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Hunger and Thirst

Lower the meters with food and drinks first, then use the default thresholds to judge the risk. Movement, damage, sleep and Rest Mode increase Hunger and Thirst; the top stages keep eroding Max Health and block resting.

Contents

What to do now

Drink water first for thirst. Milk handles both meters in one use, while prepared food is the safer answer to hunger. Every value in the table is the change from one use; a negative value lowers the meter and is not a total for the whole container.

Salted food reduces hunger but raises thirst. Alcohol gives a small immediate thirst reduction, then keeps adding thirst and intoxication. Raw meat risks Nausea and Poisoning. Eating another hunger-reducing consumable while Satiety is active causes Vomiting.

Hover an item, open the context menu with the right mouse button and choose Eat or Drink; Alt + left mouse button uses it directly.

What to do now
Per useImmediate change (negative lowers the meter)Timed effects and risks
WaterskinThirst −2530 turns: Intoxication Change −0.01/turn
Jug of MilkHunger −3; Thirst −1030 turns: Hunger Resistance +5, Intoxication Resistance +5, Blunt Resistance +1 percentage points
Roasted Tender MeatHunger −1090 turns: Hunger Resistance +5 percentage points; Situational Morale +0.01 points/turn
Salted Tender MeatHunger −8; Thirst +560 turns: Hunger Resistance +4 percentage points; Situational Morale +0.01 points/turn; the salt raises Thirst
Tender MeatHunger −620% Nausea chance; 33% Poisoning chance for 15 turns
Mannshire FortifiedThirst −1090 turns: Thirst Change +0.1, Intoxication Change +0.01, Pain Change −0.1, all per turn; causes light Drunkenness

Stages, default thresholds and modifiers

Both meters enter their three stages at the default values 25, 50 and 75. The comparison is greater-than-or-equal, so reaching a threshold activates it immediately. A stage replaces the previous stage rather than stacking with it. Percentage attributes are shown in percentage points and Situational Morale in points per turn.

Austerity raises all three thresholds by 5 and multiplies positive Hunger and Thirst gain by 0.9. With Wild Hunt, each threshold also gains character level × 0.33 rounded down. Therefore 25/50/75 are defaults, not permanent values for every character.

Stages, default thresholds and modifiers
StageThresholdModifiersTop-stage consequence
Hunger≥ 25 (default)Health Restoration −5 percentage points; Energy Restoration −5 percentage points; Fatigue Resistance −5 percentage points; Situational Morale −0.01 points/turn
Terrible Hunger≥ 50 (default)Health Restoration −10 percentage points; Energy Restoration −10 percentage points; Fatigue Resistance −15 percentage points; Situational Morale −0.05 points/turn
Starvation≥ 75 (default)Health Restoration −20 percentage points; Energy Restoration −20 percentage points; Fatigue Resistance −35 percentage points; Situational Morale −0.2 points/turnEvery 4 turns, adds a Max Health penalty equal to 1% of Max Health at that time; resting is blocked
Thirst≥ 25 (default)Magic Power −10 percentage points; Abilities Energy Cost +10 percentage points; Fatigue Resistance −10 percentage points; Situational Morale −0.01 points/turn
Terrible Thirst≥ 50 (default)Magic Power −20 percentage points; Abilities Energy Cost +20 percentage points; Fatigue Resistance −20 percentage points; Situational Morale −0.05 points/turn
Dehydration≥ 75 (default)Magic Power −35 percentage points; Abilities Energy Cost +35 percentage points; Fatigue Resistance −35 percentage points; Situational Morale −0.2 points/turnEvery 2 turns, adds a Max Health penalty equal to 1% of Max Health at that time; resting is blocked

Gain rates and conditions

The table shows base gain before reductions. Positive Hunger gain is multiplied by (1 − Hunger Resistance/100), then by 0.9 while Austerity is active. Thirst has no matching resistance and is multiplied only by Austerity's 0.9. Both meters are clamped to 0–100.

Direct negative values from food and drinks do not pass through these positive-gain reductions, so their per-use reductions are not discounted by Hunger Resistance or Austerity. Per-turn changes registered by effects are added when the turn resolves.

Gain rates and conditions
SourceHunger gainThirst gainCondition
Movement+0.01 per tile+0.02 per tileOne player step; applicable reductions are applied afterwards
Taking damage+0.02 per event+0.025 per eventOne resolved damage event against the player; not scaled by damage amount
Sleep+0.6 per hour+1.2 per hourBoth are halved during Nightmares; applicable reductions then apply
Rest ModePer turn: take (3 − current Health ratio − Health Threshold ratio) to the fourth power, then multiply by 0.06; capped at +0.3Per turn: take (2 − current Energy ratio) to the fourth power, then multiply by 0.06; capped at +0.3Registered only while resting awake; inactive during sleep; applicable reductions then apply

Handling the severe stages

Starvation adds a Max Health penalty every 4 turns, while Dehydration adds one every 2 turns. Each increment equals 1% of Max Health at the time it triggers. This changes Max Health; it is not direct damage to current Health.

Neither severe stage allows resting. Eat or drink to lower the relevant meter; its timer stops once the character leaves the severe stage. Deal with it before repeated Max Health penalties accumulate.

Official tutorial text

The official tutorial entry Needs (果腹饮水 in Chinese) reads:

You are suffering from hunger and thirst. The stronger they are, the worse your overall condition is.

To sate them, hover your mouse over food and water and summon the context menu [RMB]. Choose "Eat" and "Drink" options accordingly.

It's also possible to quickly use items by pressing [Alt + LMB].

The attribute table defines both as meters that increase with activity: The measure of your character's Hunger. Increases over time depending on the intensity of your activities. The measure of your character's Thirst. Increases over time depending on the intensity of your activities.

References

Game version 0.9.4.25

  1. 0.9.4.25 official tutorial, attribute, skill and status text
  2. 0.9.4.25 archived meter gain, stage, severe-consequence and rest rules
  3. 0.9.4.25 official food and drink names, per-use values, timed effects and risks
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