
| [[File:Char right arm.png|left|120x120px]] || '''Right arm''' |
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|- |
|- |
||
| [[File:Char legs.png|left|120x120px]] || '''Legs''' |
| [[File:Char legs.png|left|120x120px]] || '''Legs''' |
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− | * Each leg fractured reduces your speed by 45%. Decreased jump height. Sprinting causes further damage to the leg. |
+ | * 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. |
* Destroyed: Same as above, but additional damage taken will be distributed over the entire body's health pool at 1x the damage dealt. |
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|} |
|} |
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![[File:Fresh Wound.png|46px|Fresh Wound]] |
![[File:Fresh Wound.png|46px|Fresh Wound]] |
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!Fresh wound |
!Fresh wound |
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− | |Replaces |
+ | |Replaces any type of bleeding after being bandaged |
|240 seconds or until it starts bleeding again |
|240 seconds or until it starts bleeding again |
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− | |A fresh wound will revert into a Heavy Bleed if the affected body part takes major damage, such as a bullet |
+ | |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. |
|- |
|- |
||
![[File:Fracture.png|46px|Fracture]] |
![[File:Fracture.png|46px|Fracture]] |
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!Tunnel vision |
!Tunnel vision |
||
|Screen vignetting pulsing in and out |
|Screen vignetting pulsing in and out |
||
− | |Will fix |
+ | |Will fix itself, from 30 to 1800 seconds depending on cause. |
| |
| |
||
|- |
|- |
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![[File:Dehydration.png|46px|Dehydration]] |
![[File:Dehydration.png|46px|Dehydration]] |
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!Dehydration |
!Dehydration |
||
− | |Soaping filter |
+ | |Soaping filter and you lose 2 Health Points every 2 seconds |
|Until hydration is replenished |
|Until hydration is replenished |
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| |
| |
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|Deals gradual damage over time and causes pain |
|Deals gradual damage over time and causes pain |
||
|Will remain until treated |
|Will remain until treated |
||
− | |Can be treated by [[Antidote xTG-12]] |
+ | |Can be treated by [[Antidote xTG-12]], [[Augmentin antibiotic pills]] |
|} |
|} |
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When outside of a raid you will passively gain health, hydration, and energy. You can use [[Medical|Medical items]] to heal and [[Provisions]] to consume as if you were in a raid. To start you gain <font color="green">8 HP</font>/Min, <font color="green">1 Energy</font>/Min, and <font color="green">1 Hydration</font>/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. |
When outside of a raid you will passively gain health, hydration, and energy. You can use [[Medical|Medical items]] to heal and [[Provisions]] to consume as if you were in a raid. To start you gain <font color="green">8 HP</font>/Min, <font color="green">1 Energy</font>/Min, and <font color="green">1 Hydration</font>/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 |
+ | [[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]]. |
With fixed prices, the best value medical item is the [[Grizzly First Aid Kit]]. |
||
− | {| |
+ | {|class="wikitable" |
!First Aid Kit |
!First Aid Kit |
||
− | !Current Price (₽) |
+ | !Current Price (₽) (Traders) |
!Health Points |
!Health Points |
||
!₽ per HP (rounded up) |
!₽ per HP (rounded up) |
||
|- |
|- |
||
|[[Grizzly First Aid Kit]] |
|[[Grizzly First Aid Kit]] |
||
− | | |
+ | |49,836 |
|1,800 |
|1,800 |
||
− | | |
+ | |28 |
|- |
|- |
||
|[[Car first aid kit]] |
|[[Car first aid kit]] |
||
− | | |
+ | |7,372 |
|220 |
|220 |
||
− | | |
+ | |34 |
⚫ | |||
⚫ | |||
− | |21,655 |
||
⚫ | |||
− | |73 |
||
|- |
|- |
||
|[[AI-2 medikit]] |
|[[AI-2 medikit]] |
||
− | | |
+ | |4,149 |
|100 |
|100 |
||
− | | |
+ | |42 |
|- |
|- |
||
|[[Salewa FIRST AID KIT]] |
|[[Salewa FIRST AID KIT]] |
||
− | | |
+ | |23,162 |
|400 |
|400 |
||
− | | |
+ | |58 |
⚫ | |||
⚫ | |||
+ | |27,202 |
||
⚫ | |||
+ | |91 |
||
|} |
|} |
||
==Death== |
==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 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%. |
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 characters == |
||
+ | {| class="wikitable sortable" style="text-align: center;" |
||
+ | !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|Reshala follower]]||50||110||100||80||85||590 |
||
+ | |- |
||
+ | |[[Killa]]||70||210||170||100||120||890 |
||
+ | |- |
||
+ | |[[Glukhar]]||70||220||140||145||145||1010 |
||
+ | |- |
||
+ | |[[Glukhar|Glukhar assault guard]]||45||150||125||100||120||760 |
||
+ | |- |
||
+ | |[[Glukhar|Glukhar scout guard]]||40||140||100||70||80||580 |
||
+ | |- |
||
+ | |[[Glukhar|Glukhar security guard]]||40||180||125||115||115||805 |
||
+ | |- |
||
+ | |[[Shturman]]||62||160||150||100||110||792 |
||
+ | |- |
||
+ | |[[Shturman|Shturman follower]]||62||138||120||100||110||740 |
||
+ | |- |
||
+ | |[[Sanitar]]||70||360||140||120||230||1270 |
||
+ | |- |
||
+ | |[[Sanitar|Sanitar follower]]||70||160||140||120||130||870 |
||
+ | |- |
||
+ | |[[Cultists|Cultist priest]]||50||200||200||100||100||850 |
||
+ | |- |
||
+ | |[[Cultists|Cultist warrior]]||50||220||180||100||100||850 |
||
+ | |} |
||
==Unimplemented Features== |
==Unimplemented Features== |
Revision as of 09:53, 20 April 2021
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, contusion, intoxication, exhaustion, tremors and so on
- A large variety of medical supplies and provisions to stay alive and focused
Part specific status effects
Head/Thorax
| |
Right arm
| |
Left arm
| |
Stomach
| |
Legs
|
Temporary status effects
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 | 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 healing
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 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 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 |
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 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 characters
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 Features
- Player Temperature
- Biohazard - it is unknown what this status will affect
- Radiation
- Blood Pressure
- Hallucination