Tune hunger, thirst, body temperature, carry weight and stamina, and make the food, drink and clothing that keep players alive.
Survival
With survival on, every player carries three bars on top of health and mana: hunger, thirst and body temperature. Hunger and thirst drain over time, temperature drifts toward the air around the player, and a player who lets any of them slip picks up a condition — Hungry, Cold, Dehydrated — that costs them health, stamina, speed or stats until they fix it.
This page is the full reference. For the weather and seasons that set the air temperature, see Environment and Weather Climates.
Where to Author It#
| What | Where |
|---|---|
| Turn the whole system on or off | World → Features → Survival |
| Starting vitals, drain rates, regeneration | Database → Characters → open a character → Survival tab |
| What each condition costs the player | Database → Characters → open a character → Penalties tab |
| Food and drink | Database → Items → an item of type Food or Potion / Poison → Stats tab |
| Warm or cool gear | Database → Items → an armour item → Stats tab → Survival Stats (Warmth, Heat Resist), or Database → Items → Affixes (a Warmth or Heat Resist affix) |
| Warming or cooling food and drink | Database → Items → a Food item → Stats tab → Warmth on Use |
| A character's natural warmth and carry limit | Database → Characters → Character Sheet (Base Warmth, Heat Resist, Carry) |
| Colder or hotter regions | World Config → Weather & Time → Climates → Temperature offset |
| Running costs stamina | Database → Tuning → Combat Config → Stamina |
| Where the bars sit on screen | UI Editor → Layout → Survival bars |
Setting It Up#
- Make sure Survival is on in World → Features (it is on by default).
- Open Database → Characters, open any character and go to the Survival tab. Set the starting vitals and how fast hunger and thirst drain. The Time Estimates box tells you how long a full bar lasts.
- On the Penalties tab, set what each condition does. Leave the defaults if you just want the standard feel.
- Click Save Changes. Saving a character writes its Survival and Penalties tabs as the settings for the whole world (see the gotchas).
- Author food and drink in Database → Items: pick type Food, and on the Stats tab fill in Hunger Restore and Thirst Restore.
- If your world has cold or hot regions, give those climates a Temperature offset and give players a way to fight it — Warmth / Heat Resist on armour, a Warmth affix, or a hot meal with Warmth on Use.
- Publish. The live server picks up the new survival settings on publish without a restart.
How the Bars Work#
| Bar | Range | What moves it |
|---|---|---|
| Hunger | 0–100 | Drains by Hunger Decay / sec all the time. Eating refills it. |
| Thirst | 0–100 | Drains by Thirst Decay / sec all the time. Drinking refills it. |
| Body temperature | Shown in degrees; comfortable between 35° and 65° | Drifts toward the air temperature where the player stands, closing about 2% of the gap every second — roughly two-thirds of the way in under a minute. |
| Stamina | 0 to the character's max stamina | Refills by Stamina Regen / sec once the player is out of combat. Spent by abilities with a stamina cost and, if you turn it on, by running. |
At the defaults a full hunger bar lasts about 33 minutes and a full thirst bar about 21 minutes.
The air temperature#
The air temperature a player feels is built from four parts, added together:
| Part | Values |
|---|---|
| Time of day | Night 30, Dawn 40, Morning 48, Noon 55, Afternoon 58, Dusk 45 |
| Weather | Clear 0, Cloudy −3, Fog −5, Rain −8, Storm −12, Snow −20, Blizzard −30, Sandstorm +15, Heatwave +18 |
| Season | Spring 0, Summer +12, Autumn −5, Winter −18 |
| Climate | The Temperature offset of the climate the player is standing in |
Then the player's own gear shifts it: every point of Warmth makes the air feel half a degree warmer, and every point of Heat Resist makes it feel half a degree cooler. A winter night in a snowstorm is 30 − 18 − 20 = −8°: a player with no warmth will end up Freezing.
Conditions#
A condition switches on the moment its threshold is crossed and off the moment the player recovers.
| Condition | When | Default cost |
|---|---|---|
| Hungry | Hunger below 25 | −2 attack, −1 stamina/s, 95% speed |
| Starving | Hunger at 0 | −5 attack, −3 defense, −1 HP/s, −3 stamina/s, 70% speed. Max stamina is also halved. |
| Thirsty | Thirst below 25 | −2 magic power, −1 MP/s, −1 stamina/s, 95% speed |
| Dehydrated | Thirst at 0 | −5 magic power, −3 attack, −1.5 HP/s, −2 MP/s, −4 stamina/s, 60% speed |
| Cold | Body temperature below 35° | −0.5 HP/s, −1 stamina/s, 85% speed |
| Freezing | Below 20° | −2 HP/s, −3 stamina/s, 50% speed |
| Hot | Above 65° | −0.5 HP/s, −2 stamina/s, 90% speed |
| Overheating | Above 80° | −2 HP/s, −4 stamina/s, 60% speed |
| Overweight | Carrying 80% of the character's Carry | −2 stamina/s, 75% speed |
| Encumbered | Carrying 100% of Carry or more | −5 stamina/s, 30% speed |
| Well Fed | Eating to 90+ hunger; ends below 70 | A marker only — no bonus |
| Hydrated | Drinking to 90+ thirst; ends below 70 | A marker only — no bonus |
Whenever thirst is below 25, the player's health also cannot heal past half their max HP.
Survival Tab Fields#
| Field | What it does |
|---|---|
| Starting Hunger / Starting Thirst | What a brand-new character starts with (0–100). |
| Starting Body Temp | A new character's starting temperature. 50 is comfortable. |
| Hunger Decay / sec | Hunger lost per real second. Default 0.05. 0 = hunger never drops. |
| Thirst Decay / sec | Thirst lost per real second. Default 0.08. |
| Stamina Regen / sec | Stamina regained per second out of combat. Default 5. |
| HP Regen Flat / sec and HP Regen % MaxHP / sec | Out-of-combat health regeneration: the flat amount plus that fraction of max HP (0.01 = 1%). |
| MP Regen Flat / sec and MP Regen % MaxMP / sec | The same for mana (default 1 + 2% of max MP). |
| Regen Delay (ms) | How long after the last hit before HP, MP and stamina start regenerating. Default 4000. |
The Harvesting and Misc groups on the same tab tune gathering and duels, not survival.
Penalties Tab Fields#
One row per condition. Negative numbers hurt.
| Column | What it does |
|---|---|
| HP/s, MP/s, STA/s | Health, mana and stamina gained or lost every second the condition is on. |
| Speed x | Movement speed multiplier. 1 = normal, 0.5 = half speed. Values above 1 are ignored. |
| ATK, DEF, MPOW, MRES | Flat changes to attack, defense, magic power and magic resist while the condition lasts. |
Reset penalties to defaults puts every row back to the table above.
Food and Drink Fields#
On an item's Stats tab:
| Field | Item types | What it does |
|---|---|---|
| Hunger Restore | Food, Potion / Poison | Hunger given back when used (0–100). |
| Thirst Restore | Food, Potion / Poison | Thirst given back when used (0–100). |
| Warmth on Use | Food | Body temperature change, in degrees, the moment it is eaten or drunk: a hot stew 10, an iced drink -10. Afterwards body temperature drifts back toward the weather as usual. |
| Warmth / Heat Resist | Armour | While worn: every point of Warmth makes the air feel half a degree warmer, every point of Heat Resist half a degree cooler. Adds to affixes and the character's base values. |
| HP / MP / Stamina Restore | Potion / Poison | Health, mana or stamina restored, in points or % of max. Negative values drain. |
| Granted Passives (Advanced tab) | Food, Potion / Poison | Timed passives the item grants — use these for a real "well fed" buff. |
A Food item with every restore left at 0 still works: it restores 16 + 8 × tier hunger and 4 + 2 × tier thirst. To make a meal that also heals or refills stamina, make it a Potion / Poison item instead — Food items do not show the HP, MP and stamina fields.
Gotchas#
One set of survival settings per world. The Survival and Penalties tabs appear on every character, but the world uses whichever character you saved last. Keep them identical on every character, or edit them on one character only.
Turning Survival off stops the survival parts only. Hunger and thirst stop draining, temperature stops moving, no conditions apply, and the survival bars disappear from the HUD. Natural HP, MP and stamina regeneration keep working.
Warmth and Warmth on Use share one value. An item is either worn (armour: Warmth) or used up (food: Warmth on Use). Items saved before this field was stored read 0 — open and re-save them after setting the value.
Buildings are not shelter. The engine does not treat indoors as warmer. To make an interior or a hot spring comfortable, cover it with a climate whose Temperature offset brings it into the 35–65° band.
There is no resting. Sitting or sleeping does not restore hunger or thirst. HP, MP and stamina come back on their own once the player is out of combat.
Stamina does not regenerate in combat. It waits for the same Regen Delay as health.
Running only drains stamina if you turn it on. Running Drains Stamina in Combat Config → Stamina is off by default. When on, a runner who hits 0 stamina drops to Winded Speed Multiplier (50%) until they recover to the Resume Threshold (30%).
Weather only changes temperature. A heatwave makes players hot, and heat can kill them, but it does not make thirst drain faster by itself.
Dying to survival damage respawns the player with half hunger, half thirst, half stamina and a comfortable temperature.
Survival conditions are not status effects you author. They do not appear in Database → Status Effects; the Penalties tab is where you tune them. See Status Effects.
Related: Feature Flags · Environment · Weather Climates · Items & Equipment