BLURRY SCREEN
Pain causes pulsating blur around the edges of the screen, making threats harder to spot during combat. It lasts until the cause is treated or pain is suppressed.
You lose health slowly. Use a simple bandage to stop the bleeding.
Very dangerous! You lose health rapidly and leave a blood trail on the ground. Use a tourniquet.
A fractured leg slows you down. A fractured arm impairs aiming and item use. Use a splint to treat the fracture.
Your screen becomes blurry and your character groans. painkillers help you ignore this.
Occurs when you take a grazing shot or cut. It is not desperate, but you need a bandage or a medical kit to stop it.
Heavy bleeding drains health quickly and can kill you. Use a tourniquet (Esmarch or CALOK-B) to stop it in time.
After treating a heavy bleed, the wound remains "fresh" for up to 8 minutes. Major damage can reopen it; sprinting or jumping may cause light bleeding. Avoid exertion until it heals.
You need to use a splint. Painkillers only help you ignore the issue for a short time, but they do not heal the fracture.
Pain and tremor are different effects. Pain impairs vision and, if untreated, can also cause hand tremors. Recognize the icon and find cover before using medication.
Pain causes pulsating blur around the edges of the screen, making threats harder to spot during combat. It lasts until the cause is treated or pain is suppressed.
Your hands shake and aiming becomes less stable. Tremor can start after 45 seconds of untreated pain or as a side effect of certain stimulants and provisions. Check its cause before consuming another item.
Leave the line of fire. Using medication takes time and leaves you vulnerable.
Use painkillers to temporarily suppress pain. Duration and side effects depend on the item.
If a limb is fractured, use a splint. Also treat bleeding and other effects that are causing pain.
Painkillers do not heal fractures or stop bleeding. They let you sprint with a fractured leg, but sprinting still damages the leg.
Not every effect appears as a health bar. Some drain energy, impair vision or hearing, or change movement. Learn what each sign means and what to prioritize.

Drains 1.36 HP from each functioning body part every 6 seconds and 5 Energy per minute.
Until treated
Bullets, falls, melee attacks, shrapnel, and barbed wire.
Use a bandage or medkit with enough charge.

Drains 1.53 HP from each functioning body part every 4 seconds, uses 6 Energy per minute, and leaves blood trails.
Until treated
Primarily bullets.
Stop it first with a tourniquet, CALOK-B, or a medkit that treats heavy bleeding.

Replaces treated heavy bleeding; major damage can reopen it, while sprinting or jumping may cause light bleeding.
Up to 8 minutes
After treating heavy bleeding.
Avoid sprinting and jumping; seek cover if it reopens.

A leg fracture reduces movement speed by 45% per leg and lowers jump height; an arm fracture slows item use, searching, aiming, weapon swaps, and reloads.
Until treated
Falls, bullets, melee attacks, and failing the Gym event.
Use a splint. Painkillers only mask it; sprinting with a fractured leg causes damage.

Blurs the screen edges and can lead to hand tremors.
Until the cause is treated
Fractures and other painful effects.
Treat the cause; painkillers temporarily remove pain and ignore fractures.

Makes your aim shake.
Until the cause of pain is treated
Untreated pain for 45 seconds or side effects from some stimulants and provisions.
Treat the pain and check the consumed item’s side effects.

Causes tinnitus and muffled audio.
Depends on the cause
Explosions and helmet ricochets.
Get out of the line of fire and wait for it to fade.

Creates pulsing darkness around the edges of the screen.
Depends on the cause
Side effect of some stimulants.
Avoid taking another stimulant until it passes.

Ignores pain and fractures, but turns peripheral vision black and white.
Varies by item
Painkillers, morphine, balms, and some stimulants.
It is temporary: treat the fracture when it is safe.

After hydration reaches zero, deals 1 HP damage per functioning part every 15 seconds, and causes pain and tremor.
Until hydration is restored
Starts about 50 seconds after hydration reaches zero.
Drink as soon as you can; damage can kill once Head or Thorax reaches zero.

After energy reaches zero, deals 1 HP damage per functioning part every 5 seconds and causes tunnel vision.
Until energy is restored
Starts about 30 seconds after energy reaches zero.
Eat when it is safe.

Increases noise, stamina drain, and fall damage; reduces movement speed and jump height.
Until weight is reduced
Above approximately 33.77% of the current carry limit.
Drop, stash, or transfer items to reduce your load.

Prevents sprinting; stance and crouch movement also limit stamina recovery.
Until weight is reduced
When weight exceeds the current carry limit.
Reduce your load before crossing exposed areas.

Each stack increases Energy drain by 0.38 per minute.
3 minutes per stack
Continuous stamina use while the reserve is critical.
Stop sprinting, recover stamina, and avoid entering combat exhausted.

Deals heavy damage over time and causes pain.
Until an antidote is used
Cultist knife or barbed wire in the Labyrinth.
Use xTG-12 or Perfotoran (Blue Blood).

Stun blinds and forces quick reloads; flash impairs vision.
Varies; flash can last up to 90 seconds
Flash grenades and other blinding devices.
Find cover and wait for vision and hearing to return.


Food, drinks, and stimulants can improve attributes or add delayed negative effects.
Depends on the item
Consuming provisions or stimulants.
Read the item description and plan around effects that begin after the main duration.


Mild pain reduces skill points by 50%; severe pain prevents gaining skill points at the Gym.
24 hours
First and second training sessions, respectively.
Consider the penalty before training again.

Increases FOV, applies a painkiller effect, and grants infinite stamina; the PMC also shouts an aggressive phrase when it activates.
10 seconds
Elite Stress Resistance effect that activates at low health.
Use the short window to reposition.

Forcefully jams your currently equipped weapon.
While Kollontay is holding the PR-Taran baton.
Being near Kollontay while he has the baton equipped.
Leave Kollontay’s proximity and clear the weapon malfunction when safe.
Default PMC values at the start of a raid. Arms and legs each count twice toward the total.
| BODY PART | PER PART | COMBINED |
|---|---|---|
| HEAD | 35 | 35 |
| THORAX | 85 | 85 |
| STOMACH | 70 | 70 |
| ARMS | 60 | 120 |
| LEGS | 65 | 130 |
| TOTAL HEALTH | 440 | |

Cannot fracture and cannot be restored with surgery. At 0 HP, any further damage is fatal. Bleeding or health lost to stimulants can reduce the part to zero without killing immediately.


Fractured: item use and searching are 50% slower on the right arm and 67% on the left. Reloading, drawing, and aiming take 67% longer on the right; reloading and drawing take 50% longer on the left. Destroyed: additional damage is distributed across the body at 0.49×.

Cannot fracture. When destroyed, Hydration and Energy loss increase by 5×. Additional damage is distributed across the body at 1.05×.

Each fracture reduces speed by 45% and lowers jump height. Sprinting requires painkillers and still damages the leg. Destroyed legs distribute additional damage across the body at 0.7×.
About 50s after hydration reaches zero, you lose 1 HP per functioning body part every 15s; pain and tremors may also occur. Drink when safe.
About 30s after energy reaches zero, you lose 1 HP per functioning body part every 5s and may get tunnel vision. Eat when safe.
100 HP total; restores up to 50 HP per use. Does not treat bleeding or fractures.
220 HP total; up to 70 HP per use. Treats light bleeding, consuming 50 HP from the kit.
400 HP total; up to 85 HP per use. Treats light bleeding (45 HP) and heavy bleeding (175 HP).
300 HP total; up to 50 HP per use. Treats light bleeding (30 HP) and heavy bleeding (210 HP).
400 HP total; up to 60 HP per use. Treats light bleeding (30 HP) and heavy bleeding (170 HP).
1800 HP total; up to 175 HP per use. Treats bleeding, fractures, and contusions; costs 40/130 HP for light/heavy bleeds.
1 use. Stops 1 light bleed.
2 uses. Military version for light bleedings.
Standard tourniquet to stop heavy bleeding.
Fast tactical tourniquet for heavy hemorrhages.
3 uses. The fastest way to stop heavy bleedings.
1 use. Heals 1 basic fracture.
3 uses. Metal splint to treat multiple fractures.
7 uses. The best premium splint available for fractures.
3 uses. Restores blacked-out limbs. Reduces maximum limb HP.
9 uses. Restores blacked-out limbs and treats fractures; preserves more HP than CMS.
4 uses. Relieves pain for 95s.
Antibiotic. Relieves pain for 155s; grants +5 Energy and +1 Immunity for 300s, while reducing Hydration by 5.
8 uses. Suppresses pain for 290s, but reduces Hydration by 17.
3 uses. Suppresses pain for 350s; reduces Energy by 9 and Hydration by 9.
5 uses. Suppresses pain for 370s and removes radiation for 420s; costs 19 Energy and regenerates +1 Energy/Hydration for 5s.
Suppresses pain for 305s; reduces Energy by 10 and Hydration by 15.
Health, Vitality, and Metabolism +20; regenerates +1 HP/s for 300s (up to 300 theoretical HP) and suppresses pain for 240s; may cause tremors afterward.
Regenerates +6.5 HP/s for 60s (up to 390 theoretical HP) and Energy +0.5/s; afterward, Health/Endurance -5 and Energy recovery -3/s.
Health +5 and stops/prevents bleeding for 60s; afterward, reduces Hydration recovery by 0.3/s for 120s.
Regenerates +1.5 HP/s for 60s (up to 90 theoretical HP), removes radiation/toxins, and stops/prevents bleeding; treating a heavy bleed causes side effects.
+50% carry weight for 900s; reduces Health regeneration by 0.1 HP/s during the effect.
Attention and Perception +30, Strength +10, and Stamina recovery +1/s for 240s.
Strength +10, Endurance +20, Stamina recovery +0.5/s, and damage taken -10% for 900s; afterward, reduces Energy/Hydration recovery by 0.1/s.
Suppresses pain for 185s; combat stats and Stamina recovery (+3/s) last 180s; Energy/Hydration recovery -0.5/s during the effect.
Strength, Endurance, and Stress Resistance +20 for 180s; afterward, reduces Energy recovery by 0.25/s and Hydration by 0.3/s.
Maximum Stamina +30 and Stamina recovery +2/s for 240s; may cause tremors afterward.
Vitality +20 and stops/prevents bleeding for 180s; after 170s, reduces Hydration by 1.4/s for 40s and may cause tremors.
Removes contusion. Strength +20 and Health regeneration +3/s (up to 120 theoretical HP) for 40s; afterward, it reduces Health and Vitality.
Body temperature -7 °C for 300s; afterward, reduces Metabolism by 20 and Health regeneration by 0.1/s.
Perception +30, body temperature -4 °C, and Energy/Hydration recovery +0.05/s for 600s; temperature rises afterward.
Strength, Endurance, Attention, and Perception +20 and carry limit +45% for 30 min; afterward, maximum Stamina, recovery, and health regeneration decrease.
Strength and Endurance +10 for 60s; regenerates +4 HP/s for 15s (up to 60 theoretical HP). May cause tremors and reduce Energy/Hydration afterward.
Antidote against poisons and toxins for 60s; reduces Health by 5 after use.
Stress Resistance, Health, and Vitality +30 for 60s; afterward, reduces Endurance by 10 and Stamina recovery by 0.8/s.
Endurance +10, Strength +20, and maximum Stamina +30 for 120s; afterward, reduces Energy/Hydration recovery by 0.45/s.
Randomized effects for 600s; severe debuffs, including sudden death, are possible.
Attention and Perception +10 and carry weight +15% for 900s; reduces Hydration recovery by 0.1/s.
Heavy bleedings are the number one killer. If you are bleeding heavily, use a tourniquet immediately.
Protect your Head and Thorax: a hit that reduces either part to zero usually kills you. If bleeding reduces one to 0 HP, you may remain alive; the next damage to that part, including another bleed tick, can be fatal.
Use painkillers to stop screen sway and enable running even when heavily injured.
Before surgery or using a splint, stop all active bleeding, light or heavy. It keeps draining HP during the animation and can reduce a body part to zero. Perform treatment from a safe, hidden position.