Tarkov's Health System: Body Parts, Death, and Healing
Why you died, what each body part does, and how to recover between raids.

The decision first
Protect the head and thorax first.
- Protect the head and thorax first.
- Read each medical item’s supported conditions.
- Stop bleeding before restoring ordinary damage.
- A destroyed stomach affects energy and hydration.
- Blacked limbs impair movement or weapon use.
- Therapist provides treatment after raids.
The problem: you died and the game never told you why
Escape from Tarkov does not give you one big health bar. Your PMC is carved into seven separate body parts, each with its own hit-point pool, its own injuries, and its own consequences when it reaches zero. That is why two raids that feel identical can end so differently: in one you limp to extract with a ruined stomach, in the other a single stray round to the thorax drops you instantly. Until you understand which part failed, the death screen is just noise.
This guide walks through the whole loop the way you actually experience it: what each body part does, how bleeding and fractures snowball into a death you never saw coming, what poison does and why it is special, what happens to your body when you die, and how to rebuild between raids with passive regeneration, hideout modules, and Therapist's paid treatment. The goal is not trivia. The goal is that next raid you recognize the icon, know exactly how many minutes you have to fix it, and pack the right med before you ever spawn.
Everything below was checked against Patch 1.1.5.0, the September 2026 build that shipped the Lighthouse rework and runs inside Season 1 KORD BREACH. Tarkov's designers retune damage and healing values regularly, so treat every specific number here as a snapshot of this patch rather than a law of physics, and re-check the health mechanics after major updates.
At a glance: the rules that keep you alive
If you read nothing else, memorize this list. It covers the lethal rules and the recovery basics in one pass.
Read the current injury icons before choosing treatment. Restoring a damaged body part, stopping bleeding, and suppressing pain solve different problems, so inspect the medical item rather than assuming every kit handles each condition.
Action checklist
- Head or thorax at zero HP means instant death. No med item can revive a destroyed head or thorax.
- A destroyed stomach multiplies your hydration and energy drain by five and spreads incoming damage across your whole body at 1.05x. Fix it or extract.
- Blacked-out arms and legs can be rebuilt in raid with a CMS or Surv12 surgical kit, which restores the part to 1 HP.
- Light bleeding drains 1.36 HP from every non-destroyed part every 6 seconds; heavy bleeding drains 1.53 HP every 4 seconds and leaves a blood trail enemies can follow.
- Painkillers let you sprint on a fractured leg, but sprinting on that leg still damages it. They mask the problem, they do not solve it.
- Cultist knives and the Labyrinth's poisoned wire inflict a 140 HP per minute poisoning that only an xTG-12 antidote or Perfotoran injector stops.
- Dying sets your health to 30 percent; dying to mines, border snipers, teammates, exhaustion, or without a firearm sets every part to 1 percent.
- Out of raid you regenerate 456.6 HP per hour baseline, and Therapist will patch you up for a fee that is free for genuinely new accounts.
Seven body parts, one health system
Open your health screen in raid and you see a silhouette split into head, thorax, stomach, left arm, right arm, left leg, and right leg. Every bullet, fragment, fall, and melee swing lands on one of those parts and burns down that part's own pool. When a part empties it turns black, which is the state players call blacked or destroyed, and from that moment the part stops absorbing damage politely and starts passing it along to the rest of your body.
The distribution multiplier is the mechanic most intermediate players underestimate. Once a part is destroyed, further hits to it do not vanish; they spread across your entire remaining pool at a rate that depends on the part. Arms pass damage along at 0.49x, legs at 0.7x, and the stomach at a brutal 1.05x, meaning a destroyed stomach actually amplifies every subsequent hit. That is why fights against an opponent whose stomach you have already ruined tend to end quickly, and why your own blacked stomach is an emergency, not an inconvenience.
Armor interacts with this map of the body directly. Under the current plate-and-soft-armor system, a plate only protects the zones printed on it, so a light carrier that covers the thorax but not the stomach leaves your abdomen taking raw flesh damage. When you choose armor, you are really choosing which body parts you are willing to lose. Our armor guide and the armor reference page at /gear/armor break down coverage zone by zone.
| Body part | If fractured | If destroyed |
|---|---|---|
| Head | Cannot be fractured | Instant death; cannot be surgically repaired |
| Thorax | Cannot be fractured | Instant death; cannot be surgically repaired |
| Right arm | Items and searching 50% slower; reload, draw, aim 67% slower | Same penalties; extra damage spreads at 0.49x |
| Left arm | Items and searching 67% slower; reload and draw 50% slower | Same penalties; extra damage spreads at 0.49x |
| Stomach | Cannot be fractured | Hydration and energy drain x5; extra damage spreads at 1.05x |
| Each leg | Speed down 45% per leg, lower jumps, no sprint without painkillers | Same penalties; extra damage spreads at 0.7x |
Head and thorax: the instant-death rule and its one exception
Only two parts kill you outright when they hit zero: the head and the thorax. Neither can be fractured, and neither can be restored with a surgical kit. When either pool empties from direct damage, the raid ends on the spot. This is the mechanical reason headshots are the great equalizer in Tarkov and why high-penetration ammo aimed at the chest deletes even heavily geared players.
There is one narrow exception worth knowing because it confuses people in the post-raid report. If a head or thorax reaches the destroyed state through bleeding, or through health drain caused by stimulant side effects, that alone does not trigger the instant kill. The catch is that the part is now a loaded trap: any further damage of any kind, from a single point of light bleeding on another part spreading inward to one pellet of buckshot, finishes you immediately. Treat a destroyed head or thorax that you somehow survived as a one-hit-point existence and move to extract.
Practically, this rule should shape how you peek and how you buy gear. Protecting the thorax is non-negotiable, because it is the largest target and an instant loss condition. Helmets and visors matter more than their price tags suggest for the same reason; the helmets reference at /gear/helmets explains classes, ricochet chance, and ear coverage if you want the detail.
Stomach: the silent raid-ender
A destroyed stomach will not kill you directly, and that is exactly what makes it dangerous. The moment your stomach blacks out, your hydration and energy drain jumps to five times the base rate. Left alone, you will hit zero hydration and then zero energy mid-raid, and each of those states starts burning health from every functioning part until you die. Players who do not know this mechanic watch their character collapse while apparently untouched and assume they were shot by a silent sniper.
The second half of the penalty is the 1.05x damage distribution described earlier, the highest multiplier of any part. Every hit that lands on your ruined stomach is effectively a full-body hit with a bonus. Combined with the dehydration timer now running against you, the correct response to a blacked stomach is almost always to break contact, fix it with surgery if you carry a kit, drink and eat if you have provisions, and shorten the raid.
You can also read the mechanic offensively. If you tag an enemy low in the abdomen and they disengage to heal, they are now on a clock you started. This is one more reason coverage matters when you shop for rigs: carriers that protect the stomach trade mobility for removing this entire failure mode. The choice is documented per vest on /gear/armor.
Arms and legs: what blacked limbs actually cost you
Fractured and destroyed legs are the injuries you will feel most often, because falls, grenades, and leg-meta shooting all target them. Each fractured leg cuts your movement speed by 45 percent and lowers your jump height, and sprinting is disabled entirely unless you are under the painkiller effect. Here is the part that kills overconfident players: sprinting on a fractured leg, even on painkillers, deals further damage to that leg. The drug buys you mobility, but you pay for it in hit points.
Arms carry a subtler but equally real penalty set, and the two arms are not symmetric. A fractured right arm makes using items and searching containers 50 percent slower while stretching reloads, weapon draws, and aiming out by 67 percent. A fractured left arm flips the weighting: 67 percent slower item use and searching, 50 percent slower reloads and draws. In a close fight, a ruined right arm is the one that gets you killed, because your time-to-aim and time-to-reload are what decide the trade.
When a limb is fully destroyed rather than merely fractured, all of those penalties stay, and the part additionally becomes a funnel for damage into your total pool at 0.49x for arms and 0.7x for legs. Two blacked legs plus an empty stomach is the classic spiral: you cannot reposition, every hit over-performs, and your hydration is collapsing. If a fight leaves you in that state, the fight is over; your only remaining objective is a dark corner, a surgical kit, and the nearest extract.
Bleeding: the clock you cannot ignore
Bleeding is the most common status effect in the game and the one that punishes hesitation hardest. Light bleeding removes 1.36 HP from every non-destroyed body part every 6 seconds and drains 5 energy per minute on top. Heavy bleeding removes 1.53 HP from every non-destroyed part every 4 seconds, drains 6 energy per minute, and leaves a trail of blood splatters on the ground that other players can literally follow to your hiding spot. Bullets cause both types; falls, melee, shrapnel, and barbed wire cause light bleeds as well.
Because the drain ticks against each functioning part simultaneously, a single untreated heavy bleed is a whole-body problem measured in minutes, not a scratch. The math is unforgiving even before a second bleed stacks on. Your first action after surviving any firefight should be checking the limb panel for the red drop icons, not looting. Bandages and hemostatic items like the Esmarch tourniquet, CAT tourniquet, or CALOK-B applicator exist precisely for this, and they are cheap enough that entering a raid without one is a loadout mistake, full stop.
Treating a heavy bleed does not cleanly end the story; it converts the wound into a Fresh Wound lasting 480 seconds. A fresh wound reopens into heavy bleeding if the part takes major damage again, and even sprinting or jumping can provoke a light bleed from it. So after bandaging, play the next eight minutes a notch more carefully: avoid unnecessary jumps, and keep a second bandage accessible in case the wound tears open at the worst possible moment.
| Status | Health drain | Extra effects |
|---|---|---|
| Light bleeding | 1.36 HP per part every 6 sec | Drains 5 energy per min |
| Heavy bleeding | 1.53 HP per part every 4 sec | Drains 6 energy per min; leaves blood trail |
| Fresh wound | None while stable | Lasts 480 sec; can reopen into heavy bleeding |
Pain, tremors, concussion, and the other debuffs
Pain is Tarkov's way of making injuries felt rather than just counted. It arrives as a pulsating blur that creeps in from the edges of your screen, and it is caused by other status effects such as fractures rather than appearing on its own. Leave pain untreated for 45 seconds and it escalates into a hands tremor, which physically shakes your aim. The chain is deliberate: injury, then impaired vision, then impaired shooting, each stage pushing you to stop and heal instead of fighting through.
Painkillers break that chain temporarily. Items like Analgin painkillers, Ibuprofen, Vaseline balm, Golden Star balm, or a morphine injector put you in the on-painkillers state: the pain and fracture penalties are suppressed and you can sprint on a broken leg, at the cost of black-and-white vision around the edges of your screen and, as noted earlier, continued damage if you abuse the fractured limb. Painkillers are a bridge to safety or to one more fight, not a cure.
The remaining debuffs are situational but worth recognizing instantly. Concussion from explosions or helmet ricochets gives you tinnitus and muffled audio, which in a game built on sound is nearly a blindness effect. Tunnel vision pulses a vignette as a side effect of certain stimulants. Flash effects from stun grenades impair vision for up to 90 seconds, and a full stun also forces quick reloads that eject your magazine. Finally, standing near the boss Kollontay while he holds his PR-Taran baton triggers a panic attack that force-jams your equipped weapon, a mechanic unique to that fight and detailed on /bosses/kollontay.
Poison: cultist knives and Labyrinth wire
Poisoning is the rarest common killer and the one with the least forgiving treatment list. The effect deals gradual damage at 140 HP per minute, causes pain, and does not expire on its own. Only two items stop it: the xTG-12 antidote injector or the Perfotoran injector, often called Blue Blood. No bandage, medkit, or surgery will touch it. If you raid poison territory without one of these injectors, a single bad encounter is a guaranteed slow death.
Two sources deliver the toxin. The first is the Cultists, near-silent melee hunters confirmed as night enemies on Customs, Woods, Shoreline, and nighttime Factory, whose knives poison on hit. Their exact spawn windows and rates are unverified as of Patch 1.1.5.0; what is documented is their night-only character, so treat nighttime raids on those maps as poison-risk raids and pack accordingly. Their leader, the Cultist Priest, features in quests like Broadcast - Part 5, which you will find covered in our boss material.
The second source is environmental: the barbed wire strung through The Labyrinth, the trap-filled bunker reached only through the Shoreline resort's west wing basement. Tripwires, spike pits, and poisoned wire all wait inside, and insurance never returns from that map. The full entry requirements and trap rundown live in /guides/endgame-maps-unlock and on /maps/the-labyrinth. The short version: if you are heading into the Labyrinth without an antidote, you have volunteered for a 140 HP per minute countdown the first time a wire grazes you.
Hydration, energy, and weight: the metabolism layer
Underneath the bullet damage sits a survival simulation that can kill you without a single shot fired. Your hydration and energy ticks down continuously, faster when you sprint, faster still with a destroyed stomach. Fifty seconds after hydration hits zero, dehydration begins: every functioning body part loses 1 HP every 15 seconds, the damage causes pain, and your hands start to tremor. Thirty seconds after energy hits zero, fatigue begins: every functioning part loses 1 HP every 5 seconds and tunnel vision sets in. Either state kills you once your head or thorax pool empties on a damage tick.
The counterplay is simple but must be planned. Bring a drink and a food item on anything longer than a quick Factory run, loot provisions as you go, and remember that Therapist sells food alongside her medical stock if your stash runs dry. Between raids, your Nutrition Unit and Water Collector hideout modules improve passive energy and hydration recovery, which matters more than it sounds when you are chaining raids back to back.
Weight is the third leg of the stool. Cross roughly a third of your maximum carry weight and the overweight state kicks in: more noise, lower jumps, faster stamina drain, heavier fall damage, slower movement, and stamina burned just by walking. Exceed your total limit and critical overweight removes sprinting entirely and blocks stamina recovery while standing. Greed has a literal movement cost in Tarkov; dropping a scav backpack full of bolts to keep your legs under the threshold is often the correct play late in a raid.
Fixing blacked-out limbs: CMS versus Surv12
Surgical kits are the only way to restore a destroyed body part in raid, and there are exactly two of them: the CMS surgical kit and the Surv12 field surgical kit. Surgery returns a blacked part to 1 HP, which means the kit alone is never enough. You must follow it with medkit healing or a regenerative stimulant like Propital or eTG-change, or the first stray damage re-destroys the limb and you have burned an expensive consumable for nothing.
There is a lasting cost built into field surgery. A part restored by a CMS kit keeps only 25 to 45 percent of its maximum HP for the rest of the raid, while a Surv12 preserves 60 to 72 percent. Operating on the same part a second time pushes that ceiling even lower. The Surv12 is the clearly superior tool and is priced and sized accordingly; the CMS is the budget option that still beats limping out with a dead leg.
Remember the hard limit from earlier: surgery works on arms, legs, and the stomach only. Head and thorax destruction is final. That asymmetry is why experienced players prioritize a surgical kit over a second large medkit once they can afford it. A Grizzly can top up hit points, but no amount of hit-point healing un-blacks a stomach that is quietly draining your hydration at five times speed.
| Kit | Restores destroyed part to | Part max HP after surgery |
|---|---|---|
| CMS surgical kit | 1 HP | 25-45% for the rest of the raid |
| Surv12 field surgical kit | 1 HP | 60-72% for the rest of the raid |
Building a med kit that actually covers you
A functional raid med kit answers four questions: stop bleeding, restore HP, numb pain, and rebuild a destroyed part. For bleeding, bandages handle light bleeds while dedicated hemostatics such as the Esmarch tourniquet, CAT hemostatic tourniquet, or CALOK-B applicator are the fast answer to heavy ones. For HP restoration, the ladder runs from the tiny AI-2 medkit through the Car first aid kit and Salewa up to the IFAK, AFAK, and the bulky Grizzly, with the better kits treating more conditions per slot. Salewa kits deserve a special mention because Therapist's Shortage quest asks for three found-in-raid ones, so early on you should hand them over rather than burn them.
Pain management is a separate slot, not a bonus. Analgin and Ibuprofen tablets, Vaseline and Golden Star balms, or a morphine injector each put you in the on-painkillers state for their own duration. Pre-popping a painkiller before pushing through an open field or descending a stairwell you might fall down is legitimate high-level habit, because the blur and tremor chain never gets a chance to start.
Stimulants sit at the sharp end of the system. Regenerative injectors like Propital and eTG-change actively restore health over time and pair naturally with post-surgery limbs; combat stims such as the SJ1, SJ6, or Adrenaline injectors trade side effects like tunnel vision or health drain for short bursts of performance. The golden rule with stims is the head-and-thorax exception from earlier: stimulant health drain can destroy a vital part without killing you, but the very next point of damage will. If you run cocktails like Obdolbos, know the downside before the needle goes in, and keep the xTG-12 or Perfotoran reserved for poison duty rather than spending it casually.
Death: what you keep, what you lose, what it costs your body
When you die in a raid or go missing in action, you are returned to the menu having lost everything on your character except four things: your equipped armband, your melee weapon, the contents of your secure container, and whatever sits in your special slots. Everything else, including the armor that failed you and the meds you never used, stays in Tarkov unless insurance brings it back, which is a separate system covered in /guides/insurance-guide.
Death also taxes your next raid through your health state. A normal death or MIA sets your character to 30 percent health, and it regenerates from there. The punitive version is worse: if you die to suicide, exhaustion, your own group members, a disconnect, minefields, claymores, border snipers, or while carrying no firearm at all, every body part is set to 1 percent instead. Loading straight into another raid in that state is functionally spawning wounded to the edge of death.
Two habits fall out of this. First, always check your health screen before queueing; spending a minute on off-raid healing or a few thousand roubles at Therapist is cheaper than losing a fresh kit because you entered at one percent. Second, respect the punitive-death list. Border snipers and mines are not flavor; they are the map telling you that you have left the playable space, and dying to them carries the harshest penalty the game hands out.
Recovering between raids: passive regen, hideout, and Therapist
Outside of raids your body heals on its own. The baseline passive recovery is 456.6 HP per hour, which works out to 7.61 HP per minute, plus 1 energy and 1 hydration per minute. You can also use medical items and provisions from your stash directly on the character screen between raids, exactly as if you were in a raid, so a Salewa gathering dust can finish the job the timer started.
The hideout accelerates all of this. Upgrading the Medstation and Rest Space raises your health regeneration, the Nutrition Unit and Heating improve energy recovery, and the Water Collector improves hydration recovery. If you find yourself queueing into raids still wounded, these modules are the permanent fix, and the build order that gets them online early is laid out in /guides/hideout-upgrade-priority. The Medstation doubles as a crafting bench for medical supplies, which quietly turns it into one of the better economic modules too.
Then there is Therapist herself, Elvira Khabibullina, the first trader you meet in the Tour chapter and the only merchant who sells post-raid treatment. Her healing service charges a fee scaled to how many injuries you carry and how severe they are, with discounts as her loyalty level rises. Crucially for new players, the service is free if you are below level 11 and have played 30 or fewer raids. Note the division of labor among traders: Therapist heals, while Prapor and Jaeger sell insurance, which recovers gear, not hit points. Her stock of meds, food, keys, and containers makes her worth leveling early; requirements per loyalty level are tracked on /traders/therapist and in /guides/trader-loyalty-guide.
Skills that make healing faster
Two practical skills directly reward the behavior this guide teaches. Field Medicine shortens the time and resource cost of using medical items, and it levels simply by treating yourself and others. Surgery does the same for surgical kits, trained by performing field operations. Neither changes what is possible, but in a game where a heavy bleed ticks every 4 seconds, shaving seconds off an animation is a real survival stat.
The broader Health skill feeds into the metabolism math referenced throughout this guide, and at the elite end of Stress Resistance sits the Berserk mode effect: on low health you get ten seconds of increased field of view, painkiller effect, and infinite stamina, announced by your PMC shouting. It is a rare clutch mechanic rather than something to build around, but it has won fights that should have been lost. The full category breakdown and leveling methods are in /guides/skills-guide.
Expected outcome and what to read next
If this guide did its job, your deaths should now be legible. You know that a blacked head or thorax ended the raid outright, that a blacked stomach started a five-times metabolism clock plus amplified incoming damage, that heavy bleeds tick every 4 seconds and mark your trail, that painkillers rent you mobility at a health cost, and that a CMS or Surv12 followed by real healing is the only way back from a destroyed limb. Between raids you let passive regeneration, your hideout, and Therapist's fee-based clinic return you to full before the next deployment, which is free while you are still below level 11 with 30 or fewer raids played.
For your very next raid, do three things: put one hemostatic and one painkiller in your secure container so you can never be caught without them, decide whether your budget stretches to a CMS kit, and glance at your health screen before you queue. Those three habits eliminate the majority of preventable deaths this system produces.
Where to go from here: /guides/insurance-guide explains which deaths you can claw gear back from and which maps never return it. /guides/armor-guide and /gear/armor show how to stop the thorax and stomach damage this guide warned you about. /guides/budget-loadouts pairs affordable meds with cheap kits, /guides/boss-hunting-basics prepares you for fights like Kollontay's panic-attack baton, and /guides/endgame-maps-unlock covers the Labyrinth whose poisoned wire you now know to respect. If you are still choosing where to raid, /guides/map-progression-guide picks the right map for your level.
Avoid these mistakes
- Expecting an ordinary medkit to solve every injury.
- Ignoring hydration after stomach damage.
- Healing in an exposed line of fire.
Source ledger
- Escape from Tarkov official siteOfficial
Official game page and current version positioning; the basis for the Patch 1.1.5.0 verification stamp used in this guide.
- Health system - The Official Escape from Tarkov Wiki (Fandom)Reference
Body part destruction rules, fracture and destroyed penalties per limb, bleeding tick rates, status effects, poison at 140 HP/min and its antidotes, CMS/Surv12 restoration percentages, off-raid regeneration rates, Therapist healing fee rules, and post-death health states.
- Trading - The Official Escape from Tarkov Wiki (Fandom)Reference
Therapist's role as the medical goods trader and provider of post-raid healing; Prapor and Jaeger sell insurance rather than treatment.
- The Labyrinth - The Official Escape from Tarkov Wiki (Fandom)Reference
Trap mechanics of the Labyrinth, including the poisoned barbed wire, and the Shoreline-only entry route.
- Escape from Tarkov 1.1.5.0 patch notes (ValoSettings mirror)Versioned testing
Confirms Patch 1.1.5.0 as the September 2026 Lighthouse-rework build that this guide's values were checked against.
Frequently asked questions
Can I heal a blacked-out head or thorax?
No. Head and thorax destruction from direct damage is instant death, and surgical kits cannot restore either part. The only nuance is that bleeding or stimulant drain can technically destroy one of these parts without an instant kill, but any further damage then finishes you, so the distinction rarely saves a raid.
Why did I die when nobody hit me at the end?
Almost always a damage-over-time effect you stopped watching. Light and heavy bleeding keep ticking until treated and kill you when your total pool empties, dehydration and energy fatigue each burn every functioning body part once triggered, and poison deals 140 HP per minute until you use an xTG-12 or Perfotoran injector. Check your status icons the moment a fight ends.
Do painkillers fix a broken leg?
No, they suppress the symptoms. You can sprint on a fractured leg while the painkiller effect lasts, but sprinting still deals further damage to that leg. Use the drug to reach safety or an extract, then treat the fracture properly with a splint or let it heal after the raid.
Is Therapist's after-raid healing worth paying for?
Usually yes while you are new. The service is completely free below level 11 with 30 or fewer raids played, and above that the fee scales with your injuries and drops as her loyalty level rises. Paying a few thousand roubles beats entering your next raid at 30 percent health, or worse, at the 1 percent state left by mines, border snipers, or exhaustion deaths.
What is the difference between a CMS and a Surv12 kit?
Both restore a destroyed arm, leg, or stomach to 1 HP so medkits and regenerative stims can rebuild it, but the CMS leaves the part at only 25 to 45 percent of its maximum HP for the rest of the raid, while the Surv12 preserves 60 to 72 percent. Neither works on head or thorax, and operating twice on the same part lowers the ceiling further.
Do I lose my secure container when I die?
No. Death strips everything on your character except your equipped armband, melee weapon, secure container contents, and special slot items. That is why experienced players keep a hemostatic, a painkiller, and their most valuable loot inside the container: it is the one pocket Tarkov never empties.