Wound recovery

Real minutes
No stitches or poultices
Game hours
925.9261,851.852Applied settingsInjury Severity: Normal
Real hours
57.87115.74
Baseline infection
25%
Infection Mortality
3–12 Game hours

Incoming wound

Pristine · unpatched
Wardrobe

Tired

Fatigue → 0
6.4–19.4 Game hours

Body parts

17
Body partsOverall health loss ×Pain ×Bleeding duration ×
Left Hand0.10.50.2
Right Hand0.10.50.2
Left Forearm0.20.60.3
Right Forearm0.20.60.3
Left Upper Arm0.30.60.4
Right Upper Arm0.30.60.4
Upper Torso0.350.70.5
Lower Torso0.40.780.9
Head0.60.81
Neck0.70.81.5
Groin0.40.70.5
Left Thigh0.30.70.4
Right Thigh0.30.70.4
Left Shin0.20.60.3
Right Shin0.20.60.3
Left Foot0.20.50.2
Right Foot0.20.50.2

Health & recovery

Healing shared by injured body parts per game hour

While awake, the lowest applicable rate wins. Healing is divided evenly among injured body parts.

Awake
21.6
HungryNauseousThirsty
14.04
Very HungrySickParched
8.64
Starving to DeathDying of Thirst
0
Asleep
216
Food bonus · Eaten Food Timer > 0
+162

These stages stop all sleeping recovery, including food: Starving to DeathDying of Thirst0

Sleep ends when Overall Body Health ≤ 10.

Food bonus

When the meal leaves hunger at minimum, add to the food timer and discard fractional parts after each addition. Cooked food adds twice. Dangerous uncooked food clears the bank outside Tutorial.

Eaten Food TimerEaten Food Timer + 130 × |Unrounded food hunger points| × Eaten fraction

Eaten Food Timer11,000

Maximum after a food deposit
1.019 Game hours

Drinks add time at any hunger level, without that cap. Discard fractional parts after the addition.

Eaten Food TimerEaten Food Timer + 130 × |Consumed drink hunger (unrounded points)|

General damage per game hour

Starving to Death
3.564
Massive Blood Loss
178.2
Dying of Thirst
17.82
Fever
Food Sickness > Zombie Infection
∨ (Wound Infection Damage Factor > 0 ∧ Combined wound infection > Zombie Infection)
178.2
Poison > 10
37.8 × min(Poison / 10, 3)

Wound Infection Damage Factor > 0: Combined wound infection = min(100, 10 × Wound Infection Damage Factor × Sum of infected wound levels)

Expected damage applies only while awake, not seated or resting, outside vehicles and server fast-forward. Each eligible update has a 10% chance; 50% of damage also becomes back strain.

Very Overloaded
Overall Body Health > 75
89.1
Extremely Overloaded
Overall Body Health > 75
178.2

Poison decrease

Poison > 0

Poison
10.8 / Game hours
Satiated
+0.00015 per update
Well Fed
+0.0003 per update
Stuffed
+0.00045 per update
Full to Bursting
+0.0006 per update

Overall Body Health

Overall Body Health = 100 − min(100, Σ[(100Body-part health) × Health loss factor] + Sleeping pill damage)

Sleeping Pills · Sleeping pill damage

Each tablet adds 1 to the counter; Intoxication > 10 adds another 1.

A positive counter is checked after more than 2 Game hours. It falls by 1 only if Intoxication ≤ 10. Each dose or decay attempt restarts the clock.

Effective pill counter < 10
0
Effective pill counter = 10
40
Effective pill counter = 11
80
Effective pill counter 12
100

Food, alcohol & medicine

Food

Food effects can combine. Recovery foods and special consumables can add further effects.

Food spoilage

Dangerous uncooked.

Outside Tutorial.

Eaten Food Timer0

No zombie infection ∧ ¬Burnt

Iron GutEggs
Poison +0
Other cases
Poison +15 × Eaten fraction

Rotten

Outside Tutorial. · No zombie infection

Age used for the roll (game days)
Food age (game days) = Days Rotten
1
Food age (game days) > Days Rotten
min(5, Food age (game days)Days Rotten)
Chance of the larger poison dose
Days Rotten > Days Fresh
100 × Age used for the roll (game days) / (Days RottenDays Fresh)⌋
Other cases
100

Trait order: Iron GutWeak Stomach

Iron Gut
÷2 · round down
Weak Stomach
×2

The final chance is limited to 0–100%.

Higher dose
Poison +0.5 × |Remaining hunger points before food state modifiers| × Eaten fraction
Lower dose
Poison +0.2 × |Remaining hunger points before food state modifiers| × Eaten fraction

Poison power

Poison power > 0

Trait order: Iron GutWeak Stomach

Poison
+Poison power × Eaten fraction
Iron Gut · Except Bleach
÷2
Weak Stomach
×2
Pain
+Poison power × Eaten fraction / 6

Pain uses the original poison power; stomach traits change only the poison dose.

Tainted food

Poison
+20 × Eaten fraction
Pain
+10 × Eaten fraction / 6

Poison power and tainted food still apply during Tutorial, when burnt or with zombie infection.

Poison: 0100 · Pain: 0100

Fluids with alcohol

Hunger after consuming the food or drink determines these multipliers.

Hunger > 0.8
×1.1
Hunger > 0.6Hunger0.8
×1.25
Hunger0.6
×1

Consumed alcohol is the sum of each fluid’s litres consumed × its alcohol factor.

FluidAlcohol factorIntoxication / L · Before hunger modifiers
Rubbing Alcohol1+400
ColognePoisonous0.7+280
PerfumePoisonous0.8+320
Beer0.05+20
Brandy0.4+160
Champagne0.12+48
Cider0.04+16
Coffee Liqueur0.2+80
Curacao0.4+160
Gin0.4+160
Mead0.06+24
Port0.16+64
Rum0.4+160
Scotch0.4+160
Sherry0.15+60
Tequila0.4+160
Vermouth0.15+60
Vodka0.4+160
Whiskey0.4+160
Wine0.12+48

Intoxication: 0100

Intoxication45.36 / Game hours

Alcoholic food

Zero whole-food hunger leaves the consumed fraction unchanged. Otherwise, the hunger ratio and ×2 rescale it. Names containing “beer” or low-alcohol food multiply only intoxication by 0.25.

Whole-food hunger points ≠ 0: Adjusted consumed fraction = Eaten fraction × Remaining hunger points before food state modifiers / Whole-food hunger points × 2

Intoxication +400 × Adjusted consumed fraction

Hunger > 0.8
×1.25
Hunger > 0.6Hunger0.8
×1.1
Hunger0.6
×1

Alcohol also starts the timed fatigue, panic, unhappiness and pain effects of these medicines. Per consumed alcohol amount: sleep effect strength +0.02; beta-blocker strength +0.2.

Medicines

Another dose restarts the duration of a timed effect.

Beta Blockers

Effect duration
0.978 Game hours
Panic
4,050 / Game hours
Accumulated strength · Per dose · Intoxication10
+0.3
Accumulated strength · Per dose · Intoxication > 10
+0.15
Incoming panic
×max(0, 1 − Accumulated strength)

Panic: 0100

AsleepEffect ends

Antidepressants

Effect duration
0.978 Game hours
Initial delay
1.481 Game hours
Unhappiness
202.5 / Game hours

Unhappiness: 0100

Only a dose after the effect has ended starts the initial delay; doses during an active effect do not restart it.

Alcohol does not change this relief rate.

Sleeping Pills

Effect duration
0.978 Game hours
Accumulated strength · Per dose
+0.1
Fatigue
+11.25 × Accumulated strength / Game hours

Fatigue: 01

AsleepEffect ends

Sleeping pill damage

Painkillers

Effect duration
0.8 Game hours
Pain
157.5 / Game hours

Pain: 0100

Alcohol does not change this relief rate.

Caffeine Pills

Per dose
Fatigue · Intoxication10
-0.04
Fatigue · Intoxication > 10
-0.02
Stress
+0.01

Fatigue: 01 · Stress: 01

Status effects 26

Carry capacity

Carry capacity

Penalties add up before trait modifiers. Capacity is floored at zero and rounded down before and after trait modifiers.

Out of BreathExhausted

While aliveOverall Body Health > 0

  1. Out of Breath

    Hard to run or swing a weapon. Why not have a rest in a comfy chair?

    Endurance ≤ 0.75Endurance > 0.5
  2. High Exertion

    Can barely jog or swing a weapon.

    Endurance ≤ 0.5Endurance > 0.25
  3. Excessive Exertion

    Can barely walk or swing a weapon.

    Endurance ≤ 0.25Endurance > 0.1
  4. Exhausted

    Can barely move or swing a weapon.

    Endurance ≤ 0.1
DrowsyRidiculously Tired

While aliveOverall Body Health > 0

  1. Drowsy

    Could do with a lie-down.

    Fatigue > 0.6Fatigue ≤ 0.7
  2. Tired

    It's well past your bedtime. Growing weak with tiredness.

    Fatigue > 0.7Fatigue ≤ 0.8
  3. Very Tired

    Can barely think straight. Weak with tiredness.

    Fatigue > 0.8Fatigue ≤ 0.9
  4. Ridiculously Tired

    So weak and tired. Desperately, inhumanly tired.

    Fatigue > 0.9
PeckishStarving to Death

While aliveOverall Body Health > 0

  1. Peckish

    Could do with a bite to eat.

    Hunger > 0.15Hunger ≤ 0.25
  2. Hungry

    Could eat a horse right now. Growing weaker.

    Penalty before trait modifiers: −1

    Hunger > 0.25Hunger ≤ 0.45
  3. Very Hungry

    Weak with hunger.

    Penalty before trait modifiers: −2

    Hunger > 0.45Hunger ≤ 0.7
  4. Starving to Death

    Just a crumb, a berry, a cockroach, anything...

    Penalty before trait modifiers: −2

    Hunger > 0.7
NervousTerrified

While aliveOverall Body Health > 0

  1. Nervous

    Do your best to remain calm.

    Panic > 6Panic ≤ 30
  2. Alarmed

    Nervous and jumpy. Trembling hands.

    Panic > 30Panic ≤ 65
  3. Frightened

    Shaking all over.

    Panic > 65Panic ≤ 80
  4. Terrified

    Arggghhh!

    Panic > 80
QueasyFever

While aliveOverall Body Health > 0

max(Food Sickness, Zombie Fever, Zombie Infection) / 100 + Sickness

  1. Queasy

    Not feeling too good.

    Combined sickness > 0.25Combined sickness ≤ 0.5
  2. Nauseous

    Weak with illness.

    Penalty before trait modifiers: −1

    Combined sickness > 0.5Combined sickness ≤ 0.75
  3. Sick

    Very weak and unwell.

    Penalty before trait modifiers: −2

    Combined sickness > 0.75Combined sickness ≤ 0.9
  4. Fever

    Increasing danger of becoming rat food.

    Penalty before trait modifiers: −3

    Combined sickness > 0.9
Getting BoredExtremely Bored

While aliveOverall Body Health > 0

  1. Getting Bored

    Occupy yourself, or seek entertainment.

    Boredom > 25Boredom ≤ 50
  2. Bored

    Why does nothing interesting ever happen around here?

    Boredom > 50Boredom ≤ 75
  3. Very Bored

    Can barely take it any more. Isn't there ANYTHING fun to do?

    Boredom > 75Boredom ≤ 90
  4. Extremely Bored

    They never said the end of the world would be like this...

    Boredom > 90
SadHopeless

While aliveOverall Body Health > 0

  1. Sad

    Having a hard time lately. Seek some way to forget your troubles.

    Unhappiness > 20Unhappiness ≤ 45
  2. Weepy

    You always feel on the edge of tears. Nothing seems to go your way.

    Unhappiness > 45Unhappiness ≤ 60
  3. Miserable

    Ravaged by mourning and desperation. You're losing hope...

    Unhappiness > 60Unhappiness ≤ 80
  4. Hopeless

    What's the point in going on? Nothing good will ever happen...

    Unhappiness > 80
Minor BleedingMassive Blood Loss

While aliveOverall Body Health > 0

  1. Minor Bleeding

    Bandage required.

    Bleeding body parts = 1Neck bleeding: No
  2. Bleeding

    Weak from blood loss.

    Penalty before trait modifiers: −1

    Bleeding body parts = 2Neck bleeding: No
  3. Severe Bleeding

    Very weak from blood loss.

    Penalty before trait modifiers: −1

    Bleeding body parts = 3Neck bleeding: No
  4. Massive Blood Loss

    Death from blood loss imminent.

    Penalty before trait modifiers: −1

    Bleeding body parts ≥ 4
    Neck bleeding
MoistDrenched

While aliveOverall Body Health > 0

  1. Moist

    Slightly damp from rain, sweat, or something else...

    Wetness > 15Wetness ≤ 40
  2. Wet

    Damp from rain, sweat, or something else...

    Wetness > 40Wetness ≤ 70
  3. Soaking

    You could catch a cold.

    Wetness > 70Wetness ≤ 90
  4. Drenched

    You're going to catch a cold!

    Wetness > 90
Runny NoseNasty Cold

While aliveOverall Body Health > 0

  1. Runny Nose

    Occasional sneezing.

    Catch a Cold Strength > 20Catch a Cold Strength ≤ 40
  2. The Sniffles

    Prone to sneezing.

    Catch a Cold Strength > 40Catch a Cold Strength ≤ 60
  3. Head Cold

    Sneezing and coughing. You feel sick and slow.

    Catch a Cold Strength > 60Catch a Cold Strength ≤ 75
  4. Nasty Cold

    Continually coughing and sneezing. You'd better look after yourself.

    Catch a Cold Strength > 75
IrritatedFurious

While alive

  1. Irritated

    A bit narked off.

    Anger > 0.1Anger ≤ 0.25
  2. Annoyed

    Seriously bad mood.

    Anger > 0.25Anger ≤ 0.5
  3. Angry

    Ball of rage.

    Anger > 0.5Anger ≤ 0.75
  4. Furious

    Spoiling for a fight.

    Anger > 0.75
TenseAt Breaking Point

While alive

min(1, Stress + Stress From Nicotine Withdrawal)

  1. Tense

    On edge.

    Stress > 0.25Stress ≤ 0.5
  2. Agitated

    Racing heart. Confused thoughts.

    Stress > 0.5Stress ≤ 0.75
  3. Stressed Out

    Shaking hands. Impossible to think straight. Make it stop!

    Stress > 0.75Stress ≤ 0.9
  4. At Breaking Point

    You're at your limit! This can't go on...

    Stress > 0.9
Slightly ThirstyDying of Thirst

While alive

  1. Slightly Thirsty

    Dry mouth.

    Thirst > 0.12Thirst ≤ 0.25
  2. Thirsty

    Dehydrated.

    Penalty before trait modifiers: −1

    Thirst > 0.25Thirst ≤ 0.7
  3. Parched

    Feeling faint and dizzy.

    Penalty before trait modifiers: −2

    Thirst > 0.7Thirst ≤ 0.84
  4. Dying of Thirst

    Water... water...

    Penalty before trait modifiers: −2

    Thirst > 0.84
A Little HurtCritical Injuries

While aliveOverall Body Health > 0

  1. A Little Hurt

    Take better care of yourself.

    Overall Body Health < 80Overall Body Health ≥ 60
  2. Injured

    Weakened by injuries or illness.

    Penalty before trait modifiers: −1

    Overall Body Health < 60Overall Body Health ≥ 40
  3. Severe Injuries

    Severely weakened by injuries or illness.

    Penalty before trait modifiers: −2

    Overall Body Health < 40Overall Body Health ≥ 25
  4. Critical Injuries

    Not going gently into that good night...

    Penalty before trait modifiers: −3

    Overall Body Health < 25
Minor PainAgony

While aliveOverall Body Health > 0Evaluated every 120 updates

  1. Minor Pain

    Feeling slight pain.

    Pain > 10Pain ≤ 20
  2. Pain

    Throbbing pain. It's hard to keep focused.

    Pain > 20Pain ≤ 50
  3. Severe Pain

    The pain brings tears to your eyes. It's hard to go on.

    Pain > 50Pain ≤ 75
  4. Agony

    Searing pain shoots through your body. It's hard to even think.

    Pain > 75
Weighed DownExtremely Overloaded

While aliveOverall Body Health > 0

  1. Weighed Down

    Carrying a little too much.

    Carried weight ÷ capacity > 1Carried weight ÷ capacity < 1.25
  2. Overloaded

    Carrying too much. You're slowed by the weight.

    Carried weight ÷ capacity ≥ 1.25Carried weight ÷ capacity < 1.5
  3. Very Overloaded

    Carrying far too much. You can barely move.

    Carried weight ÷ capacity ≥ 1.5Carried weight ÷ capacity < 1.75
  4. Extremely Overloaded

    Can't take much more! You're going to hurt yourself carrying all that.

    Carried weight ÷ capacity ≥ 1.75
TipsyUtterly Shit-faced

While aliveOverall Body Health > 0

  1. Tipsy

    Downed some booze.

    Intoxication > 10Intoxication ≤ 30
  2. Inebriated

    Had one too many. Co-ordination slightly impaired.

    Intoxication > 30Intoxication ≤ 50
  3. Plastered

    Had a few too many. Co-ordination impaired.

    Intoxication > 50Intoxication ≤ 70
  4. Utterly Shit-faced

    'Iss you an' me 'gainst the wurld. I love you. I LOVE YOU.'

    Intoxication > 70
Deceased
  1. Deceased

    This is how you died. High risk of becoming rat food.

    DeadFake Infected
    DeadZombie Infection < 0.001
Zombified
  1. Zombified

    Sudden attraction to gunshots, house alarms, and human flesh.

    DeadFake Infected: NoZombie Infection ≥ 0.001
Unpleasantly HotHyperthermia

While alive

  1. Unpleasantly Hot

    Consider wearing less clothing. You feel thirstier.

    Temperature > 37.5 °CTemperature ≤ 39 °C
  2. Overheated

    Thirsty. Sweaty. Over-exposed.

    Temperature > 39 °CTemperature ≤ 40 °C
  3. Sunstruck

    Nauseous, unable to concentrate, and desperate for liquids.

    Not reached by this build’s default rules

  4. Hyperthermia

    Delirious. The heat is melting your life away. Get somewhere colder!

    Not reached by this build’s default rules

ChillyHypothermia

While alive

  1. Chilly

    It feels a bit nippy round here...

    Temperature ≥ 35 °CTemperature < 36.5 °CIntoxication ≤ 30
  2. Cold

    You need to find ways to keep warm.

    Temperature ≥ 30 °CTemperature < 35 °CIntoxication ≤ 70
  3. Freezing

    Man alive, it is SO cold.

    Temperature ≥ 25 °CTemperature < 30 °C
  4. Hypothermia

    You're going out. You may be some time.

    Temperature < 25 °C
Slight WindchillHorrific Windchill

While alive

  1. Slight Windchill

    The wind's making it feel a little colder.

    Not reached by this build’s default rules

  2. Uncomfortable Windchill

    The wind's making it feel somewhat colder.

    Wind chill > 10 °CWind chill ≤ 15 °C
  3. Freezing Windchill

    The wind's making it feel a lot colder.

    Wind chill > 15 °CWind chill ≤ 20 °C
  4. Horrific Windchill

    The wind feels like you're being stabbed with icicles.

    Wind chill > 20 °C
Restricted Movement

While aliveClears after 300 active updates

  1. Restricted Movement

    Heavy clothing, bulky bags, or large items are making you unable to sprint.

    Sprint restricted
A Little UncomfortableExtremely Uncomfortable

While aliveOverall Body Health > 0

  1. A Little Uncomfortable

    You feel a little uncomfortable.

    Discomfort ≥ 20Discomfort < 40
  2. Uncomfortable

    Your clothes, the environment, or something else is making you uncomfortable and unhappy.

    Discomfort ≥ 40Discomfort < 60
  3. Very Uncomfortable

    Your clothes, the environment, or something else is making you very uncomfortable and unhappy.

    Discomfort ≥ 60Discomfort < 80
  4. Extremely Uncomfortable

    Your clothes, the environment, or something else is making you extremely uncomfortable and unhappy.

    Discomfort ≥ 80
Bad SmellDeadly Fumes

While aliveOverall Body Health > 0

  1. Bad Smell

    Pee-ew. Something smells.

    Corpse sickness rate > 0Corpse sickness rate ≤ 0.001Corpse health impact enabledUnprotected in a toxic building: No
  2. Awful Odor

    Eurgh. Something smells awful.

    Corpse sickness rate > 0.001Corpse sickness rate ≤ 0.002Corpse health impact enabledUnprotected in a toxic building: No
  3. Overwhelming Stench

    A vile stink makes you feel ill.

    Corpse sickness rate > 0.002Corpse health impact enabledUnprotected in a toxic building: No
  4. Deadly Fumes

    You can't breathe. Get away from here!

    Unprotected in a toxic building
SatiatedFull to Bursting

While alive

  1. Satiated

    Gnawing hunger entirely absent. For now.

    Eaten Food Timer > 0Eaten Food Timer ≤ 1,600
  2. Well Fed

    Tummy full. Goodness making its way through your system.

    Eaten Food Timer > 1,600Eaten Food Timer ≤ 3,200
  3. Stuffed

    Stomach contented. You feel healthier and stronger.

    Eaten Food Timer > 3,200Eaten Food Timer ≤ 4,800
  4. Full to Bursting

    Couldn't manage another single, solitary bite.

    Eaten Food Timer > 4,800