Medkits

HP Value: 100

Medkit Fixes:
- None

Description:
The AI-2 medikit was developed as a standard service first aid kit for various defense and law enforcement agencies and civil defense forces of USSR. In case of all-out conflict with the use of weapons of mass destruction it should have been distributed to the population of the affected and surrounding areas.

HP Value: 220

Medkit Fixes:
- Blood loss

Description:
Like a fire extinguisher, car first aid kit is crucially important protection measure in the event of an emergency on the road.

HP Value: 400

Medkit Fixes:
- Blood Loss (Costs 45)
- Heavy Bleed (Costs 175)

Description:
First aid kit containing bivibag, various types of bandages and dressing tools.

HP Value: 300

Medkit Fixes:
- Blood Loss (Costs 30)
- Heavy Bleed (Costs 210)

Description:
IFAK is a personal medical kit issued to soldiers in service. The official first aid kit in the U.S. Marine Corps IFAK (Individual First Aid Kit of the United States Marine Corps). The latest, third-generation (gen3), the most well-designed and rich in contents.

HP Value: 400

Medkit Fixes:
- Blood Loss (Costs 30)
- Heavy Bleed (Costs 170)

Description:
AFAK (Adaptive First Aid Kit). A more advanced version of the personal first aid kit.

HP Value: 1800

Medkit Fixes:
- Blood Loss (Costs 40)
- Fracture (Costs 50)
- Heavy Bleed (Costs 130)
- Contusion

Description:
Travel Grizzly Medical kit is considered one of the best first aid kits. It contains everything necessary to provide timely medical care in extreme conditions. 

Splints

Uses: 1

Fixes:
- Fracture

Description:
When applying the splint to your leg you will be unable to move for the duration of the application. You are able to move while it is applied to an arm.

Uses: 5

Fixes:
- Fracture

Description:
When applying the splint to your leg you will be unable to move for the duration of the application. You are able to move while it is applied to an arm.

Painkillers

Uses: 4

Duration: 1:20

Description:
The cheapest and most widely available Metamizole painkillers.

Uses: 1

Duration: 5:00

Description:
A single-use syringe full of morphine. A powerful drug, used primarily to treat both acute and chronic severe pain.

Uses: 15

Duration: 4:20

Description:
Is a medication in the nonsteroidal anti-inflammatory drug (NSAID) class that is used for treating pain, fever, and inflammation.

Uses: 6

Duration: 5:00

Description:
Vaseline, or, more precisely, petroleum jelly, is a versatile ointment used for a number of purposes where its water insulation and lubrication properties are required, for instance, treating small cuts and burns, coating corrosion-prone items or lubricating gear that requires non-acidic lubricants.

Uses: 6

Duration: 5:50

Description:
Famous Vietnamese Golden Star Balm, also known as Cao Sao Vang is made from essential oils like Camphor, Menthol, Peppermint, Cajuput. Balm for external use: a small amount of it is applied to the sub-district and rubbing of the skin: for headache - the temples and the nape of the neck, with a cold - under the nostrils, the common cold - in the chest, back, abdomen, insect bites - on the place of bite. Precautions and special instructions: Intended for external use only.

Surgical Kits

Uses: 5

Description:
Compact surgical kit for treatment of bullet wounds and other serious injuries.

Use:
all surgical kits repair "blacked" limbs, also known as the beyond repair status.

Uses: 15

Description:
Advanced surgical kit with additional and better tools, allowing you to treat serious injuries right on the battlefield.

Use:
All surgical kits repair "blacked" limbs, also known as the beyond repair status.

Injectors

Strength Dominant Stimulants

Uses: 1

Buffs:
- Endurance +20
- Strength + 20
- Stress Resistance +20

Debuffs:
- Energy -0.25/s
- Hydration -0.3/s

Description:
Combat stimulant. It is used for gaining strength and endurance before combat. Decreases sensation of pain. Stimulant is allowed for use by the special forces units. Developed by TerraGroup Labs, marked as SJ1. Has side effects.

Uses: 1

Buffs:
- Weight Limit +50%

Debuffs:
- Health -0.1/s
- Damage Taken +9%

Description:
Muscular Ultra Large Exciter. It is used to expand the body's abilities before long marches. It allows the body to carry an increased weight for a long time. It has shown effectiveness in combat operations in areas where transport is not available. Authorized for use by special forces soldiers. Developed by TerraGroup Labs, marked with the name M. U. L. E.

Uses: 1

Buffs:
- Painkiller 2mins
- Endurance +10
- Strength +20
- Max Stamina +30

Debuffs:
- Energy Recovery -0.45/s
- Hydration Recovery -0.45/s

Description:
Sterile disposable syringe with a dose of L1, based on norepinephrine. It is used for short-term increase of strength and endurance, as well as to reduce the pain effect. This activates the implementation of a physiological response such as "hit or run". Increases water and energy consumption.

Endurance Dominant Stimulants

Uses: 1

Buffs:
- Endurance +20
- Strength + 20
- Stress Resistance +20

Debuffs:
- Energy -0.25/s
- Hydration -0.3/s

Description:
Combat stimulant. It is used for gaining strength and endurance before combat. Decreases sensation of pain. Stimulant is allowed for use by the special forces units. Developed by TerraGroup Labs, marked as SJ1. Has side effects.

Uses: 1

Buffs:
- Damage Taken -10%
- Stamina Recovery +0.5
- Endurance +20
- Strength +10

Debuffs:
- Energy Recovery -0.1/s
- Hydration Recovery -0.1/s

Description:
A drug developed for athletes. Allows conducting more intensive training and recovering stamina faster. Temporarily increases strength, endurance, and also accelerates recovery. An undocumented property was also found: it increases the resistance of tissues to physical impact due to internal muscle tension. Because of its properties, it was later adopted by the military as a combat stimulant. Has side effects.

Uses: 1

Buffs:
- Endurance +10
- Strength +10
- Recoil Control +10
- HP +4/s

Debuffs:
- Energy Recovery -0.8/s
- Hydration Recovery -1/s
- Stress Resistance -10

Description:
Sterile disposable syringe with a dose of adrenaline - the main hormone of the adrenal medulla. It is used to enhance the physiological response associated with the preparation of all muscles to increased activity. Temporarily boosts strength and endurance. Relieves the sensation of pain.

Regenerative Stimulants

Uses: 1

Buffs:
- Metabolism +20
- Health +20
- Vitality +20
- HP +1/s

Debuffs:
- Tremors
- Tunnel Effect

Description:
Military issue stimulant permitted to only be used by medical officers and paramedics. It stimulates regeneration processes by increasing the biosynthesis of purine and pyrimidine bases, RNA, functional, and enzymatic cell elements. Increases metabolism, health, and vitality. Has minor side effects.

Uses: 1

Buffs:
- Metabolism +20
- Immunity +20
- HP +6.5/s
- Energy Recovery +0.5/s

Debuffs:
- Energy Recovery -3/s
- Health -5
- Endurance -5

Description:
Powerful stimulant for regeneration processes. It is used for rapid recovery of a soldier after injury, or during transportation of heavily wounded personnel. Allowed to be used only by medical officers and paramedics. Has strong side effects.

Uses: 1

Buffs:
- Removes Toxin
- Antidote

Debuffs:
- Health -5

Description:
Removes most of the known poisons and toxins used in the combat industry. Can be used to relieve the effects of natural poisons. Gives immunity to poisoning while the components are in the blood system. Can reduce health status.

Hemostatic Stimulants

Uses: 1

Buffs:
- Vitality +20
- Prevents Bleeding

Debuffs:
- Tremors
- Hydration Recovery -1.4/s
- Metabolism -5

Description:
Military-issue drug. Inhibits activators of profibrinolysin and slows down its transformation in fibrinolysin. Temporarily stops the bleeding and increases resistance to bloodloss. Has side effects. Leads to severe dehydration.

Uses: 1

Buffs:
- Health +5
- Prevents Bleeding

Debuffs:
- Tremor
- Energy Recovery -0.25/s

Description:
Military drug based on human antihemophilic factor. Developed by TerraGroup Labs as a powerful coagulant specifically for USEC operatives. Temporarily stops bleeding and increases resistance to new ones. Slightly improves health indicators, leads to dehydration.

Other Stimulants

Uses: 1

Buffs:
- Endurance +20
- Strength + 20
- Stress Resistance +20

Debuffs:
- Energy -0.25/s
- Hydration -0.3/s

Description:
Combat stimulant. It is used for gaining strength and endurance before combat. Decreases sensation of pain. Stimulant is allowed for use by the special forces units. Developed by TerraGroup Labs, marked as SJ1. Has side effects.

Uses: 1

Buffs:
- Body Temperature -7°C

Debuffs:
- Metabolism -20
- Pain

Description:
Designed for special forces personnel. It makes it possible to reduce the human body temperature for a short time, significantly slowing down the metabolism. The use of SJ9 leads to a significant reduction in the amount of heat released into the environment, while maintaining a safe level of metabolism inside. It is used during night operations, allowing to be hardly visible for thermal imaging devices.

Uses: 1

Buffs:
- Attention +30
- Perception +30
- Strength +10
- Stamina Recovery +1

Debuffs:
- Tremor
- Energy Recovery -0.25/s

Description:
Combat drug. It has a stimulating effect on the Central nervous system. Increases perception and attention. It can slightly improve strength indicators, due to more powerful signals to the muscles. The active substance is 3-(b-Phenylisopropyl)-sydnonimine hydrochloride. Only military doctors and paramedics are allowed to use it.

Uses: 1

Buffs:
- Damage Taken -10%
- Stress Resistance +30
- Health +30
- Vitality +30

Debuffs:
- Endurance -10
- Stamina Recovery -0.8/s

Description:
Combat stimulant. Developed by TerraGroup Labs, marked as P22. It allows the tissues of the body to receive less damage when physically exposed due to passive inclusion in the work of internal muscles. It is used to expand the bodys abilities before a fight. Authorized for use by special forces soldiers. It has side effects.

Uses: 1

Buffs:
- Endurance +10
- Strength +10
- Stress Resistance +20
- Charisma +20
- Stamina Recovery Rate +0.5

Debuffs:
- Memory -20
- Intellect -20
- Attention -20
- Abdominal Bleeding +25%
- Hydration Recovery -0.05/s
- Energy Recovery -0.05/s
- Damage Taken +20%
- Tunnel Effect

Description:
A syringe with a homemade drug, authored by a former employee of TerraGroup Labs. The negative effects are different each time. You could take the risk, got nothing to lose anyway.

Medicine FAQ:

  • How do I heal my PMC?
    To restore HP to one of your limbs, you must right click on a medkit and select "Use". This will begin an animation to heal your player and you will in turn use the resources of the medkit you selected. Once the medkits resources reach 0, you will no longer be able to use it and it will disappear form your inventory.

    Alternatively, you may also bind the top number keys on your keyboard to medical items and use them at the press of a button. To do this, you must have them in your vest tor pockets. Then, simply hover over the item and press the number you would like to bind it to. This is the standard setup for most Tarkov players:
    4 - Medkit
    5 - Painkillers
    6 - Splint/Hemostat
  • Can I find medical items in raid easily?
    Medical items in Escape From Tarkov tend to be near impossible to find in raid. You may get lucky when looting and find the medkit you need; however, most of the time you only find bandages and non-medicine based loot in medical containers. It's best to bring a backup medkit if you think you may run out of medical supplies.
  • Should I be healing mid-fight? If not, when?
    Healing in the middle of an active engagement can be extremely dangerous, but also necessary. Using an injector during an active engagement is preferred over a medkit, due to use time and audio cues to the enemy player. Only use a medkit in a fight if it is absolutely necessary. If you are involved in an engagement at range, you should be safe to use a medkit.
  • Is it ok to not be full HP after an engagement?
    Short answer, yes. When outside of an active engagement, you should prioritize healing over looting, unless you need to GTFO. As long as you don't have any active HP or movement draining statuses, you should be safe to leave the area. Just remember that if you ate 50% HP or below, you are in no condition to engage in a firefight. So choose your battles carefully and always try to remain full HP.
  • How can I heal blood loss? 
    In order to heal standard blood loss, you must have and use a: Car First Aid Kit, Salewa, IFAK, AFAK, Grizzly, Bandage, Zagustin injector.
  • How can I heal a heavy bleed?
    In order to heal a heavy bleed, you must have and use a: Salewa, IFAK, AFAK, Grizzly, Tourniquet, Hemostat, Zagustin injector.
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