The Doctor’s Handbook: health and medicine in DayZ

Hey, people! Pelandes is back with another guide, this time about DayZ and how to stay alive out there in the middle of the zombie apocalypse. This guide was more as a reminder for me than any other thing, but as I was writing it I thought, “why not, I’ll upload it on Steam”. As always, my goal is to help you guys with this game, and I think that there may be one or two things in here that you didn’t knew about before.

So, we’re talking about DayZ survival. This is a guide by and for dedicated medics, people in the squad who care about the others not dying (or, like me, who suck at fighting and have to seek a way to be useful). This guide contains extensive explanations in great detail about all and each one of the little things that let you live in DayZ. Here we ask to the following questions: “what is keeping me alive on DayZ?”, “what is killing me on DayZ?” and “what can I do to put the odds in my favor when it comes to survival on DayZ?”. This is reference guide to read when playing before taking crucial decisions in the game.

I want to give a huge shout-out to the You Tube channel “Merino DayZ”, which I found while searching info for this guide. It is a DayZ-medic-focused channel with few videos, but all really useful. I totally recommend paying him and his Trusted Medics of the Wasteland team a visit if you want to learn even more. Half of this guide wouldn’t be possible without this guy. Most of the images are from his videos, and I hope that you won’t be able to argue that those are useful for graphic explanation. And I am a fair player: he has being notified about this guide and if he complains, I will change the screenshots for something home-made.

And as I already stated on my FTL guide, I am not an English native speaker and there MAY be grammar mistakes, typos and other misspells. Apologies in advance.

Nothing else to say here. Onward!

Understanding your Bodily Storages
If you want to be aware of what’s happening inside your body in the game you have to be aware of what Merino calls “bodily storages”: the “Stomach”, “Water”, “Energy”, “Blood” and “Health” levels. We will go through them one by one and explain what its propose is, how do you interact with them, and most importantly, how do they interact with you.

I would like to put all the bolily storages toguether in the same section, however Steam doesn’t allow me to do that because the number of letters per section is limited. The following sections are subsections of this one.

Bodily Storages: Stomach
Let’s start here, where the good stuff gets into. Every time you eat something, it goes into your belly, AKA “Stomach”, and it is digested there. This “Stomach” meter is designed to represent how much you can eat in a short period of time, and over exceeding your belly can result in a problem. Look, the “Stomach” container is made of 4,000 units (milliliters, maybe? It would be a pretty realistic representation of a human belly), and you spawn with 1,000 of them. The “Stomach” empties at a 1 unit/sec rate, and having it completely empty is no problem at all. See, every time you eat something, the meter fills according to what you ate, and completely filling it can result in a lot of bad stuff happening, even though before getting at the 4,000 cap you’ll probably have already vomited several times. This meter prevents you from spamming the “Eat” action and forces you to manage your aliments consumption. When you reach the amount of 2,800 milliliters, the game sends you a message telling you not to go further. If you ignore this, as you approach the 3,300 mark, the game will warn you about your “Stomach” being almost at its full capacity, this time with a red message. Stop immediately, since this is your last warning. Eat a bite more and you’ll throw up. Period. You may also vomit as soon as you receive the red message. Doing so will decrease your “Stomach” level, but it will as well affect other storages. And, even if you were fine between 2,800 and 3,300 units, you’ll keep vomiting multiple times until you go below 2,800 milliliters with all that it includes. To be precise: you’ll lose 500 milliliters of “Stomach”, 600 of “Energy” and 1,000 of “Water” for EACH time you vomit, and gives you a light-green “Sick” sign in your inventory. Believe me, you DON’T want ANY of that to happen, and you’ll see why when we see the “Energy” and “Water” bodily storages. For now, a little sum-up graph:

There is, however, a way to tell how full or empty your “Stomach” is. A “Stuffed” sign may appear in different colors on your inventory or not at all, and you can use that info in your advantage to find out your approximate “Stomach” level. Reaching the “medium stuffed” mark gives the light-green “Stuffed” sign (just like the one in the graph). Getting past the “fully stuffed” mark will give you an orange version of the same. If you do something stupid and go over the “vomiting” mark, then the sing turns red and immediately changes to the light-green “Sick” sign because… well, because you are throwing up, and I guess that you already noticed that. As soon as you drop under the 2,800 or “fully stuffed” mark, you switch back to the orange “Stuffed”. The absence of any of the “Stuffed” signs means that you are below 1,800 milliliters in the “Stomach” storage.

Bodily Storages: Water
Alright, this one is important. Pipe down and pay attention. The water, universal liquid and essential for life to exist, and DayZ is no exception. This is a (relatively) small container with a 4,000 units (milliliters, again?) cap, and drains quick. It fills pretty much like your “Stomach”, save that only increases when whatever you ate included water (or you plainly drank). And be careful, since some food (the dry variants) will drain your “Water” storage and you will have to refill it in order not to die from dehydration. Unlike the “Stomach” storage, having it full is beneficial while having it empty will slowly kill you. So, drink a lot and problem solved, right? NOPE. Remember the “Stomach” limitation, and you also have to keep track of your “Energy”, AKA solid food (we’ll see it later). You’ll have to drink small quantities periodically in order not to drop to low, because the lose rate is quite fast. And having it high has it rewards, but I will introduce you those latter on. I personally recommend having two canteens and drinking every once in a while. And remember to refill them at water pumps and refill your “Water” storage as well by directly drinking from those.

Now, if you ran out of water reserves and your “Water” level starts dropping low, you will first be warned by white messages about your thirst. Then, as you go lower and lower, the messages turn red. At that point, finding water should be your number one priority. And once you hit 0, you are officially dying from dehydration. But that’s not all; you can go into NEGATIVE milliliters! You can drop all the way down to -1,000 units of “Water” if you still are alive to tell it! And it means that you will have to drink A LOT to get out of this one.

When you are dehydrated, you lose 1% of your current “Blood” and 5 absolute “Health” points from both storages. If you don’t know them yet, wait a little bit and I’ll explain those to you. But you should know that, as shown by that lovely graphic on the left, even supposing that you were at full “Blood” and “Health” (5,000 units each), you’ll drop unconscious 4 minutes after starting dehydrating and, upon hitting 17 minutes, you’re dead. If you didn’t find water in those scarce four minutes or you don’t have a buddy to help you out, you won’t come back from this one. Dehydration is nothing to joke about.

As you see on the right, the “Water” level can also be told by the signs you receive in your inventory. A yellow “Thirsty” sign means being below 1,500, an orange one stands for “below 500” and if it is red, then you are on negative and death is calling to your door. In the other hand, a dark-green “Hydrated” message displays being above 2,500 and a light-green one represents “above 3,500”. The absence of any sign says that you are somewhere in between 1,800 and 2,500. If you were following my advice about the two canteens, then now is a good time to drink a slip of water.

Bodily Storages: Energy
This is the other “food reserves” indicator. This one tells you about your current “solid food” in reserve, and like water, having it full benefit you while having it empty will put you in danger and ultimately kill you. Now, unlike “Water”, “Energy” has an astonishing 20,000 units limit (guess that this time we’re talking about “calories”). Also, the “Energy” dropping rate is much slower that the “Water” one, and since solid food is significantly easier to find than water and that you can store an enormous amount in your… body fat, I guess, it means that you’ll have to worry much less about this one than in the case of water, but don’t ignore it completely!

Since your “Energy” storage is huge, you can pretty much eat directly everything you find (watch not to overfed yourself, though, or your “Stomach” will complain) and run around without having to worry about it again in a long while. And remember that the dry food (i.e. rice) will fill an incredible amount of “Energy”, but will as well drain your “Water” storage, so keep an eye in that. Oh, and if you start to drop low, just like “Water”, you’ll start receiving white messages, then red ones, and finally you’ll go into negative, but only until -500 calories. Anyway, that means that, when starving, you’ll start to lose “Blood” and “Health” like with lack of “Water”, but in this case, the loss ratio is of 0.5% of your current “Blood” level and 1 absolute “Health” point per second. Assuming you were at full “Blood” and “Health”, like the graph in the left shows, it means that you’ll have a little more time to react in case of starvation than in case of dehydration, since your body depends more on water than food, but you’ll still drop unconscious around 7 minutes and you’ll be dead at 83 minutes, more or less. This gives you more time to warn a friend to came to your rescue, but being less of a threat doesn’t mean that it isn’t deadly.

Again, with food you can tell how full or empty you are by looking at your inventory. A yellow “Hungry” message means “under 1,000” (you are already “Hungry” when you spawn), that will turn orange when you drop under 500 and red when you are dying by being in negative. A dark-green “Energized” stands for “over 2,000”, while the light-green version tells you that you’re over 4,000 calories. And please, remember how big is your “Energy” storage: 20,000 calories. The graphic on the right only shows until 5,000 in order to to simplify the explanation of the tags of your inventory, but remember that you can go all the way up to 20,000 and everything above 4,000 is going to be shown as the light-green “Energized”.

Bodily Storages: Blood
You may think that this work as a health indicator, and once it hits zero, you’re dead. If that were the case, then you’re wrong; there is already another “bodily storage” for that, it’s called, well… “Health”. This is instead a 5,000 units limited meter (milliliters? The human body does have a five liters average blood in their bodies) works both as a shield of sorts and as the indicator that will be checked when the game wants to put you in “unconscious” mode. Let’s explain first the shield function.

See, every time you take damage in the game (scratched by a zombie, shot or hit by other players whether there was a reason for it or not, fell from a ledge, etc.), the “Blood” value will take most of the damage from the impact and the “Health”, more valuable, will be partially or completely (latter rarely) spared. Having your “Blood” meter empty doesn’t kill you, at least directly, but you now take full “Health” damage and will also have negative repercussions in your gameplay such as unconsciousness. If your “Blood” storage drops under 500 units, you are unconscious, no matter what. From this state you can only recover if you go over the 500 mark, since every other method (i.e. Epinephrine) will only work for some seconds, then back to unconsciousness if you are still in the “red zone”. There is, however, another type of unconsciousness in which the “Blood” meter intervenes again. There is a hidden value called “Shock”, and every time you take damage, your “Shock” value rises a little bit. The part of the body in which you were hit influences the amount of “Shock” received, being the head the most delicate part. If your “Shock” value exceeds your “Blood” value, then you drop unconscious, meaning that the lower your “Blood” storage is, the more vulnerable you are to unconsciousness due to shock. From this kind of unconsciousness is possible to recover using alternative methods such as Epinephrine and defibrillators, which reset your “Shock” value to zero. To recover naturally, though, you just need to wait until it the shock fades, and it doesn’t take a long time (goes down at approximately 30 units per second). This is the reason why you don’t usually fall unconscious due to shock, since scarce hits in your body are not enough to raise your “Shock” level high enough, but a well-aimed non-lethal headshot from a sniper (don’t ask how it can be “non-lethal”, just trust me when I tell you that it can happen) can perfectly set your “Shock” meter to a ridiculously high value, well over your “Blood” amount. That’s where a buddy with an Epinephrine can really come in handy.

The way you recover “Blood” is by achieving a set status in the “Water” and “Energy” bodily storages. In order to get the “slow Blood regeneration”, you must be above 1,500 milliliters in the former and 2,000 calories in the latter. Since you cannot see directly the meters, you’ll have to watch the signs in your inventory. 1,500 milliliters is the point from where you are no longer “Thirsty”, so not having a “Thirst” sign in your inventory tells you that you have enough “Water” for “slow Blood regeneration”. For the “Energy” amount, 2,000 is the mark from where you are officially “Energized”, in dark-green. So, not being “Thirsty” and having any “Energized” sign in your inventory (light-green would be ideal, but dark-green works too) means “slow Blood regeneration”, and that will represent a 1 milliliter per second “Blood” recovery. If you want a simpler way to put it, then I can tell you that “slow Blood regeneration” will take around 83 minutes to go all the way from 0 to the 5,000 limit. Not great, but you are healing, and that is what counts. If, on the other hand, you are hurting badly and need “Blood” ASAP, then there is something called “fast Blood regeneration”, much harder to get, but ultimately rewarding. To achieve such ideal state, you are going to need 2,500 “Water” and 4,000 “Energy”. A simple process of comparison will tell you that some serious scavenging is going to be required to reach such marks. And, like the former regeneration, this one can also be told by the signs in your inventory tab. 2,500 “Water” is the point from which you receive the dark-green “Hydrated” award, and in 4,000 “Energy”, the dark-green “Energized” turns light-green. So, in a nutshell, for “fast Blood regeneration” you’ll need any “Hydrated” sign (ideally light-green, but dark-green works) and light-green “Energized”. Benefits? Your “Blood” now goes up at 3 milliliters per second, tripling the slow version. That means that it will require less than half an hour (more or less 27 minutes) to get from the bottom to the top of your “Blood” storage! Amazing!

There are, however, some alternative routes to recover “Blood” if you can’t afford either the “Water” or “Energy” restrictions. A buddy can refill your red milliliters using any of these two alternative routes: a “Saline Bag IV” (crafted with a “Saline Bag” and an “IV Starter Kit”, see the “Medical Equipment” section for more info) or a “Blood Bag IV” (crafted with a “Blood Bag” and an “IV Starter Kit”, more info at “Medical Equipment”). For the “Saline Bag IV” method, your friend must equip the item on his hands and use it on you, being mandatory the both of you to be immobile. Now you enjoy 500 extra “Blood” in your body, enough to recover from unconsciousness, as simple as that. The second way, the “Blood Bag IV”, grants twice the amount of milliliters (1,000), but is more complicated and riskier. In order to heal you, your pal will have to do a blood transfusion, so you better read the “Blood Transfusion” section carefully, because a misstep and whoever was the receiver will (very likely) die. Both methods are going to require two players (the latter may require more), so if you are alone, you’re on your own, literally.

Like with the previous bodily storages, it is possible to tell how much “Blood” you have left. The game shows it by a process known in the real life as “desaturation”. The subject who is suffering of this condition slowly becomes colorblind due to a low oxygen concentration in their blood (or the absence of blood by itself). Sounds familiar? You may notice that the grass is not as green as it used to be and the sky looks washed-up. This is because your “Blood” storage is not as full as it used to be and you may need to start thinking about refilling it. This visualization of blood loss can be a little tricky at first, but you’ll eventually get used to it. Colorful world means you’re still fine, and when reaching black n’ white eighties-looking screen, then you should really not get hit anymore. Those are the basics of desaturation. And, for the record, absolute black and white would be around 0 “Blood”, and you would have fallen unconscious way before that, so don’t be overconfident with your reserves if it looks like there is still some color on your screen, you may be closer to unconsciousness than you think.

Bodily Storages: Health
And here we are, at the last of the bodily storages. The one know as health, as you probably had already guessed, decides who lives and who is going to respawn soon. This is the most important bar, since if your “Health” is gone, you are gone, as simple as that. All the other storages orbit around this one and will influence them in some way or other. Every time you take damage, the “Blood” will take most part of the impact and the “Health” will drop a little bit (though sometimes it doesn’t, if the “Blood” absorbed it all). This bar is also limited to 5,000 units (HP, if you want).

Probably you already expected it, but the game has a way to tell you how much “Health” you have left, and you’re right. I want you to listen carefully (or read carefully, I guess… whatever). The way you can tell of your HP reserves are by the blurriness of your vision. Surprised? Some of you may be, since a lot of people apparently thought that this was an Alpha-version bug that could be solved by a little trick in the configuration menu. And it is true, blurriness can be disabled by unticking “post processing” in the graphic settings, and that is an option because the blurriness effect requires quite the amount of potential in your computer and old or slow machines may experience problems rendering the surroundings through the blurry effect. But disabling it makes you practically oblivious to your “Health” in storage, since you may forget about it or even think that the desaturation is the visualization of your “Health” bar, when it only represents your “Blood”. People who think that the blurriness is a glitch and deactivate it tend to die easily because they have a sense of false security and think they are fine because their “Blood” is fine. In case that you are forced to deactivate the “post processing” because your computer just can’t take it, then I recommend activating it from time to time for a couple of seconds, just to see how is doing your “Health” bar.

Now, for those of you who can afford having blurriness on, things are pretty much like with desaturation, blur version. The crappier the world looks, the more you should start thinking about regaining some HP. I take for “no further line” the point at which the world looks like I need some fairly strong glasses (it is easy for me to tell, since I’m actually shortsighted), but you guys can try to make your own customizable “no further line” by looking at the board in the left, done by Merino DayZ, telling his own experiences. And try not to confuse desaturation with blurriness when experiencing both at the same time.

There is no artificial way to recover “Health”, just the natural way, just like “Blood” recovery. In order to regenerate HP, you’ll need to meet the criteria for “fast Blood regeneration” (2,500 “Water” and 4,000 “Energy”, or any “Hydrated” and light-green “Energized”) AND have FULL “Blood”. Meaning that if your “Blood” is not full, your HP does NOT regenerate. You have to go all the way up to full “Blood”, and then regenerate your lost “Health” at the astonishing rate of 1 HP per second! That’s the same as “slow Blood regeneration”, but requiring the “fast Blood regeneration” and actual full “Blood”! It is a nightmare to get your “Health” back, so pro hint: do not take damage (facepalm).

Bodily Storages: secondary values
A hidden value which rises everytime you take damage. The part of the body you got hit at (falling damage counts as being shot in the feet) will influence the amount of “Shock” you will receive, being the head the most vulnerable part. If your “Shock” value exceeds your current “Blood” value, you fall unconscious (I call it “Unconsciousness B”, check it out at “Minor Illnesses”). The “Shock” fades fast, and you will recover from this type of unconsciousness quickly by yourself once the “Shock” drops below your “Blood” left, or you can just have a buddy use a Defibrillator or an Epinephrine on you to come back on your feet instantly. A person with very low amount of “Blood” is incredibly vulnerable to Uncounciousness B, and may switch to the “A” type if he goes under 500 mililiters.
Remember when I said that the head is the most delicate part? It is true. Three punches in quick succesion to an unprotected head will generate enough “Shock” to knock out a player with a full “Blood” meter. Also, a survivor with a resistant helmet who got hit by a sniper round in the head and hits the floor may still be alive, he could be just suffering from Unconsciousness B. If you are his friend / team medic, give the Defibrillator a try. If you were the sniper, shoot twice; just to be sure.
And it also works with zombies! A single well-aimed punch to the face will render the zed unconscious for a couple of seconds, giving you a small window to book it out of there.

The meter raises when under the rain or if you are swimming (latter much more rapidly), and goes down if you are not doing neither of those. Getting under a ceiling while raining is enough to stop building up “Humidity”. The only thing that it seems to do now is that a high level of “Humidity” may cause your temeperature to drop (see that a few lines ahead) and thus cause Hypotermia. It’s also worth nothing telling you that all items in DayZ have an “absorbercy” parameter without any apparent effect on the game (yet), but I would bet something that in a future items with high “absorbency” may tend to be spoiled while under high levels of “Humidity” in the player, the point at which the Small Protector Case (which so happens to be “waterproof”) becomes really useful.

Well, time to rewrite this one. Your body temperature is now a thing in the DayZ universe and it can certainly kill you. Quote-on-quote ‘cold’ situations (out in the night without proper clothing, high levels of “Humidity”, staying still for too long in cold weather) drops your temperature, while and ‘hot’ ones (near a camfire, running under the sun, excessive clothing in warm weather) raise it. The optimun level rests in the middle of this stat, and going too far up or down is unwise. While it does not directly kill you, it will increase your water and energy needs and result in your death if you start starving or dehydrating. Read “Hypothermia” / “Hyperthermia” in the “Minor illnesses” section for further information. Keep an eye for the weather and be sure to have both lighter and warmer clothes in your backpack to chage when it is needed.

This one over here has almost no impact in your gameplay (for now) but it’s probably worth noticing anyway. Running, swimming or swinging a melee weapon consume “Stamina”, and it goes back up as time passes, faster if you are standing still and at max speed when sat down or prone. Low levels of “Stamina” have some negative effects on the player, such as a significant loss of acuracy when aiming fire weapons (can be observed from first person prespective) and a less worrysome but incredibly more annoying continous moan from your character. Take a rest and it will go away in less than half a minute.

How to: understand and treat minor illnesses

  • Causes: excessive physical effort (running, fighting…) for extended periods of time without rest.
  • Symptoms: slight screen shaking, character gasps, aiming becomes difficult. Intensity increases as time passes if untreated, but no major impact on gameplay, save fights. Its symptoms can only be observed in first person view, but the negative effects still apply in third person view.
  • Tags: none.
  • Treatment: being idle reduces the symptoms periodically until total recovery. Standing still (default “C”) does works, but sitting (default “F3”) or lying prone (default “Z”) speeds up the process.


  • Causes: randomly occurs when taking damage, but has an increased chance of happening if the damage dealer was a zombie.
  • Symptoms: periodic “Blood” loss at a fast rate, can be seen by the own player and other survivors as blood spurting out of the afflicted. May very well cause unconsciousness if the “Blood” storage goes under 500 milliliters.
  • Tags: red “Bleeding” sign on the inventory.
  • Treatment: rags or bandages. These can be applied by the player himself or by any other survivor. “Bleeding” also stops by his own after a time has passed, but it rarely does before the “Blood” storage is empty and the player is unconscious. Immediate “Blood” recovery is advised after treatment.


  • Causes: rarely occurs when taking damage.
  • Symptoms: severe version of the “Fatigue” symptoms. Character moans instead of gasping. Cannot be treated by staying idle.
  • Tags: none.
  • Treatment: morphine auto-injectors will cure the player instantly, though this status may wear off after a long while.


  • Causes: rarely occurs when taking damage, though falls have an increased chance of causing a “Fracture”.
  • Symptoms: character moans and moves slower than usual.
  • Tags: red “Fracture” sign on the inventory.
  • Treatment: morphine auto-injectors or a wooden splint. Does not wear off.

Broken bones

  • Causes: rarely occurs when taking damage, though falls have an increased chance of causing “Broken bones”.
  • Symptoms: player will only be able to move whilst lying prone, cannot stand nor vault (default “V”), though can still crouch (default “X”) if he/she does not move. Any attempt of movement while crouching will cause the character to fall into prone position.
  • Tags: curiously, none.
  • Treatment: same as “Fracture”. Does not wear off either.

Unconsciousness A (low “Blood”)

  • Causes: having less than 500 milliliters in the “Blood” bodily storage.
  • Symptoms: inability to see, move, hear, open inventory or do any action. Black screen with the “You are unconscious” message on it.
  • Tags: none are known, since you cannot open your inventory.
  • Treatment: getting over 500 “Blood” by any means necessary. Can receive help from a friend if he applies any of the methods mentioned before in the “Blood” section (IV Saline Bag, Blood transfusion…). If you fell unconscious because of the “Bleeding” status effect, it must be treated before the unconsciousness itself since it may have not worn off; and you can’t tell because, again, you cannot open you inventory; and that will require another player to bandage you ‘cos you cannot do it yourself. If no external help is available, then you must remember if you were regenerating “Blood” before falling unconscious by meeting the criteria for it (go back to the “Blood” section), because it you were, then you will recover after a while, as soon as your “Blood” goes over 500 milliliters (any damage taken that put you into unconsciousness won’t affect your “Water” and “Energy” levels, what’s more, they will drop slower since you are idle). If you weren’t regenerating before falling unconscious and there is no one to help you, then you’ll very likely die from dehydration or starvation after a long while, whatever gets you first; so you better open your menu (default “ESC”) and select “Respawn” to begin anew.

Unconsciousness B (“Shock”)

  • Causes: having a “Shock” value higher that your current “Blood” milliliters due to receiving high amounts of damage in a short period of time.
  • Symptoms: same as “Unconsciousness A”.
  • Tags: same as “Unconsciousness A”.
  • Treatment: Another player with an Epinephrine or a defibrillator will reset your “Shock” value to zero, thus allowing you to recover instantly. If no external aid is possible, then it will wear off after a short while, since the “Shock” fades fast (30 units per second). The higher your “Blood” value was before falling unconscious, the faster the player will recover naturally. Side note: if it is taking more than a couple of minutes for you to wake up, then the damage suffered was enough to put you into “Unconsciousness A” state, and the latter requires different treatments.


  • Causes: Excessively high “Temperature”.
  • Symptoms: “Energy” and “Water” consuptions are considerably increased.
  • Tags: Greenish “Hot” sign as a harmless forewarnign, orange “Hyperthermia” when suffering symptoms.
  • Treatment: “Temperature” will go down again when not in a ‘hot’ situation. Read “Temperture” at “Secondary Values” to learn more about this.


  • Causes: Excessively low “Temperature”.
  • Symptoms: “Energy” and “Water” consuptions are destically increased.
  • Tags: Greenish “Cold” sign as a harmless forewarnign, red “Hypothermia” when suffering symptoms.
  • Treatment: “Temperature” will go up again when not in a ‘cold’ situation. Read “Temperture” at “Secondary Values” to learn more about this.

Prion Disease (Brain Disease)

  • Causes: Eating Human Flesh (75% chance if raw, 50% chance if cooked, 25% chance if overcooked or burnt). Said item can be adquired from dead players if a knife, machete or bayonet is used on the ramaining corpse.
  • Symptoms: Character’s arms twitches every couple seconds, and the severity of those increase as time goes by up until very aggressive spasms after five minutes, which severely affects your accuracy with both ranged and melee weaponry. Those twitches can be observed by other players or in third person mode. Cries and maniatical laughs are also heard from your character from time to time, though there seems to be a glitch in which survivors can randomly emit those sounds if there is a player with Brain Disease in the server.
  • Tags: none.
  • Treatment: Prion Disease CANNOT be cured, and does NOT wore off. The twitches and laughs will remain on the afflicted for as long as they live, even if they change server or are knocked out cold. The only way to get rid of this illness is to die and respawn.
How to: understand and treat major illnesses
Here are the basics of the major illnesses:

  • They have multiple stages and you go through them in order.
  • Each stage has a minimum and maximum duration; the time that you take to endure each phase is random, between both values.
  • Each stage has different symptoms and warning messages (tags on inventory and text on the screen).
  • You can have multiple illnesses at once… but not the same one twice at the same time (also apply to minor illnesses).
  • Being healthy or healing (regenerating “Blood” and “Health”) is critical for survival.

The following sections are subsections of this one, pretty much because of the same reason as the bodily storage split one.

Major Illnesses: Light Food Poisoning
Causes are simple enough: eating spoiled, rotten or burned food (50% chance of getting LFP) or drink alcohol tincture (75% chance), and, since the addition of the Brain Disease, eating overcooked (burnt) Human Flesh grants LFP, alongside of the chance of contract Prion Disease. You should know by now that eating weird food will be bad for you, and seeing the probabilities above is the proof. If you get LFP, then you’ll go through the following phases:

  • Contraction: [3 – 7 minutes] No direct symptoms or tags in your inventory YET, but you’ll start to receive white messages referring to a “funny taste in your mouth”. Those scarce minutes before the outbreak are there to tell you that, indeed, giving that not-good-looking-at-all apple a try was definitely a bad idea, and you must prepare for the consequences.
  • Light Nausea: [10 – 20 minutes] Here comes the first wave! Now you have a greenish “Sick” sign in your inventory and are constantly remembered on-screen that your character is “feeling nauseous”. You start suffering the first negative effects: a very mildly increased “Water” lose rate. It does not look any serious at all, and it isn’t. You must simply drink a little bit more frequently. But we’re not done yet…
  • Feebleness: [20 – 40 minutes] Now is when things are starting to get real. The green “Sick” tag turns orange and the messages are red, telling you that you “feel dizzy / light-headed / faint / unsteady”. In this phase you are constantly loosing “Blood” at a rate of 0.1% current milliliters per second. CURRENT, not TOTAL; you’ll see why this is important in a minute. Also, your “Water” lose rate increases a little bit more, so drink even more frequently, though it isn’t anything that you have to pay a lot of attention to.
  • Recovery: [15 – 30 minutes] If you are still there by now, then you are safe. You still have the orange “Sick” tag on the inventory, but you won’t suffer any further symptoms nor receive any other message. Congratulations, you survived LFP. Once this stage finishes, your “Sick” sign is cleared out and you’re done.

This is the tiniest of all the major illnesses and it has already proven to be quite the threat for your “Blood” meter. See, I mentioned before that in a certain phase you are losing 0.1% of your current “Blood”, and that is going to have a serious impact in your “Blood” reserves. Look at this graphic:

This represents your “Blood” levels through LFP. I want you to look to the yellow and orange lines, which represent the best and worst possible scenario (where each stage lasts as short and as long as they can possibly last), beginning in the point from which you are losing “Blood” (this is, minute 0 here represents the start of Feebleness). If you were losing 0.1% of your total milliliters, then those lines would go straight to zero, but since it is of your current amount, then the less you have, the less you lose; though it is a substantial drop nonetheless. Assuming that you were at maximum “Blood” capacity (5,000), if you are lucky and the Feebleness only lasts for 20 minutes, then you’ll end up with 1,500 left; but if your luck is on vacation today and said phase takes more than 38 of the 40 possible minutes, then you will go under the 500 mark and you’ll fall unconscious.

However, that data was assuming you were not regenerating “Blood” (AKA “unhealthy”), but the green lines represent the best and worst possible case being healthy, and you see that the differences are huge. Being “healthy” here means being under the “fast Blood regeneration” effect, and even if you were losing a certain amount of “Blood”, since that amount decreases over time because of the “current” key word, while your regeneration remains constant, then there is a point in which you level out. That point is 3,000 milliliters left, where you are losing 3 “Blood” (3,000 x 0.1 = 3) but regenerating 3, so the “healthy” status effectively creates a barrier, of sorts, that doesn’t let you drop too low. And once you are done, you immediately recover from the losses and in less than 10 minutes you are at full potential again! Oh, and in case that you were under the “slow Blood regeneration” instead of its faster version, then I bring you good news, since you won’t go into unconsciousness either, creating the barrier mentioned before at 1,000 “Blood” left (loosing 1,000 x 0.1 = 1, but regenerating 1) and you’ll go back to full health in little more than three quarters of an hour. And always remember that LFP does have a cure: Charcoal Tablets, which will eliminate the sicknesses if taken at any point during it.

Here is a sum-up of Light food poisoning in case that you preferred a more graphic explanation:

Major Illnesses: Medium Food Poisoning
The medium version of the food poisoning family is quite nastier than its little brother. You may have the pleasure to meet him if you committed the same kind of stupidity that will gave you LFP (5% chance of MFP with spoiled food, 20% chance with alcohol tincture), adding some berries types and raw Human Flesh to the list. I can’t stretch enough the importance of not doing such things, no matter how desperate for food of water you are, it’s just not worth the risk. If you get MFP, then the sicknesses stages are the following:

  • Contraction: [3 – 7 minutes] Completely equal to the Light version, so you won’t be able to tell what got you at first glance, better prepare for the worst. Still no tag nor symptoms, and you receive white messages of how weird your mouth tastes.
  • Medium Nausea: [10 – 30 minutes] A stronger variant of the one you could suffer in LFP. Although the “Sick” sign remains greenish, the “I feel nauseous” message now appears red, and that gives you the hint of that the MFP is trying to hunt you down, not the little brother. Also, the symptoms are nothing to joke about here, since with MFP, this is the worst stage. You now suffer a “Blood” loss of 0.2% current milliliters per second, doubling the rate of the LFP’s worst phase! Also, the “Water” consumption increases mildly, nothing to worry about YET, but get used to drink a lot because now comes…
  • Vomiting: [10 – 15 seconds] There is a very brief stop in the “Blood” losses, but you instantly lose 1,000 “Water” and 600 “Energy” in a quite efficient attempt to kick you out of your regenerative status, assuming you were there. Take advantage of the effect that vomiting also has in your “Stomach” container (-500 milliliters) and eat and drink everything you have in order to recover from that losses. During this stage you still have the light-green “Sick” tag.
  • Feebleness: [20 – 40 minutes] This last serious stage is almost identical to the one suffered in LFP. An orange “Sick” sign is given to your inventory and you will go through “Blood” losses again, this time of the original 0.1% current milliliters, and the “Water” consumption increases again, though this time is a substantial raise. Keep yourself hydrated and don’t give the MFP the slightest chance of making you leave your precious “healthy” status.
  • Exhaustion: [15 – 30 minutes] You still conscious? Congratulations, then! You have survived the tough MFP. The orange “Sick” tag will disappear once all’s over, and you won’t suffer any further symptoms since the exact moment you enter the last phase.

Before going any further, I’ll like you to check Merino’s “Blood” graphic”:

While LFP can be survived by an unhealthy person, that same guy doesn’t stand a chance against MFP. Unless you have a buddy to bring you back once everything’s over, you won’t come back from this one. Even at the best possible scenario, you’ll still drop unconscious at the end of the Feebleness, in the worst one you’ll be out cold by the transition between Medium Nausea and Vomiting. Solution? I quote: “Stay healthy, my friends.”

So, in the healthy scenario, while under the “fast Blood regeneration” buff, your body effectively fights the disease by establishing the no-further-line at 1,500 “Blood”. Not only that, in case that you were under 3,000 when the Feebleness period starts, you’ll begin recovering your red milliliters because you regenerate more than what you are actually losing! And in case that you could only afford a “slow Blood regeneration” status, then you’ll still survive, but your protection against “Blood” loss is set at the 500 mark, right over the danger zone. Any damage you take WILL knock you out for a long period of time, since your recovery is decreased by your sickness. You still go back to 500 “Blood”, but it is going to take a while. Remember to eat, and drink, especially after Vomiting to remain at your “healthy” life guard. BTW, this illness can also be treated with Charcoal Tablets, which will nullify the process if take under any stage.

Here is the graphic explanation:

Major Illnesses: Chemical Poisoning
Want something truly serious? Then you should take a look to Chemical poisoning. Ingesting a disinfectant spray grant that you’ll get this disease, and doing that is almost like signing a self death sentence. Before going any further, I’ll warn you that there is no cure whatsoever for this sickness, it has to be endured. And chances are that it will take you six feet under in a matter of minutes unless you are well-prepared and know what to do, and even if you are, please, do NOT try this at home. The stages of purgatory *ahem* of CP are the following:

  • Contraction: [40 – 120 seconds] Again, the game warns of a way-less-than-healthy substance in your mouth. No symptoms or tags yet, but ♥♥♥♥ is about to go down, especially since this sickness in particular hits you very fast and the Contraction period only lasts some seconds, and then things start getting real!
  • Severe Nausea: [2 – 5 minutes] By far the most devastating symptoms in the game: you suffer a 0.5% current “Blood” per second loss, but you are also losing “Health” at the same rate, 0.5% of the current amount PER SECOND! The “Sick” tag on your inventory is already orange and we can observe the “I feel nauseous” message on red like in Medium Nausea. Also, the “Water” consumptions DOUBLES! Be glad that this stage only last something between 2 and 5 minutes, though it doesn’t get any better. Following up in the list…
  • Vomiting #1: [10 -15 seconds] Instant loss of 1,000 “Water”, 600 “Energy” and 500 “Stomach” units. Massive impact in your “healthy” status, assuming you even were there. Replenish the bodily storages immediately, because you are going to need them.
  • Stomach Cramps: [20 – 40 minutes] It is as nasty as it sounds. Its symptoms are slightly less damaging that the Severe Nausea’s ones, but the long duration of this phase makes them way more lethal. This is the most dangerous period and the one most likely to knock you out, and the game shows it by turning the “Sick” tag red for the first time ever. In this stage, you lose 0.3% of your current “Blood” and “Health” per second and the “Water” lose rate is TRIPLED! Be sure to replenish your centiliters.
  • Vomiting #2: [10 – 15 seconds] Then you’ll throw up once more. Be sure not to consume all your food and drink in replenishing the losses in the first Vomiting phase, because there is a second one coming. I warn you now.
  • Exhaustion: [15 – 30 minutes] If you are still up after all that symptom bombardment, you have earned my respect. But you still have between a quarter and half an hour left of Exhaustion with the orange “Sick” sign, and in this case you are still losing 0.1% of your current “Blood” per second, though no more “Health” losses (not that I am complaining). If there were achievements in DayZ, now you would be within your rights to ask for one in the precise moment in which the “Sick” tag disappears.

Nasty, huh? That’s the theory alone and already sounds scary. Now take a look at this:

I hope you already guessed it, but looking at those numbers and doing some quick math can tell you that no way in hell an unhealthy person is going to survive that. Even if you go through the Severe Nausea, the Stomach Cramps are just too much for you. CP will play around with you and then throw you into unconsciousness in about 12 minutes in the best possible scenario, assuming you were at full “Blood”. And after two Vomiting stages and the constant “Water” losses, how long do you think is it going to take until you dehydrate to death?

On the other hand, will the healthy status save the day again and prevent you from dying? Short answer: yes, it will! The “fast Blood regeneration” will come again to your rescue and build a solid wall on the 1,000 “Blood” mark if you are able to maintain it for the entire duration of the process, which is nothing less than a feat. What’s more, in order to do that during the Cramps, where your “Water” consumption is tripled, you must stand still to reduce your “Water” needs and drink constantly because otherwise your losses will be way too high to recover from them without overloading your “Stomach” and throwing up, as it wasn’t enough already doing that twice. And now I bring bad news for the slow regenerators, as this time it just won’t be enough, being the firewall of yours at 333 “Blood”, and that’s already unconscious. If you cannot be awake to eat and drink to maintain your healthy status, then it is an ensured death for you. Oh, and please note that we are talking about “Blood” losses here; I didn’t even mention the “Health” ones yet. You can check those by looking at either the yellow or the orange lines in the graph, since the HP loss is practically the same as the red milliliters one and they do not regenerate unless your “Blood” is full, so… yeah. Now, I may remind you that you are not done for until your “Health” hits 0, and, as I already told you, the symptoms all reduce a percentage of your CURRENT amount per second. Do some calculations with low numbers and you’ll find out that you never actually reach absolute zero. The game constantly rounds you upwards the nearest full unit and that means that CP alone won’t kill you though the world will look like seen through a crystal covered in steam. Now, you will become the most vulnerable survivor in all DayZ by having your “Health” going back and forth around the single digit. DO NOT TAKE DAMAGE, even the slightest scratch will grant you a one-way ticket to the seashore, equipment not included. Adding that to your almost absolute incapability to aim a gun in order to defend yourself because of the blurriness, let alone see the actual threats coming, you better find a safe place and lie down, trying to be undetectable. And you’ll be like that for a long time, until you recovered all your “Blood” (in about 50 – 85 minutes assuming you are at full regen) and then you will have to go all the way back to full HP at the slowest rate in history: 1 unit per second! That’s around 83 minutes more to the list.

And you have to go through all that if you drink a Disinfectant Spray. So, do. Not. Drink. A. Disinfectant. Spray. You’ll very likely be doomed if you do that, you get it? Well, if we are all in the same page, here is the graphic abstract of Chemical Poisoning:

Major Illnesses: Severe Food Poisoning
I had a problem with this one. The Wiki does not specify anything about this, save the fact that it exists; Merino didn’t made an explanatory video, since it wasn’t yet active when he did the “sicknesses” one; and I was completely unable to get it by myself on my experiments on DayZ. See, when eating some berries, you are likely to get MFP and very rarely SFP; “very rarely” being the key words here, because they are, for now, the only way to get this particular disease. When experimenting by my own, it was not only freakin’ impossible to find berries, but also they only gave me MFP, three times, before I gave up. The third MFP in a row killed me, but I think that my character actually died of frustration. However, I found this graphic on Merino’s side files, and it is the “Blood” losses for SFP. He posted it but didn’t make a video about it because it didn’t exist back then. Here is the graphic:

For the record, I have edited this picture. I changed the words “not yet active” on the top for “berries”. Please note that it is still a very rare occurrence.

First, I will tell you what I CANNOT tell from the graph:

  • “Health” losses, if any.
  • The actual chance of getting this sickness from berries, but is must be really low.
  • Number of stages, the symptoms, tags or messages.
  • “Water” losses, if any; though I suspect there are.
  • If you actually vomit at some point.
  • Is there any cure? As a fact, I do know that Charcoal Tablets do not work against SFP, but is there any other treatment?

Now, what I can actually deduce from just looking at it:

  • Obviously, an unhealthy guy doesn’t stand a chance against SFP.
  • This graphic looks incredibly similar to the CP one, may have equivalent symptoms.
  • When healthy (AKA “fast Blood regeneration”), there seems to be a barrier between the 1,500 and 1,000 values, so being healthy will help you endure this one. This also means bad news for the one with “slow Blood regeneration”, because their no-further-line would be around 500 and 333, and that’s in the red zone.
  • The first “Blood-losing” phase(s) appear to be pretty nasty for your reserves. It (they) seem to take around 10 – 20 minutes (in conjunction, if multiple) and that’s enough to take you all the way down to your barrier.
  • There seem to be another “Blood-losing” phase after the first one(s), this time a little softer, which takes 20 – 40 minutes. I was able to determinate that it has a 0.2% current “Blood” milliliters per second rate loss since it seems to balance out at 1,500 (loosing 3 but regenerating 3, remember LFP?). Maybe this is an “Exhaustion” phase which still deals damage, like the one in CP, or a standard phase on its own, which would means that there is a harmless “Exhaustion” stage in the end, as there is no further “Blood” losses.

Of course, the things above are only deductions based on a home-made graphic (or, in other words, almost baseless) and should not be considered canonical. I’m just trying to help you, people!

Medical Equipment Reference I
This is an overview of all “Medical” items, or to put it simple: the ones that directly or indirectly heal you, directly or indirectly help reaching healing status (though food and drinks are not included) or prevents direct or indirect damage. Looks like I just pulled that out of a dictionary… For your convenience, they have being sorted alphabetically, and I didn’t include pictures since DayZ is in Alpha stage and the item appearance may change during the development (as a matter of fact, they already did that several times in past Alpha updates).

Alcohol Tincture

  • Hospitals and similar localizations; uncommon.
  • Occupy 1 inventory slot. 10 uses.
  • Can be used to clean wounds and prevent infection.
  • Make “Rags” safe to use and turns them Pristine if used on them.
  • Can give LFP (75% chance) or MFP (20% chance) if drank.
  • Currently, infections are not active and Rags are always safe, so it’s useless.

Antibiotics (Tetracycline Antibiotics)

  • Hospitals and civilian localizations; common.
  • Occupy 1 inventory slot. 6 uses.
  • Used to prevent and cure infections and other diseases.
  • Those are not yet active. Useless.


  • Hospitals and similar localizations; uncommon. Always two inside First Aid Kits.
  • Occupy 1 inventory slot. 4 uses.
  • Used to cure the “Bleeding” minor illness. You may also want to bandage a victim of Unconsciousness A before treating him / her.

Blood Bag IV

  • Must be crafted from a (Filled) Blood Bag Kit and an IV Starter Kit.
  • Occupy 2 inventory slots (1 width x 2 height). 1 use.
  • Can be used to transfuse the containing blood (1,000 units) to another survivor.
  • Can be lethal for the receiver if used inappropriately (i.e. incompatible blood).

Blood Bag Kit (Empty)

  • Hospitals and similar localizations; uncommon. May be one in a First Aid Kit.
  • Occupy 1 inventory slots. 1 use (drops transformed).
  • Can be used to extract “Blood” (1,000 units) from a donor. Cannot be used on oneself. After that, becomes a Filled Blood Bag and falls down to the floor.
  • The “Filled” version of this item is used to craft a Blood Bag IV and proceed with a blood transfusion.

Blood Test Kit

  • Hospitals and civilian localizations; rare.
  • Occupy 1 inventory slot. 1 use.
  • Can be used to learn the blood type of oneself or others, essential for not taking chances at blood transfusion (would need two of them).

Charcoal Tablets

  • Hospitals; rare. Always one inside First Aid Kits.
  • Occupy 1 inventory slot. 6 uses.
  • Can prevent LFP and MFP if eaten before spoiled food or cure them if consumed during any stage of those.
  • Cannot cure CP or SFP (and they never will, just an FYI).


  • Hospitals and similar localizations; uncommon.
  • Occupy 4 inventory slots (2 width x 2 height). Can be used as long as the battery lasts.
  • Needs a 9V Battery to work. If the battery runs out, it can be replaced by another one.
  • Can be used to cure Unconsciousness B (look at the “minor illnesses” section).
  • Can be used to set a conscious person’s “Shock” value to 5,000, causing immediate Unconsciousness B to the target. It may also kill him.
  • Before someone asks, be warned: it CANNOT revive dead people.

Disinfectant Spray

  • Civilian areas, hospitals; uncommon.
  • Occupy 2 inventory slots (1 width x 2 height). 10 uses.
  • It can disinfect wounds and items, especially IV needles.
  • It grants CP if drank.
  • Infection system not yet added, thus useless. Throw it away before someone gets himself killed.


  • Hospitals and similar localizations; rare.
  • Occupy 1 inventory slot. 1 use.
  • Same as a Defibrillator: cures Unconsciousness B, but it does have no effect on conscious players. Does NOT revive dead people either.

First Aid Kit

  • All localizations, uncommon.
  • Occupy 4 inventory slots (2 width x 2 height). Acts as a container of 6 slots.
  • Contains the following when spawning (see each item on his subsection):
    • Two sets of Bandages.
    • One Syringe.
    • One bottle of Water Purification Tablets.
    • One (Empty) Blood Bag Kit and one IV Starter Kit –OR– one Saline Bag IV.
  • The latter is selected randomly when spawning. Both options require two slots in the First Aid Kit, filling the gaps in either case.
  • The content can be sorted in any order, extracted and introduced again at will. You can store other things inside if there are spare slots, but only medical items are allowed.

Injection Vial

  • All localizations; uncommon.
  • Occupy 1 inventory slot. 1 use.
  • Should be utilized as a way to prevent diseases when used with a Syringe, but doesn’t currently work. For now, useless.

And we reached, once again, the word limit. See ya in the next part.

Medical Equipment Reference II
IV Starter Kit

  • Hospitals and similar localizations; uncommon. May be one in a First Aid Kit.
  • Occupy 1 inventory slot. 1 use (crafting only).
  • It is a crafting material used to craft a Blood Bag IV (IV Starter Kit + (Filled) Blood Bag Kit) or a Saline Bag IV (IV Starter Kit + Saline Bag). You’ll need one to make a blood transfusion.

Morphine Auto-Injector

  • All localizations; rare.
  • Occupy 1 inventory slot. 1 use.
  • Can cure the “Pain”, “Fracture” and “Broken Bones” minor illnesses.

Medical Thermometer

  • Hospitals and similar localizations; common.
  • Occupy 1 inventory slot. Infinite uses (?).
  • Can be used on oneself to check for your body temperature.
  • For the record, 36ºC (96.8ºF for our friends in the States) is the optimum temperature. Above 38ºC (100.4ºF) causes hyperthermia and below 34.5ºC (94.1ºF) is hypothermia.

Medical Splints

  • Must be crafted from Rags / Bandages and a Wooden Stick.
  • Occupy 3 inventory slots (1 width x 3 height). 1 use.
  • Can cure the “Fracture” and “Broken Bones” minor illnesses.
  • The Bandages must be at 100% available (not necessarily Pristine) to do the crafting.


  • Hospitals and similar localizations; uncommon.
  • Occupy 1 inventory slot. 6 uses.
  • Should be an alternative cure for some minor illnesses (i.e. “Pain”), but has no effect for now. Currently useless.


  • Hospitals and similar localizations; uncommon. Can be crafted from shirts.
  • Occupy 1 inventory slot. Up to 6 Rags per slot, 1 use each.
  • Same use as Bandages: cure the “Bleeding” minor illness.
  • Shirts in the ground can be torn apart into Rags (2 for standard shirts, 4 if they have pockets; any content inside them will be destroyed). Wet, Soaked or Ruined clothing cannot be crafted into Rags.
  • Non-Pristine Rags may cause infection upon use (can be cleaned by Alcohol Tincture).
  • Since the infection system has not yet being implemented, Rags and Bandages are both safe to use.

Saline Bag

  • Hospitals and similar localizations; common.
  • Occupy 2 inventory slots (1 width x 2 height). 1 use (crafting only).
  • It is a crafting material used to craft a Saline bag IV (Saline Bag + IV Starter Kit).

Saline Bag IV

  • Hospitals and similar localizations; rare. May be one in a First Aid Kit. Can be crafted from a Saline Bag and an IV Starter Kit.
  • Occupy 2 inventory slots (1 width x 2 height). 1 use.
  • Can be used to restore 500 milliliters of “Blood” to another survivor, enough to awake a player suffering from Unconsciousness A. Cannot be applied to oneself.
  • The Saline Bag IV is universal, can be applied to any recipient without caring about his blood type.


  • Hospitals and similar localizations; uncommon. Always one in a First Aid Kit.
  • Occupy 1 inventory slot. Unlimited uses (until Ruined).
  • Can be used to extract “Blood” from a player to learn their blood type with a Blood Test Kit.
  • Can be used to apply the contents of an Injection Vial into a survivor.
  • Currently, the Blood Test Kit does not require the Syringe to be run the test and the Injection Vial does not work yet. For now, useless.

Vitamin Bottle

  • All localizations; common.
  • Occupy 1 inventory slot. 12 uses.
  • Should prevent infection and be an alternative way to prevent LFP and MFP.
  • Infection is not active yet. Does not work as a preventer. Useless for now.

Water Purification Tablets

  • Hospitals and similar localizations; uncommon. Always one in a First Aid Kit.
  • Occupy 1 inventory slot. 10 uses (glitched).
  • Should purify dirty water on canteens or bottles filled from unsafe sources and grant that drinking it wouldn’t make the player sick.
  • Unsafe water sources not yet implemented. Also, there is a bug in which the whole stack of WPT is used at once instead of one tenth of it. For now, useless.
How to: Blood transfusion
Before we even start, I want to warn you that this is a complex process which sometimes is just not possible, and should only be used in extreme situations. A Saline Bag IV would be a much easier way to restore “Blood” artificially and it is, by itself, enough to cure Unconsciousness type A if the victim is no longer “Bleeding”. Even natural regeneration would be less risky and ultimately more rewarding. Be sure that the situation is an actual emergency and the patient needs an immediate “Blood” boost or otherwise he / she would die.

If you still are convinced to carry on with the blood transfusion, then have a look at the explanation picture I made for you. A graphic explanation is always easier to understand. Please note: this is not Merino’s. I made this one on Paint.

Now, I want to warn you of some things:

  • The scenario on the explanation assumes that A (the patient) is still conscious. If B (the medic) was compatible and C (optional random friendly) was not present, then A must be conscious in order to extract the blood from B, since he cannot do it himself. The blood transfusion is going to require at least two conscious survivors in order to perform Step 2, and if A is already unconscious (and that may very well the reason why he needs extra “Blood”), then an assistant (Survivor C) must be searched to complete the operation.
  • Doing the blood transfusion without caring about blood types has more or less a 43% chance of succeed (this is: that A and B, or C, are compatible without knowing their types, and all that assuming that all blood types have the same chance to appear, and that’s not the case). Seems like a high rate of blind success, but I remind you that incompatible blood types will result in a unavoidable and miserable death for A, no matter what. The patient quickly develops a disease known as “ABO Incompatibility” which makes them fall unconscious in a matter of seconds and will kill them within two or three minutes. No cure whatsoever. Will you risk your patient to that with a higher than one half chance of failure?
  • The blood type chart may seem a little confusing at first, but there are some rules of thumb that you can use (be sure to check both the letter and the sign):
    • O type can transfer to all other letters.
    • A type can transfer to A and AB.
    • B type can transfer to B and AB.
    • AB type can only transfer to other AB.
    • Negative types can transfer to both signs.
    • Positive types can only transfer to other Positives.
    • O- can transfer to all, AB+ can receive from all.
  • The latter is quite the rule of thumb. O- is what is called the “universal donor”, and his blood won’t kill anyone; however, they can only take in other O- blood. AB+ is the living opposite, the “universal recipient”: they aren’t picky, anyone’s blood is just fine for them; though they can only donate to other AB+ types. As I say on Step 1.2, finding out that you have a universal donor or recipient among you means that you won’t need to check the other person’s blood, effectively saving a Blood Test Kit.
  • The blood type doesn’t change as the character lives, meaning that you can practically skip Step 1 if you already know the blood types of the participants from past blood transfusions. However, carrying around a Blood Test Kit or two is always worth it. And consider this: every time a player dies and respawns, his / her blood type is selected randomly again (being O+ the most likely to get and AB- the rarer). You may want to check the blood type again of a recently respawn mate.
  • Steps 1, 2 and 3 don’t have to be successive. I mean, you can do Steps 1 and 2 preveniently, when you are healthy (regenerating) and with enough “Blood”, “saving” that “Blood” for emergencies. That way, you can even do a transfusion to yourself (will still require an assistant) because all blood types can receive “Blood” from their own type and this operation has a granted success even without knowing your blood type. The ideal thing would be to carry around Blood Bag IVs filled with O- blood, since those will work with anyone. They are practically Saline Bag IVs 2.0.
  • Remember that you are not “creating” extra blood for the patient, which would be the case only with Saline Bag IVs. What you are doing is taking “Blood” from someone who can do without a little bit of it and inserting it into someone who needs that ASAP. That means that the donor is losing 1,000 red milliliters, which all goes into the recipient. Restoring the missing “Blood” for both participants through natural regeneration after the transfusion is highly advisable.
  • Just an FYI, but in all processes that require interaction between two players (using the Blood Test Kit on other, extracting blood from donor, giving blood to patient) is mandtory that both participants stay idle for the entire duration of said action, since any movement from either of them will interrupt the process. The item that was being used does not dissapear and remains in the inventory of the one who was using it, though this operation can last longer that it needs to if the survivors can’t stay inmobile for a bunch of seconds.
Community Section
Just like in my FTL guide, in this one you will be able to participate as well! Post comments with new information, something that I missed or which I didn’t thought before. If it something related with an already written section, I’ll just do a minor update. But if you guys come up with something awesome, you’ll get a privilege mention in here, with full credit. Thanks for your collaboration!

sgt_rizzo330: told me about vomiting as a way to prevent a disease in progress not to go further for a while, since the “Sick” status temporarily changes from orange to green, looking like an improvement. This is, however, a glich. The current illness still develops in the background even if his orange status tag in the inventory has being overwritten by the green one of vomiting (there is only one “slot” for the “Sick” sign). Not only that, the glich I was talking about makes the orange tag fail to reappear even if you already stopped vomiting until said tag updates (i.e. the illness moved to the next stage). Vomiting does not help at all, and also gives a sense of false security.

Proletheus [Linux] said that eating Sandworms gave him some kind of LFP that didn’t include the “Febleness” phase. Gotta give that a closer look.
Edit: alright, I give up. I had the same problem here than the one I had when investigating SFP. It has been imposible for me to adquire worms to eat and check for that illness, and that considering that I tried in a low-populated high-loot 24/7-sunlight server which I use for experimentation. If someone has had the luck to get this disease, can you point it out in the comments telling me your experiences? I’ll try to match the puzzle pieces from there.

Stanley Johnson pointed out the recently implemented “temperature system”. It seems like not being properly dreesed or being in the water (or under the rain) for too long will cause your internal temperature to drop low and can ultimately cause negative effects in you, begining with a “cold” and then “freezing” tags in the inventory and on-screen messages. It’s now up to me to do some research and freeze my character to death if needed to check this out. Expect “Hyportermia” being added to the “Minor Illnesses” section soon.
He also recommended not to walk on top of a campfire. It seems that you can now start burning and you probably wouldn’t want that to happen to you.

Since I’m keeping this guide updated to the current version of DayZ when it comes to medicine / health changes in the game, I thought it would be nice to create this section so you guys can easily keep track of the new things in the guide without the need of reading it again from the top.

If there was a major change in DayZ and you don’t see the update in the Changelog, then it is very likely I didn’t notice the in-game change and it isn’t in the guide yet. Please, point it out in the comments so I can investigate it and write my conclusions in here. Thanks in advance!

Please note that additions to the Community Section are not listed in the Changelog.

  • Aug. 7, 2014 – Guide published.
  • Sep. 20, 2014 – Temperature System implemented. Adding Hypotermia to Minor Illnesses.
  • Oct. 13, 2014 – Adding Seconday Values to Bodily Storages for easier understanding of those.
  • Dec. 6, 2014 – Final thoughts on Temperature. Adding Medical Thermometer to Medical Equipment Reference. Adding Prion Disease to Major Illnesses as a placeholder until get something definitive.
  • Jan. 9, 2015 – Final thoughts on Prion Disease, and moving said affliction to the Minor Illnessessection as it is not as severe as thought. Also, minor edits on Light Food Poisoning and Medium Food Poisoning regarding Human Flesh.
More guides
As I already stated on the Introduction, this is not my first guide. I wrote one about FTL equipment some time ago and it still there for FTL players, if you want to check it out:

FTL Reference: Weapons, Drones and Augmentations

Oh, also is worth noticing that I’m done with the March of War guide I was talking about and it is uploaded on Steam for everyone to read. Mind giving it a look, MOW players?

March of War – The European Alliance Arsenal

I have recently finished a guide which explains in detail all classes and tank models in the Valkyria Chronicles game, plus some tips and strategies on my behalf. Plot spoilers have been keep to a bare minimum.

Valkyria Chronicles – A Word in Classes

Side Note: does anyone know how to put a guide link that displays the image, description and author all toguether, pretty much like the view from the guides HUB? I have seen it in other guides, but I don’t know how to do it XD. Please tell me in the comments.

Last Word
I think that, for now, this is all I have to say. Please note that DayZ is an in-development game which is still on Alpha and many things are bound to be changed or added. I’ll try to keep the guide updated, but don’t expect me to check this every day. And I’m done here. Hope you learned something new today and that you’ll stop thinking that your DayZ character will die just because someone looked you in a bad way.

Stay alive out there, friends.

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