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.
==Part specific status effects==
	Head/Thorax
* Can't be fractured
* Destroyed: Instant death. Note that bleeding into the destroyed state and health reduction from stimulants does not result in instant death, but any further damage will.
* A destroyed head or thorax cannot be fixed with a surgical kit.
	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 0.49× 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 0.49× the damage dealt.
	Stomach
* Can't be fractured
* Destroyed: Massively increased dehydration and energy loss (5x the base loss, including Health skill effects), additional damage taken will be distributed over the entire body's health pool at 1.05× the damage dealt.
	Legs
* Fractured: Each leg fractured reduces your speed by 45%. Decreased jump height. Disables sprinting unless under the painkiller effect. 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 0.7× the damage dealt.
==Temporary status effects==
Icon	Status 	Effect 	Duration 	Causes
 	Light bleeding 	0.8 HP lost in each non-destroyed body part every 6 seconds until treated. Drains 5 energy per minute. Leads to death when total HP pool reaches 0 	Every 6 seconds until treated. 	
* Getting struck by a bullet
* Falling from great height
* Melee attacks
* Grenade shrapnel
* Barbed wire
 	Heavy bleeding 	0.9 HP lost in each non-destroyed body part every 4 seconds until treated. Drains 6 energy per minute. Leaves a trail of blood splatters. Becomes a Fresh Wound when treated. Leads to death when total HP pool reaches 0 	Every 4 seconds until treated. 	
* Getting struck by a bullet
 	Fresh wound 	Replaces Heavy Bleed after being bandaged. However, it will revert into a Heavy Bleed if the affected body part takes major damage, such as a bullet. Also, sprinting and jumping may cause Light Bleed. 	480 seconds or until it starts bleeding again 	
* Treating a Heavy Bleed
 	Fracture 	See part specific status effects above 	Will remain until treated 	
* Falling from great height
* Getting struck by a bullet
* Melee attacks
* Failing the Gym quick time event
 	Pain 	Pulsating screen blurring progressively around the edges 	Until the cause is treated 	
* Caused by other status effects, such as Fractures
 	Mild Muscle Pain 	You gain 50% less skill points when using the Gym. 	24 hours 	
* Caused by first Gym training session
 	Severe Muscle Pain 	You gain no skill points when using the Gym. 	24 hours 	
* Caused by second Gym training session
 	Concussion 	Tinnitus and muffled audio 	Depends on the cause 	
*Grenades
*Helmet ricochets
 	Hands tremor 	Hands shaking 	Until cause of pain is treated 	
*Caused by 45 seconds untreated pain
*Side effect of certain Stimulants and Provisions
 	Tunnel vision 	Screen vignetting pulsing in and out 	Depends on the cause 	
*Side effect of certain Stimulants
 	On painkillers 	Black-and-white peripheral vision, ignores fractures, and ignores pain. 	Varies per consumed item 	
* Consuming items such as Analgin painkillers or Vaseline balm
 	Dehydration 	You lose 1 Health Point per functioning body part every 15 seconds. Damage from this status effect causes Pain. Leads to death on the next damage tick after reaching 0 HP on the head or thorax. Grants Hands tremor effect.	Until Hydration is replenished 	
*Caused 50 seconds after your Hydration reaches 0
 	Fatigue 	You lose 1 Health Point per functioning body part every 5 seconds. Leads to death on the next damage tick after reaching 0 HP on the head or thorax. Causes Tunnel vision. 	Until Energy is replenished 	
*Caused 30 seconds after your Energy reaches 0
 	Overweight 	You make more noise, reduced jump height, stamina drain increased, fall damage increased, movement speed decreased, walking drains your stamina. 	 	
*Triggered when your PMC is at 26 kg total weight.
 	Critical overweight 	Cannot sprint, max stance height reduced, prone movement drains stamina, stance blocks stamina regain. 	 	
*Triggered when your PMC is at 77 kg total weight.
 	Fatigue (overweight)	Energy drain increased 	 	
*Caused by constant use of stamina during critical amount state (red bar)
 	Stun 	You are blinded 	Depends on the cause, starts to fade out after half of total duration	
*Caused by looking at the explosion of stun grenades and other flash weaponry
 	Flash 	Your vision is 	90 seconds 	
*Caused by looking at the explosion of stun grenades and other flash weaponry
 	Buff 	 	Varies per consumed item 	
*Caused by consuming items like Provisions or Stimulants
 	Debuff 	 	Varies per consumed item 	
*Caused by consuming items like Provisions or Stimulants
 	Berserk mode 	Increased FOV, painkiller, infinite stamina, PMC shouts an aggressive phrase when activated 	10 seconds 	
*Stress Resistance elite effect, activates on low health
 	Poisoning 	Deals gradual damage over time (140 damage/min. Immunity lowers the amount of damage at 1% per level) and causes pain. Can be treated with xTG-12 injector or Perfotoran injector. 	Will remain until treated 	
*Getting struck by a Cultist knife
 	Panic attack 	Causes your currently equipped weapon to forcefully jam. 	As long as Kollontay is holding his PR-Taran police baton in hands 	
*Being in Kollontay's proximity while he has his PR-Taran police baton equipped
 	Frostbite 	
*Causes Hands tremor effect
*Decreases Endurance (-5)
*Decreases energy recovery (-0.1/s)
*Decreases hydration recovery (-0.1/s)
*Decreases maximum stamina (-20)
*Decreases stamina recovery rate (-1/s)
*Lowers body temperature (-0.1 °C/s) (minimum 28 °C)	15 seconds, refreshes as long as being exposed to snowfall 	
*Being exposed to snowfall
*Can be avoided in shelters, near firebarrels or with alchohol
==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 increasing to 33₽/HP at LL2, 36₽/HP at LL3, and 40.5₽/HP at LL4, being cheaper than any medkit sold at fixed prices. A light bleed costs 750₽ to heal, a heavy bleed costs 1,400₽, and a fracture costs 1,350₽, again cheaper than the items required.
With fixed prices, the best value medical item is the Grizzly medical kit.
First Aid Kit 	Current Price (₽) (Traders)	Health Points	₽ per HP (rounded up)
Grizzly medical kit 	79,739 	1,800 	45
Car first aid kit 	11,795 	220 	54
AI-2 medkit 	6,638 	100 	67
Salewa first aid kit 	37,061 	400 	93
IFAK individual first aid kit 	43,524 	300 	146
AFAK tactical individual first aid kit	61,617 	400 	155
==Death==
After dying in a raid or going MIA (Missing in Action) you will be brought back to the main menu and lose all of the items that were on your character with exception of equipped armband, melee weapon and the contents of your secure container and special slots. Your health will be set to 30% and it will passively be regained over time. If you die to suicide, exhaustion, group members, disconnecting, Minefields, Claymores, Border Snipers or without a firearm equipped, your health will be set to 1% on all body parts instead.
==Unimplemented Features==
* Biohazard/Intoxication
* Radiation exposure
* Blood pressure
* Drug addiction/Hallucination
File:pre-alpha inventory.png|Indicators for unimplemented status effects as seen in pre-alpha footage.
==See also==
* Medical items
Category:Escape from Tarkov
cs:Systém zdraví
de:Gesundheitssystem
fr:Système de santé
ru:Система здоровья