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Data tables

Survival needs

Hunger and thirst

Both needs run from 100% down to 0%. The table shows how fast each one drains and how long a full bar lasts if you never sprint.

Hunger1.5% per min3% per min67 min60%
Thirst2.1% per min4.2% per min48 min60%

When either need reaches 0% you lose 3 health every 10 seconds until you eat or drink, and it will kill you.

Sprinting multiplies both drains by 2. Fever, shivering and gut illness add to them, and cooking skills slow them.

Keeping both needs at 40% or more lets your body fight a low infection. Letting either one fall under 15% makes the infection spread 1.5 times faster.

Body temperature

Your body temperature drifts up or down whenever the temperature you feel is outside the comfortable range. The table lists the body temperature at which each state begins.

Fatal heat strokeAt or above41.5 °CYou die of heat stroke.
Heat strokeAt or above39.6 °CYou can collapse without warning. Get into shade or water and drink.
OverheatingAt or above38.3 °CYou are too hot. Your clothes get dirty 2 times as fast, so cool down.
ColdAt or below35.6 °CYou shiver, your hands shake and shivering burns extra food.
HypothermiaAt or below34 °CYour hands stop working properly and shivering burns food faster still.
Severe hypothermiaAt or below32 °CYou lose health steadily until you warm up.
Fatal hypothermiaAt or below30 °CYou die of the cold.

You hold a steady body temperature while the temperature you feel, after clothing, wind and wetness, stays between 12 °C and 29 °C.

Every point of wetness makes you feel 0.12 °C colder, wind makes wet clothes colder still, and soaked clothing loses 50% of its warmth.

Indoors counts as 18 °C and a vehicle with the engine running as 21 °C. A tent or a roof is worth 3 °C in the cold, and shade is worth 7 °C in the heat when the sun is out.

In the heat a drink cools you by 4 °C for 2 minutes, and only 25% of your clothing's warmth counts against you.

The air gets 6.5 °C colder for every 1,000 m you climb, and mountains above 250 m cool 2.5 times faster than that.

Bare hands or feet in a wind chill of -10 °C or lower get frostbite after 4 minutes.

Warmth from everyday clothing

Every part of your body that is covered adds warmth, whatever the garment is. The numbers are degrees added to the temperature you feel.

Top or jacket+4.5 °C
Pants+2.5 °C
Hat+1.5 °C
Undershirt+1.5 °C
Shoes+1 °C
Backpack+0.5 °C
Gloves+0.5 °C
Mask or scarf+0.5 °C

Fully dressed with a hat you gain 12.5 °C. Named garments in the next table add their own warmth on top of this.

Warm, cool and rainproof gear

Named garments and gear change the temperature you feel while you wear them. A negative number keeps you cooler, which helps in the desert.

47 rows
Coyote Fur ParkaOuter layer5.5 °C
Shearling CoatOuter layer5 °C
Winter ParkaOuter layer5 °C
Lion-Skin CloakOuter layer3.5 °Cx0.9
Hand-Knitted SweaterOuter layer3 °C
Insulated OverallsLegs3 °C
Patchwork DusterOuter layer3 °C40%x0.95
Fur HatHead2.5 °C
Hazmat SuitOuter layer2.5 °Cx0.6
Snow PantsLegs2.5 °C
Buckskin JacketOuter layer2.2 °C
Trapper BootsFeet2.2 °C30%
Leather JacketOuter layer2 °C
Thermal Base LayerBase layer2 °C
Winter BootsFeet2 °C
Patched JacketOuter layer1.8 °C
Fur-Lined GlovesHands1.5 °C
Lined HoodieOuter layer1.5 °C
Scent-Blocker SuitOuter layer1.5 °Cx0.55
Sleeping BagCarried roll1.5 °C
Patrol Vest (IIIA)Armor1.2 °C
Storm ShellOuter layer1.2 °C90%
Wool BeanieHead1.2 °C
Ash ShroudOuter layer1 °Cx0.7
Concealable Vest (II)Armor1 °C
Ghillie SuitOuter layer1 °Cx0.8
Modular Plate CarrierArmor0.9 °C
BalaclavaFace0.8 °Cx0.95
BedrollCarried roll0.8 °C
Brushwood PonchoOuter layer0.8 °Cx0.9
Concealable Vest (IIA)Armor0.8 °C
Rain PonchoOuter layer0.8 °C70%x1.05
Riveted Leather VestBase layer0.8 °C
Wool GlovesHands0.8 °C
Crate-Wood ArmorArmor0.7 °C
Cargo PantsLegs0.6 °C
Combat BootsFeet0.6 °C
Silent TreadsFeet0.6 °C
Slick Plate CarrierArmor0.6 °C
Tarp PonchoOuter layer0.6 °C60%
Charcoal ScarfFace0.5 °Cx0.85
Combat HelmetHead0.4 °C
Riot HelmetHead0.4 °C
Snow GogglesEyes0.4 °C
Tactical GlovesHands0.4 °C
Rag Foot WrapsFeet0.3 °C
Boonie HatHead-0.8 °C

Scent multiplies how far the infected can smell you, so a number under 1 hides you and a number over 1 gives you away.

Hours awake

Your body keeps its own clock of hours awake, which runs much faster than real time. The table shows what happens as the hours add up.

Getting tired18 hThe tiredness indicator appears on your screen.
Tired20 hYour reactions slow, your aim sways, stamina comes back more slowly and the edges of your vision darken.
Exhausted28 hEverything from the tired stage gets worse.
Nodding off30 hYou start to nod off for a second or two at a time, and you begin to hear things that are not there.
Dead on your feet36 hYou are dead on your feet. You nod off whatever you are doing and you cannot trust your ears.
Worst44 hThe effects stop getting worse.

One real minute awake at a walking pace adds 6 body minutes. Hard work counts for up to 1.6 times that, standing still for as little as 0.4 times, sitting by a fire counts for 0.5 times and the small hours of the night add 20%.

Between tired and the worst stage, the delay before your first shot grows from 120 to 380 ms and you lose 25% to 55% of your stamina recovery.

The chance of nodding off grows from 8% to 45% per minute. It is 1.5 times as likely while driving and 1.2 times as likely standing still, and you are gone for 0.8 to 2.2 seconds.

Caffeine hides 6 hours of tiredness while it lasts and makes nodding off 75% less likely, but it never clears the hours and it spoils your sleep.

The most your body can go without sleep is 48 hours.

Sleep quality

How well you sleep decides how fast the hours awake are cleared. Quality depends on the surface, shelter, warmth, safety, rain, noise and whether someone keeps watch.

Rough0.9 h8 h awake12 per min0.3 per min
Fitful1.4 h4 h awake24 per min0.6 per min
Decent2 h0 h awake36 per min1 per min
Good2.5 h0 h awake48 per min1.5 per min

While you sleep, 5 body minutes pass every real second, so 10 hours of sleep take two real minutes. A night never runs longer than 14 hours.

Sleep will not come until you have been awake for 4 hours, and the first 12 real seconds must pass before any of it counts.

6 hours of decent or good sleep leave you well rested for 60 minutes.

An infected within 22 m wakes you. With someone keeping watch you sleep deeper and only wake when one is within 12 m, because the watcher sees them coming from 45 m and wakes you.

Logging off in your own bed or inside your own base clears 2.4 hours awake for every real minute away. Logging off in the open clears only 0.2 hours per minute and never takes you below 8 hours awake.

Where you can sleep

Every place to sleep starts with a comfort score, and a higher score gives better sleep. Shelter, warmth and a safe base raise it, while cold, rain, nearby infected and caffeine lower it.

Bare ground0
Vehicle seat0.5
Bare ground with a Bedroll0.7No
Bare ground with a Sleeping Bag1Yes
Old mattress1
Vehicle seat you can recline (vans and SUVs)1
Bed found in the world1.5

A friendly survivor keeping watch within 25 m adds 1 to the score. Safety and a watch together add at most 1.5.

Water sources

Every drink of untreated water has a chance of making you ill, and the chance depends on where the water came from. The last column shows which illness you are likely to catch when it does.

10 rows
Rainwater2%Dysentery 100%
Mountain stream3%Giardia 85%, Dysentery 15%
Barrel water6%Dysentery 60%, Giardia 40%
River water8%Giardia 55%, Dysentery 40%, Cholera 5%
Lake water10%Giardia 50%, Dysentery 45%, Cholera 5%
Still water15%Dysentery 45%, Giardia 45%, Cholera 10%
Alamo Sea water25%Dysentery 50%, Giardia 30%, Cholera 20%
Runoff water30%Dysentery 55%, Cholera 25%, Giardia 20%
Swamp water30%Dysentery 45%, Giardia 30%, Cholera 25%
Sea waterIt cannot be drunk or made drinkable.

Boiling, a filter, purification tablets and a solar still make any fresh water safe.

Drinking straight from the bank restores 18% thirst and carries 60% of the risk of a full bottle.

Illnesses

Bad water, spoiled food, filthy hands and a dirty camp can make you ill. All times are time spent in the world, from mildest to most dangerous, and you only carry one of these at a time.

Food poisoning5 to 20 min0.5 to 1 hVomiting0.9% per min4%-5%NoNo medicine shortens it. Rest and keep drinking.
Giardia90 to 180 min4 to 6 hDiarrhea0.72% per min3%-5%YesMetronidazole cures it.
Dysentery30 to 120 min3 to 5 hDiarrhea, fever1.2% per min5%-8%YesAntibiotics cut the time left by 80%.
Botulism20 to 60 min1.5 to 2.5 hVomiting, blurred vision, health loss near the end0.3% per min2%-20%NoNo medicine shortens it. Rest and keep drinking.
Cholera20 to 120 min2 to 4 hDiarrhea3% per min10%-12%YesAntibiotics cut the time left by 50%.

Medicine taken before the first symptoms stops the illness completely. Oral rehydration salts restore 45% thirst and cut the fluid you lose by 50% for 15 minutes.

With body dirt at 60% or more, eating with unwashed hands has a 1.2% chance per meal of giving you dysentery.

Tetanus comes from rusty wounds. An uncleaned rusty wound has a 15% chance of it, and disinfecting the wound within 30 minutes cuts that to 4%.

Tetanus starts with lockjaw 45 to 240 minutes after the wound, muscle spasms begin 60 minutes after the lockjaw, and 120 minutes after the lockjaw it turns severe and drains your health until it kills you. A tetanus shot stops it, and sedatives hold the spasms off for 10 minutes.

Dying clears any illness.

Body dirt

Your body gets dirtier with time, blood, mud and messy work. Dirt makes new wounds more likely to start dirty, makes open wounds pick up dirt faster and gives the infected more to smell.

Clean0 to 25%+0%x0.5+0
Grimy25 to 50%+0%x1+0
Dirty50 to 75%+15%x1.5+4
Filthy75 to 100%+30%x2+10

Time alone adds 0.5% dirt per minute, which takes you from clean to filthy in about 2.5 hours.

Smearing guts on yourself adds 25% dirt, going down adds 6%, butchering adds 5% and a melee kill adds 1%.

Each scent point lets the infected smell you from farther away. Dirty clothes on a dirty body smell worse than either alone, and a washed body in clean clothes cuts your whole scent by 10%.

Washing

Washing takes dirt off your body and out of your clothes. You can wash at open water, a basin, a bath or a shower, and soap from your pockets is used when you have it.

Wash your body with water55%
Wash your body with soap90%
Shower70%
Shower with soap100%
Wash your hands15%
Wash a garment with water55%50%9 s
Wash a garment with soap95%100%9 s

Soap, a shower or a wash with soap leaves your hands clean for 20 minutes, which cuts the chance of catching an illness from a sick survivor by 50%.

A washed garment comes out 85% wet and loses 1% condition, or 1.5% when you scrub blood out of it. A basin needs one water for every 2 garments.

One Laundry Soap Flakes washes 12 garments, one Liquid Soap washes 4 garments, one Soap washes 3 garments.

Wet garments dry 3% per minute near a camp fire, 1.5% per minute on a laundry line (faster in sun and wind) and 0.35% per minute folded in a pack.

Clothing dirt

Every garment you wear has its own dirt, blood, wetness and condition. The table shows the dirt levels and how long plain wear takes to reach each one.

Fresh0 to 15%0 h
Worn15 to 40%1.1 h
Dirty40 to 65%3 h
Filthy65 to 90%4.9 h
Spoiled90 to 100%6.8 h

A garment picks up 0.22% dirt per minute worn, and 2 times that while you overheat. Rain and mud, wading, falls, melee kills, bleeding and butchering add more.

A garment soaked with 70% blood counts as spoiled whatever its dirt.

Garments lose 0.06% condition per minute worn. A blow from the infected tears 4% to 8% off the garment it lands on, and a bite tears off 10% to 18%.

A garment worn down to 30% condition or less can be torn off you in a fight.

How much a garment adds to your scent depends on how much of the body it covers: top 28%, pants 22%, undershirt 22%, armor 20%, shoes 12%, hat 5%, mask 5%, gloves 4%, accessory 2%.

A wet garment left folded away sours and gains 0.12% dirt per minute until it dries.

Clothing that stops bites

Thick clothing stops a share of the bites that land on you. The numbers are for a garment in perfect condition, and a worn or torn garment stops less.

21 rows

Everyday tops stop a small share by style: tactical 12%, military 10%, wasteland 10%, street 5%, civilian 4%. Everyday pants add 4% and shoes 3%.

However much you wear, at least 40% of bites still get through.

Fear

Your survivor's state of mind is never shown as a bar, but it changes how the body behaves. Fear is the fastest part of it, and the table shows what each level does.

Calm0 to 20+0 bpm+0°
Uneasy20 to 40+6 bpm+0°
Afraid40 to 65+14 bpm+0.1°
Terrified65 to 100+26 bpm+0.22°

Going down adds 30 fear, being grabbed 14, being bitten 12, a hard crash 10, being shot at 6 and dropping under 72% blood 18.

Fear halves every 150 seconds on your own, every 90 seconds in company and every 45 seconds while you rest.

Alone on foot at night, with nobody within 30 m, fear slowly climbs to 30.

Exhaustion adds up to 0.12° of aim sway and 6 bpm on top of fear.