Survival

Heroes get hungry, tired and, if they like, drunk. None of it kills you quickly, but every condition weighs on your attributes until you eat, sleep or sober up.

Hunger and fatigue

Satiety and stamina run from 100 down. You are hungry at 35 and starving at 10; fatigued at 35 and exhausted at 10. Running drains both at a base rate of 0.135 per turn. While awake and not running, including walking and waiting, the rate is 70% of that. Spending action points increases both rates; outdoor weather can increase them further.

Starting full, whileHungry afterStarving afterFatigued afterExhausted after
Idle / walking57.3 h79.4 h57.3 h79.4 h
Running40.2 h55.6 h40.2 h55.6 h
Busy, not running (all action points spent each turn)28.7 h39.8 h28.7 h39.8 h
Measured turn by turn in the game. Hours are game hours.

What conditions do

ConditionEffect
HungryOne attribute -1
StarvingEvery attribute -2
FatiguedOne attribute -1
ExhaustedEvery attribute -2
Well restedOne attribute +1
Drunk, level 11 attribute +1 and 1 −1
Drunk, level 22 attributes +1 and 2 −1
Drunk, level 33 attributes +1 and 3 −1
Drunk, level 44 attributes +1 and 4 −1
Where one attribute is affected, which one is chosen at random.

Sleep

You can sleep outside towns, in your own home, or in any tavern for free, with no room rental. Other town areas do not allow sleeping.

Sleeping restores 10 stamina an hour (20 in your own home, where you can sleep past 100 to “well rested”, up to 130). Health and mana come back 2× faster (4× at home), you get hungry at 25% of the base running rate and sober up 4× faster. Enemies nearby can interrupt your sleep.

Sleep for a set number of hours, or choose “Sleep until Healed” (wake at full health, at most 12 hours) or “Sleep until Rested” (wake at full stamina, or well rested at home).

Drinking

Every 20 points of intoxication is one level of drunkenness. Each level gives one of Strength, Constitution or Charisma +1 and takes one of Dexterity, Intelligence or Wisdom −1. You sober up 0.5 per turn: from as drunk as you can get, about 16.5 hours. See Food and drink for how many drinks it takes.

Carrying

Strength3456789101112
Capacity260280300320340360380400420440
At 85% of capacity you can no longer run; at 115% you can no longer walk.

Difficulty

DifficultyEnemy damage
Easy50%
Normal75%
Hard100%
Insane125%
On top of this the hero always takes 50% of incoming damage.

Diseases

Some creatures carry disease. Each of their hits has a chance of passing it on equal to their level in 700. A disease lasts until a priest cures it or you cast a curing spell.

DiseaseEffectCarried byPriest’s cure
Aether MaladyStrength -2Giant Spider500
Fairy DementiaDexterity -2Brown Bear500
Morphing AnemiaHealth Regeneration -100%ArchLich500
Pandora BlightAction Speed -20%Wyvern500
Totemic BurnMovement Speed -40%Infected Zombie500
Void HazeMana Regeneration -50%Ettercap500

How it works

Regeneration

Every turn you regain 2% of your maximum health and mana, adjusted by your race in light and darkness. Health doesn’t regenerate while something is damaging you over time.

Automatic food and potions

Successful automatic eating and drinking are marked (auto) in the log. The entry names the food or the potion and its tier. Blocked attempts do not report consumption, and manual use has no automatic label.