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==Features==
 
==Features==
 
*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
*A Large variety of [[Medical|medical supplies]] and [[provisions]] to stay alive and focused
+
*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'''
  +
* Destroyed: Instant death. Note that bleeding into the destroyed state does not result in instant death, but any further damage will.
 
  +
* 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.
 
|-
 
|-
 
| [[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'''
* 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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![[File:Fresh Wound.png|46px|Fresh Wound]]
 
![[File:Fresh Wound.png|46px|Fresh Wound]]
 
!Fresh wound
 
!Fresh wound
|Replaces Bloodloss after being bandaged
+
|Replaces any type of bleeding after being bandaged
 
|240 seconds or until it starts bleeding again
 
|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
+
|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 it self. 30–15 seconds
+
|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]]
 
!Dehydration
 
!Dehydration
|Soaping filter applied. 2 Hydration Points loss every 2 seconds
+
|Soaping filter and you lose 2 Health Points every 2 seconds
 
|Until hydration is replenished
 
|Until hydration is replenished
 
|
 
|
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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 most medkits. A bleed costs 750₽ to heal and a fracture costs 1,000₽, again cheaper than the items required.
+
[[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"
+
{|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]]
|48,489
+
|49,836
 
|1,800
 
|1,800
|27
+
|28
 
|-
 
|-
 
|[[Car first aid kit]]
 
|[[Car first aid kit]]
|6,237
+
|7,372
 
|220
 
|220
|29
+
|34
|-
 
|[[IFAK personal tactical first aid kit]]
 
|21,655
 
|300
 
|73
 
 
|-
 
|-
 
|[[AI-2 medikit]]
 
|[[AI-2 medikit]]
|3,510
+
|4,149
 
|100
 
|100
|36
+
|42
 
|-
 
|-
 
|[[Salewa FIRST AID KIT]]
 
|[[Salewa FIRST AID KIT]]
|19,735
+
|23,162
 
|400
 
|400
|50
+
|58
 
|-
 
|[[IFAK personal tactical first aid kit]]
  +
|27,202
 
|300
  +
|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

HealthOverview
Char head chest

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.
Char right arm
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.
Char Left Arm
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.
Char stomach
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.
Char legs
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 effects

Icon Status Effect Duration Notes
Bloodloss 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 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 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 Fracture See part specific status effects above Will remain until treated
Pain Pain Vision darkens Until the cause is treated Can be caused by other status effects, such as Fracture
Contusion Contusion Reduces senses by 33% and muffles audio 60 seconds
Tremor Tremor Screen shaking, caused by untreated pain Until cause of pain is treated
Tunnel vision Tunnel vision Screen vignetting pulsing in and out Will fix itself, from 30 to 1800 seconds depending on cause.
On painkillers On painkillers Slightly increases contrast, ignores fractures, and ignores pain. Varies per painkiller
Dehydration Dehydration Soaping filter and you lose 2 Health Points every 2 seconds Until hydration is replenished
Hard dehydration 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 Fatigue All actions are 20% slower
Hard fatigue 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 Overweight You make more noise, reduced jump height, stamina drain increased, fall damage increased, movement speed decreased, walking drains your stamina
Critical Overweight Critical Overweight Cannot sprint, max stance height reduced, prone movement drains stamina, stance blocks stamina regain
weightfatigue Fatigue (overweight) Energy drain increased
Intoxication Intoxication Not currently implemented
Radiation exposure Radiation exposure Not currently implemented
Disorientation Disorientation Senses are disabled 10 seconds
Stun Stun All sound is cut off, replaced by a tinnitus-like ringing 10 seconds
Flash Flash You are blinded 10 seconds
Stim buff Stim buff Varies per stimulator
Stim debuff Stim debuff Varies per stimulator
Berserk 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
  • Pre-alpha inventory

    Unimplemented statuses seen in pre-alpha footage.

  • See also