Hunger, Thirst & Nutrition
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.
These meters are built as large, slow pools with their numerical values obscured to discourage fixation on optimization. Yellow states are just reminders, not emergencies, and you need to be starving or dehydrated for hours of play before you are at risk for Death.
Focus on common-sense survival and roleplay, and you'll be fine.
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.
| Level | 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 serves 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.
| Level | Effects |
|---|---|
| Well Hydrated | Satiated, but serves to inform you can go a good while before needing another beverage. |
| Hydrated | Small bonus to fatigue and resolve regeneration. |
| Thirsty | Normal fatigue and resolve regeneration, but serves as a warning to prioritize finding hydration soon. |
| Dehydrated | After some time in this state, you will gain the dying condition. Failure to address (drinking a beverage) will result in your characters death. |
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.