Fatigue
Fatigue builds through activity, reduces recoverable Energy, and at higher stages increases fumbles, backfires and cooldowns. Sleep, Rest Mode and specific supplies reduce it; Exhaustion also threatens Max Health and can make you fall asleep.
Contents
What to do about high Fatigue
Sleep when a bed is available. Otherwise, rest somewhere safe or use supplies that explicitly reduce Fatigue. Restoring current Energy alone does not remove the recovery cap caused by Fatigue.
| Situation | Action | Watch out |
|---|---|---|
| A bed is available | Sleep; recovery depends on the bed and its conditions. | Taverns, camps and the caravan recover at different rates; see below. |
| No bed for now, but the area is safe | Rest Mode reduces Fatigue by 0.01 pp per turn. | Slow recovery; Hunger and Thirst increase faster. |
| Need relief from supplies | Use the food and herb table below. | Distinguish immediate recovery, recovery over time and Fatigue Resistance. |
| Already Exhausted | End the expedition and recover as soon as possible. | Besides attribute penalties, there is a Max Health penalty and a risk of falling asleep. |
The three Fatigue stages
These are the default thresholds. Stages replace one another: do not add all three penalties together. Percentage points modify the named attribute; the cooldown column means longer cooldowns.
Austerity raises each stage threshold by 5 pp; Wild Hunt adds floor(level × 0.33) pp. Raising thresholds does not remove existing Fatigue.
| Status | Default range | Fumble Chance | Backfire Chance | Energy Restoration | Cooldowns Duration |
|---|---|---|---|---|---|
| Fatigue | 25% ≤ Fatigue < 50% | +5 pp | +5 pp | -5 pp | +10% |
| Severe Fatigue | 50% ≤ Fatigue < 75% | +15 pp | +15 pp | -20 pp | +20% |
| Exhaustion | Fatigue ≥ 75% | +25 pp | +25 pp | -50 pp | +50% |
Why Energy will not refill
Each 1 pp of Fatigue lowers the Max Energy Threshold by 0.5 pp. This is continuous, so it already applies before the first status threshold. It caps recoverable Energy rather than changing the character's underlying Max Energy.
The example below assumes 100 Max Energy and no other threshold modifiers. After Fatigue decreases, current Energy still needs to recover: removing Fatigue does not instantly refill it.
| Fatigue | Max Energy Threshold | Example: 100 Max Energy |
|---|---|---|
| 0% | 100% | 100 points |
| 25% | 87.5% | 87.5 points |
| 50% | 75% | 75 points |
| 75% | 62.5% | 62.5 points |
| 100% | 50% | 50 points |
Supplies and Fatigue
These are selected items with explicit Fatigue effects, plus a counterexample that increases it; this is not a complete food list. Values are for one use and one ongoing effect, showing only Fatigue-related effects.
| Item | Fatigue effect | Duration | Distinctions and costs |
|---|---|---|---|
| Gulon Liver in Apples | Immediately reduces Fatigue by 7 pp | Immediate | Removes existing Fatigue, rather than only restoring current Energy. |
| Truffled Steak | Immediately reduces Fatigue by 7 pp | Immediate | Removes existing Fatigue, rather than only restoring current Energy. |
| Dragon Fruit | Reduces Fatigue by 0.1 pp per turn | 30 turns | Recovery happens over time, not as an immediate lump reduction. Up to 3 stacks of the ongoing effect. |
| Thyme | Reduces Fatigue by 0.02 pp per turn | 60 turns | Also grants +3 pp Fatigue Resistance for the duration, reducing future action-based gain while slowly removing existing Fatigue. Up to 3 stacks of the ongoing effect. |
| Antitoxin | Increases Fatigue by 0.1 pp per turn | 30 turns | Counterexample: adds Fatigue; do not use it as a fatigue remedy. |
How much sleep and rest recover
Sleep restores a base 3.6 pp per hour, multiplied by the bed's recovery factor. The table assumes no Nightmares; Nightmares halve these Fatigue recovery amounts.
Learning Make a Halt adds 0.25 to the recovery multiplier for camp beds and bedrolls, an extra 0.9 pp per hour. Each of the two further caravan tent upgrades adds 1.8 pp per hour.
Rest Mode is measured in turns, not sleep hours: 0.01 pp per turn, or 1 pp from this effect over 100 turns. Other Fatigue effects can apply at the same time.
| Sleeping place | Fatigue removed per hour |
|---|---|
| Tavern bed (default multiplier) | 5.4 pp |
| Camp bed or bedroll | 3.6 pp |
| Caravan tent: before further upgrades | 1.8 pp |
Actions that build Fatigue
The baseline table assumes 100 Max Energy and 0 Fatigue Resistance. Actual action gain = baseline × (100 ÷ Max Energy) × (1 − Fatigue Resistance ÷ 100). Higher Max Energy and Fatigue Resistance reduce these action-based gains.
Normal skills and spells have a baseline of final Energy cost × 0.025. A spell that backfires calculates with -100 Fatigue Resistance instead of the normal successful-cast gain. This special calculation does not refer to physical fumbles.
Immediate food effects, ongoing Fatigue changes, Rest Mode and sleep change Fatigue directly; they do not use the Max Energy and resistance scaling above.
| Action | Baseline gain per action |
|---|---|
| Move one tile: footwear equipped | +0.005 pp |
| Move one tile: no footwear | +0.0015 pp |
| Basic attack | +0.03 pp |
| Block | +0.03 pp |
| Dodge | +0.1 pp |
| Successful spell | Final Energy cost × 0.025; spending 20 Energy adds 0.5 pp, or 0.4 pp with 20% Fatigue Resistance. |
| Backfired spell | Final Energy cost × 0.05; spending 20 Energy adds 1 pp. Uses -100% Fatigue Resistance instead of your own; this replaces, rather than adds to, successful-cast gain. |
Extra risks of Exhaustion
The highest stage also accumulates a Max Health penalty, increasing by 0.2 points per turn. The first increment does not apply the penalty; subsequent turns apply the accumulated value. This penalizes Max Health, rather than directly dealing the same amount of current Health damage each turn.
There is also a 1/101 chance (about 0.99%) per turn to fall asleep for 3–6 turns. The accumulated Max Health penalty is removed when Exhaustion ends; this does not immediately refill current Health.