Hunger, Thirst & Nutrition: Difference between revisions
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! style="background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;" | Effects | ! style="background-color:#272727; color:#AFACA8; font-weight:bold; text-align:left;" | Effects | ||
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| <font color="#2AA63E">'''Well Fed'''</font> || | | <font color="#2AA63E">'''Well Fed'''</font> || Satiated, but serves to inform you that you’ve eaten well and can go a good while before needing more. | ||
|- | |- | ||
| <font color="#31C950">'''Satiated'''</font> || | | <font color="#31C950">'''Satiated'''</font> || Small bonus to fatigue and resolve regeneration. | ||
|- | |- | ||
| <font color="#DAA520">'''Hungry'''</font> || Normal | | <font color="#DAA520">'''Hungry'''</font> || Normal fatigue and resolve regeneration, but servers as a warning to prioritize finding food to eat soon. | ||
|- | |- | ||
|<font color="#ff0000">'''Starving'''</font> || After some time in this state, you will gain the dying condition. Failure to address (eating food) will result in your characters death. | |<font color="#ff0000">'''Starving'''</font> || After some time in this state, you will gain the dying condition. Failure to address (eating food) will result in your characters death. | ||
Revision as of 15:07, 7 September 2025
Your character has three vital needs tracked by meters: Hunger, Thirst, and Nutrition. Additionally, they inform the game world if you are considered healthy, which helps determine your risk of falling ill when exposed to cold or other environmental hazards.
In your day to day, these values mainly affect how quickly you regain Fatigue and Resolve.
So long as you are eating and drinking enough to stay out of the red, you will recover at a normal pace.
Failing to maintain overall health increases the chance of illness, and may eventually lead to starvation or dehydration. Any of these conditions can result in the death of your character.
Unlike the old Ultima Online system, these meters are not a simple 0–100 scale. The pools are much larger and drop more slowly, we've obscured these numerical values for immersion, and so you are not punished for surviving on meager rations in a frozen hellscape. Do not panic if you are not fully in the green.
Hunger
Hunger represents the fullness value of the food you are eating, and subsequently how full your character feels after eating it. Some foods may be quite filling but offer little or even negative nutrition value, so players may have to make a choice between the short term or long term health of their character.
| Hunger Value | Effects |
|---|---|
| Well Fed | Satiated, but serves to inform you that you’ve eaten well and can go a good while before needing more. |
| Satiated | Small bonus to fatigue and resolve regeneration. |
| Hungry | Normal fatigue and resolve regeneration, but servers as a warning to prioritize finding food to eat soon. |
| Starving | After some time in this state, you will gain the dying condition. Failure to address (eating food) will result in your characters death. |
Thirst
Thirst represents the hydration of your character. Water is relatively plentiful in the form of snow, but must be melted and boiled to be potable, potentially using valuable resources to do so. Drinking non-potable water may increase the Illness level of your character. The most commonly available ways to increase your nutrition are with drinks, but so are the most common sources of Stimulants and Depressants- and your stomach can only hold so much liquid at a time.
| Thirst Value | Effects |
|---|---|
| Well Hydrated | - |
| Hydrated | Ensures normal fatigue and resolve regeneration |
| Thirsty | - |
| Very Thirsty | - |
| Dehydrated | - |
Nutrition
Nutrition measures the lasting impact of what you eat and drink. It shifts more slowly than Hunger or Thirst, but has the strongest influence on your overall condition. Nutrition greatly affects how quickly you regenerate Fatigue and Resolve, and it is a major factor in how well you recover from injuries and illness.
| Nutrition Value | Effects |
|---|---|
| Healthy | Slight bonus to fatigue and resolve |
| Adequate | Ensures normal fatigue and resolve regeneration |
| Emaciated | Reduced fatigue and resolve regeneration |
| Deficient | heightened chance of contracting illness, injury and illness recover is slowed |
| Malnourished | High chance of contracting illness, injury and illness recover is slowed significantly |
While Offline
When offline, a players satiation on these meters will deteriorate much slower than when offline, and after 3 days offline pause entirely.