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DayZ Wiki

Note: this page covers the Mod version of DayZ; for information on the Standalone, see Survival.



Note: this page covers the Mod version of DayZ; for information on the Standalone, see Survival.

Blood is essentially the health of a player. Blood begins at 12000 units for a newly spawned player. If a player's blood reaches 0, they will die.

Blood Levels[]

As a player's blood level decreases, color saturation decreases proportionally. Complete saturation loss usually occurs around 4000 to 3000 blood. At this point a player will occasionally shake, and a player character's heartbeat may be heard by the player. Hearing becomes impaired as blood loss increases as well. At less than 3000 blood, a player will start to randomly fall Unconscious.

If a player's blood level reaches 0 or below, a player will die.

Effects of Blood Loss[]

  • = 12000 - Max Blood
  • < 12000 - Proportional loss of saturation and hearing to blood loss
  • < 9000 - Susceptible to 'knock out' upon being struck by zombies
  • < 3000 - May fall Unconscious. There is a 1% chance of this happening every second.
  • < 2000 - Near-total loss of saturation, blurred vision, and severe loss of hearing
  • ≤ 0 - Death


See: Bleeding

Bleeding needs to be stopped with a Bandage, or will cause the player to fall unconscious and eventually die. Bandaging is occasionally unnecessary, as bleeding will sometimes stop on its own. This effect appears to occur more often for lower levels of blood loss.


Sepsis is a particularly lethal infection for players who contract it; it becomes progressively worse as time passes.

There are three stages to Sepsis, based on blood percentage & damage done by all Zed attacks.

Stage 1: The first 15 minutes

  • You cannot pass the infection to others
  • You do not take blood damage
  • You have a warning blood icon to show infection

Stage 2: 15 minutes - 22.5 minutes

  • You cannot pass the infection on
  • You lose 1 blood per second
  • You have the normal blood loss icon

Stage 3: 22.5 minutes to 30 minutes

  • You cannot pass the infection to others
  • You lose 2 blood per second
  • Normal blood loss icon

After 30 minutes you become fully infected, you can transmit the infection to others, you lose 3 blood per second and your screen will shake. On disconnect you will become infected.

A Sepsis Bandage is used to help prevent bleeding from this condition. Anti-biotics are required to cure.

Regaining Blood[]

To regain blood a player can either Not get hit for some time, rest at a Tent, eat Meat or use Blood Bags. Although in the past 200 blood was re-gained by eating canned goods, This was removed in patch 1.8.1. This was replaced by Blood regenerating over time, at 1.5 blood every second unless the player is Sick.

  • Blood Bags restore a player's blood level to the maximum of 12000. Another player is required to apply the blood bag. Blood bags may not be used by a player to restore their own blood level unless they are self-created. It takes around ten seconds to apply a blood bag, and both players must remain stationary.

As of 1.8.1, The blood bag System is now more like the Standalone's. Most players will have different blood types, and Giving them the wrong type may kill them. Blood type can be confirmed by the use of a Blood Test Kit. Players can now also put up to 4k of their own blood into Empty blood bags for use later or on other survivors.


When low on blood, it is recommended that a player retreat into the woods. While there are fewer zombies here, there are also animals that provide meat. As long as a player has the tools necessary to kill, gut, and cook the animal, a player can acquire a fair amount of food, and therefore, blood, without running the risk of going into residential areas. Animals are more commonly seen wandering fields, but may also be found along tree lines. To kill, gut, and cook an animal, a player will need:

  • Any weapon (melee weapons may be used, as animals other than rabbits do not run away from players) to kill the animal
  • A Hunting Knife is needed to gut animals, which creates the appropriate Raw Meat in the animal's loot menu, which may then be gathered. The process of gutting takes around five seconds to complete.
  • A Hatchet is needed to harvest wood. Wood is harvested by standing next to a tree in an appropriate forest and using the menu from right-clicking a hatchet in a player's inventory. Harvesting takes around five seconds to complete.
  • A Box of Matches is needed to make a fireplace and to light a fire.

A Wood Pile must be in a player's inventory in order to build a fireplace. You can obtain wood with a Hatchet. Right clicking a Box of Matches will bring up a menu containing the 'Make Fireplace' option. Making a fireplace consumes a wood pile, but not a box of matches. Once a fireplace is built, a player may interact with the fireplace using the context menu (default scroll wheel) and, using the option 'Light Fire', light the fire. If a player has any Mod:Raw Meat in their main inventory, using the context menu with a lit fireplace and selecting the option 'Cook Meat' will cook all available raw meat in the players inventory over a period of several seconds. the following is a list of eat types.

  • Rabbit: 400 blood (1 Raw Rabbit Meat per animal)
  • Cow: 100 blood (6 Raw Beef per animal)
  • Wild Boar: 150 blood (4 Raw Bacon per animal)
  • Sheep: 100 blood (4 Raw Mutton per animal)
  • Chicken: 100 blood (2 Raw Chicken Legs per animal)
Note: Eating raw meat carries the risk of acquiring an Infection, which may be cured using Antibiotics.
  • Rabbit: 1600 blood (1 Cooked Rabbit Meat per animal)
  • Beef: 600 blood (6 Beefsteaks per animal)
  • Bacon: 400 blood (4 Cooked Bacon per animal)
  • Mutton: 400 blood (4 Cooked Mutton per animal)
  • Chicken: 400 blood (2 Cooked Chicken Legs per animal)

Hunger and Thirst[]

If a player becomes too hungry or too thirsty, their blood will begin to drain at a rate of 20 units per second. This will continue until a player bleeds out and dies. The respective part of the HUD will provide a flashing red indicator if a player is dying of hunger or thirst.


Note: this page covers the Mod version of DayZ; for information on the Standalone, see Survival.

Your body temperature determines how easy it is to get Infections, and if very low you will recieve the status effect Cold. Common temperature while day + running is 42°C (yes, so high, but still normal), while night is 35°C.

Like the other HUD icons, the temperature icon will begin to blink when nearing a critical state. When this happens, the player should try to increase their temperature as quickly as possible or face the possibility of obtaining a cold or infection.

You increase your body temperature by:

  • Moving (very slow, faster movement speed will neutralise loss)
  • Remaining inside buildings (slow)
  • Staying in the sunshine (slow - moderate based on time of day)

Your body temperature will decrease when:

  • You are outdoors at night (slow)
  • You are outdoors in a rain storm (fast)
  • You are outdoors in a windy environment (slow)
  • You are immersed in water (Very fast)

Survival Tactics[]

Perhaps the best feature of DayZ is the ability to choose any strategy for survival -- players are free to do anything they wish. Newly spawned players are immediately faced with a number of challenges:

  • Finding food and drink. You will become hungry and thirsty fairly quickly, so having a canteen and a few cans of beans and soda is critical for long-term survival.
  • Finding a weapon and ammunition.
  • Finding a backpack.

This page describes a few common strategies for solving these problems.

Hiding in the Forest[]

The forest strategy involves avoiding cities and towns, and heading directly into the interior of the map. The most immediate benefit of this is avoiding the kill-zones that are the major coastal cities. However, even the smaller towns can be very treacherous to lone players due to their large number of zombies. Avoidance can be a successful strategy for new players, allowing them a little breathing room to become comfortable with the quirky Arma II engine.

  • As soon as you spawn, look for a way to enter the forest. Skirt far around buildings if possible. If you spawn in a city, stick to the beach until you have a clear path to the forest.
  • Once you have reached relative safety, locate yourself on a map and look for nearest barn. Barns are ideal places to find hatchets, entry-level weapons, and the occasional can of beans or soda. And unlike towns, they are usually patrolled by only two or three zombies. Be aware that zombies are commonly inside the barn as well -- you can usually hear them when you get close. If you are spotted (and have some kind of weapon), you can sprint to the highest floor of the barn, which should give you ample time to target them as they approach.
  • Deer stands are common throughout Chernarus, where you can often find food, drink, ammunition, and even military weapons. Deer stands are usually patrolled by two or three zombies, and should be approached with caution. You will also be clearly visible to nearby players, so speed is advisable.
  • Although beans, soda, and larger packs can be found in barns and deer stands, it may occasionally be necessary to stock up on supplies at a supermarket. Choose a place where the market is on the edge of town, and be sure to carefully plan your approach. Then get in, get your loot, and get out (see [[Mod:#Sneak and Search|Sneak and Search]]).

Sneak and Search[]

This is probably the most common survival strategy, involving carefully approaching, searching, and retreating from towns and cities. It requires skill and experience in route planning, avoiding zombies, and locating loot. Familiarity with the target city or town is a big advantage.

  • Careful route planning and situational awareness are critical. Try to always know where the nearby zombies are and which direction they are moving. Adapt your route to take advantage of the zombie movements.
  • You may need to pause while nearby zombies pass, but in general it is a good idea to keep moving as much as possible.
  • Know what you are looking for and which buildings are likely to have it. This will let you spend as little time as possible in the danger zone.
  • After some practice you will develop a sense for how zombies move and react, when you should crawl or crouch, and how to circle away from them.
  • You are less visible to zombies when you are in bushes, tall grass, or beside a building's wall. You are also less visible in the dark and are less likely to be heard during a storm.
  • When things go wrong (and they often do), be prepared to instantly shift into [[Mod:#Sprint and Grab|Sprint and Grab]] and [[Mod:#Losing Zombies|Losing Zombies]] mode.

Sprint and Grab[]

The Sprint and Grab tactic completely dispenses with stealth, and takes advantage of the fact that it is relatively easy to lose zombies in the city. It involves sprinting to a known loot location, quickly grabbing items, and sprinting away. Even with a pack of zombies at your heels you may have time to quickly stop and pick up a few items. Keep in mind the following points:

  • Sprint and Grab tends to work best in the big cities due to the abundance of large buildings with multiple exits
  • If you are being chased, avoid running into buildings that have only one exit
  • Exposure to sniper fire will be high. Keep moving, stay close to the sides of buildings, and if you hear nearby gunfire then zig-zag away around corners
  • This is a high-risk strategy at the best of times, and probably only worthwhile for newly-spawned players who need to gear up quickly.
  • When you have successfully retrieved your loot, you may need to lose any zombies that are chasing you. See [[Mod:#Losing Zombies|Losing Zombies]].

Direct Assault[]

This is an aggressive strategy best done by large groups of well-armed players. It involves directly approaching a town or city, working as a team to defend against attackers, and systematically looting buildings.

  • The odds of success increase the more you are able to work together as a team. Assign a role to each player, such as point man, looter, sentry, etc.
  • Try to remain organized and disciplined even after the fighting starts
  • Be aware that even small towns can spawn large numbers of zombies, and even large well-armed teams can easily be overrun.
  • Military tactics may be worth learning and implementing


Although some frown upon it, banditry is a valid survival strategy in DayZ. In many cases, taking what someone has already collected is quicker and safer than collecting it yourself.

  • Banditry is by nature a high-risk endeavor, not recommended for beginners. This is especially true if your potential victim is better armed. The better armed they are, the more experienced they probably are as well.
  • Many players will hunt bandits mercilessly. Some will remember your name, and may pass it to their friends and clans.
  • Beware. Some servers allow for map waypoints to be seen on every map ingame. This allows players to mark locations on Mod:Map that everyone else will be able to see. This can be a good way to keep track of other players in the game to hunt them down, but they may mark your position for all to see. Keep on the move.
  • Many players have companions that you may not always see, and who will gleefully exact vengeance upon you.
  • Speed and surprise are the key. Move fast, loot fast, and leave fast.
  • Even if you are peaceful and friendly, understand that the risk and conflict of PvP adds a critical dimension to DayZ, and is an important part of what keeps the game interesting.
  • Another tactic, commonly used is to take cover in a well known sniping position and wait for a sniper to come along. This may net you a decent sniper rifle as well as other useful supplies. However, this requires lots of patience, so don't do it if you have a time limit.

Losing Zombies[]

As every new player has discovered, zombies will chase you relentlessly, never slowing down or giving up. They will stop chasing if you get far enough ahead, but that is difficult to achieve since they can sprint faster than you can. It is possible for them to chase you endlessly until you drop from hunger or thirst. However, there are multiple ways to get rid of them:

  • Zombies operate based on hearing and line-of-sight (LOS), which means they will continue chasing you as long as they can see or hear you. As soon as LOS is broken, however, they will stop and enter search mode, where they wander for a while around the location where they lost you. Breaking LOS is most easily done in a town or city by running around corners. In the countryside it is more difficult, but not impossible, to break LOS by running zigzag between bushes or trees and going prone and crawling away as soon as the zombies lose sight, in order to avoid their attempts to rediscover you.
  • Currently zombies are forced to walk, rather than run, while inside buildings (this may be fixed in future updates). Therefore, simply running through a building may slow them down enough to break LOS. Take care not to find yourself cornered in a small building with only one exit.
  • Zombies cannot run up very steep slopes. It is possible to gain distance and eventually break LOS by running diagonally up a slope at the steepest angle where you can keep running.
  • Zombies always avoid going above water, making docks and wharves ideal places to lose them. Simply run out onto a wharf and wait. The zombies will eventually enter the water and swim toward you, at which point you can sprint off the dock and escape. Note that if you wait too long on the dock, they can climb up or attack you from the water below. Also, there is risk of losing items from your inventory if you are in the water.
  • If you're working in a group or with a friend, you can save them from a chasing group of zombies by getting some distance and then throwing a smoke grenade into the the mix of running zombies and fleeing survivor, this often distracts the zombies enough for your team-mate to get some distance. This is very useful when there are no buildings or trees to break line of sight.

When you spot another player[]

Interactions with other players provide the fundamental conflict and challenge of DayZ. Human nature has rarely been so on display in a game. Assuming you aren't looking for trouble, the following ideas may be helpful:

  • Make sure you are in direct communication mode, preferably with a microphone. This allows you to speak directly to nearby players by speaking into your mic while pressing the VOIP key (default: left Caps Lock), and is important because even otherwise friendly players may assume you are hostile if you do not respond to them. Note: be careful never to VOIP while in global or side channels!
  • If you have not yet been spotted, you have the choice of making contact or not. What you decide to do depends on your mood, risk-aversion, and style of play. Be aware that players are unpredictable and making contact can be extremely risky. However it can also be extremely rewarding, so don't be too afraid to experiment. [E.g.

A)I played with someone for 2 months and he'd been in my base lots but when I had a VSD and an LAR he betrayed me, blocked me then dismantled my base. B) I start talking to someone in game, I play with em for an hour, I learn stuff, get food, get given a gun then one day he overnight-amazon'd me $50 worth of oatmeal, cereal and ramen noodles. Never met this guy, barely talked and he helped me in real life!]

  • If you have been spotted, your choices are more limited. You can VOIP "FRIENDLY!" at them and hope they reciprocate, or you can retreat. Lowering your weapon (and not pointing it at them) is one way to show your good intentions. Some players also salute. Whatever you decide to do, be alert and prepared for possible trouble.
  • If you receive no response, or are being shot at, you have even fewer options. Depending on your gear and temperament you may decide to either preemptively attack, defend, or retreat. Note that the DayZ community does not consider killing in self-defense to be murder or banditry, even though it will show up as a murder in your debug stats.
  • Many players simply stick with the rule "Trust no one, except your close friends." Because often times you will be killed even after you shout friendly, mostly due to the fact that the other player knows you can easily kill them when their back is turned.
  • When working with another trusted friend or in a group, making contact with an unknown player is still risky. The trick is to send only one group member to make contact and the rest of the team to watch what happens from hiding. If things turn sour, the worst case scenario is that you loose one team member before getting revenge on the unsuspecting murderer. Simply split the loot from the two dead players between your team, and work out a meeting point for your dead team-mate as soon as they re spawn.

However, if you are looking to be a bandit, just shoot them. Don't even fake it, just shoot them, because if they have friends nearby, they will come and get you.

High North[]

This strategy involves hiding in the northernmost part of the map. You must collect food stocks from cities and then stockpile. A vehicle aids in this greatly. You will need tents and hunting supplies. (Click here on hunting info. [1])

Once you have stockpiled, head for the airfields on your way north with your items. This will make self defense much easier, however, the airfield is usually crawling with zombies and bandits. You may also travel to the north-west where the player population is very low.

Backstabber Bandit[]

You know those people you see sometimes in the chat asking if anyone wants to group? Well this is for them. Reply to them curtly and ask where to meet. Then you gain their trust and just loot up with them. Go to Hunting Huts, Elektrozovadosk Fire Stations, etc., and wait until you have susceptible loot, or even better, a car! Then when the time is right, strike. Shoot them in the face (NOTE: As ARMA 2 is always going to be a bit dodgy with gunfights, make it multiple shots, just to ensure they're extra dead).

The largest downside of this however, is that the person/people will then promptly bitch over Side about you, and then will be after you, or a posse` may be inadvertently formed to get you.