Medkits

HP Value: 30
Heals: 5 HP/Second

Medkit Fixes:
- None

HP Value: 60
Heals: 12 HP/Second

Medkit Fixes:
- None

HP Value: 90
Heals: 6 HP/Second

Medkit Fixes:
- None

HP Value: 220
Heals: 20 HP/Second

Medkit Fixes:
- None

HP Value: 350
Heals: 20 HP/Second

Medkit Fixes:
- Wound (Bleeding) for 25 Durability

HP Value: 800
Heals: 30 HP/Second

Medkit Fixes:
- Wound (Bleeding) for 25 Durability

Buffs:
- Painkiller 60s

Painkillers

Uses: 1

Duration: 200 Seconds

Description:
Removes the visual and in-game effects of pain and fractures.

Uses: 3

Duration: 240 Seconds

Description:
Removes the visual and in-game effects of pain and fractures.

Uses: 5

Duration: 360 Seconds

Description:
Removes the visual and in-game effects of pain and fractures.

Surgical Kits

Uses: 2
Duration: 10 Seconds

Description:
Removes all de-buffs on one body part with up to 2 uses.

Uses: 4
Duration: 7 Seconds

Description:
Removes all de-buffs on one body part with up to 4 uses.

Uses: 7
Duration: 5 Seconds

Description:
Removes all de-buffs on one body part with up to 7 uses.

Injectors

Stamina Stimulants

Uses: 1

Buffs:
- Stamina Capacity Boost

Description:
An injector that can effectively enhance muscular endurance and increase max stamina for 120s.

Uses: 1

Buffs:
- Increased Max Stamina
- Increased Stamina Recovery Speed

Description:
Increases max stamina and stamina recovery speed for 180s.

Uses: 1

Buffs:
- Increased Max Stamina
- Increased Stamina Recovery Speed

Description:
Increases max stamina and stamina recovery speed for 300s.

Uses: 1

Buffs:
- Fully replenishes lost stamina

Description:
a single-dose injector used in emergencies to quickly recover significant stamina.

Perception Stimulants

Uses: 1

Buffs:
- Hearing Range Increase

Description:
Boosts hearing range for 180s.

Uses: 1

Buffs:
- Hearing Range Increase

Description:
Boosts hearing range for 300s.

Load Capacity Stimulants

Uses: 1

Buffs:
- Increased Carry Weight Capacity

Description:
Increases load capacity for 180s.

Uses: 1

Buffs:
- Increased Carry Weight Capacity

Description:
Increases load capacity for 300s.

Medicine FAQ:

  • How do I heal?
    To restore HP to one of your limbs, hold down the "5" key on your keyboard. This will display a action wheel to heal your player. Once you select a medical item to use, it will begin the animation and use the item you selected. Once a medical items resources reach 0, you will no longer be able to use it and it will disappear form your inventory.
  • Can I find medical items in raid easily?
    Medical items in Delta Force are not impossible to find in raid. You may get lucky when looting and find the medkit you need; however, it is not ideal to rely on. It's best to bring a backup medkit if you think you may run out of medical supplies.
  • Should I be healing mid-fight? If not, when?
    Healing in the middle of an active engagement can be extremely dangerous, but also necessary. Only use a medkit in a close-range fight if it is absolutely necessary. If you are involved in an engagement at range, you should be safe to use a medkit.
  • Is it ok to not be full HP after an engagement?
    Short answer, yes. When outside of an active engagement, you should prioritize healing over looting, unless you need to GTFO. As long as you don't have any active HP or movement draining statuses, you should be safe to leave the area. Just remember that if you are 75% HP or below, you are in no condition to engage in a new firefight. So choose your battles carefully and always try to remain full HP.
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The Delta Force Handbook is designed to be an all in one Delta Force guide containing updates, resources, and more- all for your second monitor.

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