100 Days at Sea Medkit — the Item, Not the Revive
A Medkit is the revive item. This page is every verified way to get one. The knock-down rules, the bleed-out timer, and what a failed revive costs live on their own page.
What a Medkit is for
Medkits are not general healing in this game — they are the revive item. Player footage settles that picking a downed teammate back up runs on a Medkit, with bandages left for topping yourself off. Creators demonstrating revives on camera give the same answer: buy a Medkit for the revive, a bandage for yourself. Independent corroboration is grim: a crew's run ending with "couldn't find a Medkit anymore, so we just escaped."
The "just walk over and interact, no item" version circulates only on text sites — including one whose boss lists and recipes are demonstrably invented — and no "defibrillator" appears in any player content.
Two details stay open, and we are not going to fill them in. Whether picking up a downed teammate consumes the Medkit is still unverified. How long the bleed-out timer runs has no published number. We checked the official Roblox badge list and not one badge mentions reviving, medkits or downed players. Those rules — and the prevention playbook for solo — live on the how to revive page. This page is the item.
All five verified sources
Starts every run with one Medkit, plus faster health regeneration. At level 2 it gains a Bandage. It is not a strong combat class; it is insurance. At the same 50-Pearl price, Survivor is the class tier lists tell you not to buy.
Player footage of revives shows buying a Medkit for the revive and a bandage for self-healing — travelling merchants sell both. The named vendor is Mukumuku Market: it appears as a map icon, and you sail over when you see it. Coins are what you spend there, which makes Coins a health currency in practice. No trusted source has published the Medkit's Coin price.
The Cargo Ship is enterable, and its container holds carry some of the best mid-run loot, including up to two Medkits per ship. That is up to two revives from one stop. Opening the doors is a famous unsolved puzzle — the door route stays unverified. File this as a mid-run errand, not a Day-1 sail.
A confirmed boss worth hunting for supplies: it drops a Medkit on defeat, and another spawns under the benches near its arena. Loot the benches too. In a game where a knock-down without a Medkit can end a run, a Snorflord detour is worth more than the fight costs.
The newest verified source. Players report earning extra Medkits here. It is the fifth source, added after the four that the items page still summarises in a single line.
How the sources differ in practice
Medic is the only source you can lock in before a run starts. It costs 50 Pearls in the class shop — the same band as Survivor, and the one you should actually spend. It is a one-note kit: you spawn holding the item a revive needs. That matters most in co-op; solo, a knock-down with nobody to use the Medkit on you still ends the run, which is why the revive page treats Medic as insurance rather than a solo plan.
Mukumuku Market is the repeatable buy. Sail when the icon appears. Coins are the currency; the vendor's other stock is not documented here beyond Medkits. Travelling merchants are the other half of that merchant source — they are who player footage shows selling the Medkit/bandage pair.
The Cargo Ship is the high-value loot stop: up to two Medkits per ship among the container loot, which is why islands coverage files it as the most valuable non-boss stop on the map. Go mid-run, once you can absorb a knock-down. Do not leave a dead Bonfire behind you while you board.
Snorflord is the hunt. The bosses page calls it the Medkit piñata: one on defeat, one under the benches near its arena. Treasure Island is the newest pin on the list, from July 2026 player footage — real enough to count, thin enough that we do not pretend to have a drop table for it.
Related items, so the Medkit stays the Medkit
- Bandage — the light heal. The Penguin companion (5% chest roll) prints one every 220 seconds.
- Chef— 150 Pearls. Spawns a Burger Stand that produces Healing Burgers. Pro Game Guides' class tier list calls it some of the best healing in the game. That is self-heal, not a revive.
- Coins — spent at Mukumuku Market, which sells Medkits. Not Pearls, not Doubloons.
FAQ
Where do I get a Medkit in 100 Days At Sea?
Five verified sources: the Medic class (50 Pearls — starts with one), travelling merchants / the Mukumuku Market vendor, the containers aboard the Cargo Ship (up to two), the Snorflord boss (drops one, plus one under the benches near its arena), and Treasure Island per recent player footage.
Do I need a Medkit to revive someone?
Player footage says yes. Creators demonstrating revives on camera consistently show buying a Medkit for the revive and a bandage for self-healing — one crew's run even ended because they couldn't find another Medkit. The revive rules live on their own page.
Does using a Medkit to revive consume it?
Whether the interaction consumes the Medkit is still unverified. Player footage settles that you buy one for the revive; it doesn't show what the item does afterwards.
Is a Medkit the same as a Bandage?
No. Medkits are the revive item. Bandages are the light heal you use on yourself — travelling merchants sell both, and the Penguin companion prints a Bandage every 220 seconds. Do not spend a Medkit as a snack.
How many Medkits are on the Cargo Ship?
Up to two per ship among the container loot. That is why a single Cargo Ship is worth boarding once you can absorb a knock-down.
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