Medical items restore Life and can shorten an active hospital stay. These are two separate effects: healing Life alone does not mean you have been discharged.
| Item | Base Life restored | Base hospital relief | Medical cooldown added |
|---|---|---|---|
| Bandage | 10% of maximum Life | 15 minutes | 10 minutes |
| First Aid Kit | 25% of maximum Life | 30 minutes | 20 minutes |
| Medical Kit | 50% of maximum Life | 1 hour | 30 minutes |
Life restoration is based on maximum Life, with the result capped at that maximum. Hospital relief subtracts a fixed duration from the remaining stay. If it removes all remaining time, you are discharged. It does not remove jail time.
Medicine Career Mastery's Medical Training increases applicable Life healing and hospital-time relief by 25%. The table lists the base effects before that bonus.
Medical supplies share an accumulating cooldown budget. You can use another item while the current remaining budget is below two hours. The check happens before charging the item, so an allowed use can push the new total above two hours.
For example, a Medical Kit used with 110 minutes remaining adds 30 minutes, producing 140 minutes. Further medical uses are blocked until that remaining budget falls below 120 minutes. The budget drains with real time.
This pool is separate from drug and booster cooldowns. Switching between medical supplies does not create a new pool.
Use the available action in Inventory, one item at a time. Compare missing Life, remaining hospital time and the cooldown cost. Healing beyond maximum Life is lost, and relief beyond the remaining stay does not create protection against a future hospitalization.
A revive ends hospitalization without restoring Life. Medical items can address both needs, but their amounts differ. See Hospital and Reviving.
Game-item effects checked against executable code and current item migrations on 17 September 2026.