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Regeneration

Steam

5 stats change by themselves. On every logical refresh, about once a real second at normal speed, each one adds its value to the stat it feeds. It happens for every unit in the settlement and in the dungeon at the same time, in combat and out of it. Sleeping, eating or being exhausted only change the rate through the effects they give.

Numbers from DS_B.0.4.29.

At a glance

One refresh60 ticks, about 1 s at normal speed
Refreshes per in-game minute0.75
Refreshes per in-game day1080
Ticking statsHealth RegenerationEnergy RegenerationHunger RegenerationStress ModifierExpireSpeed

The tick

A tick is 0.0167 s at normal speed. Every 60 ticks the game runs a logical refresh; one in-game minute is 45 ticks. So one refresh is about 1 s of real time and 1.333 in-game minutes, and an in-game day holds 1080 refreshes.

Faster game speeds run more ticks per real second, so every rate on this page speeds up by the same factor. Per in-game day the numbers never change.

Health

Every logical refresh, Health Regeneration heals that percent of Max Health Total. When both the head and the body are hurt the heal is split between them by the unit body plan; when only one is hurt it gets all of it; at full health nothing happens.

Heal per refresh = Health Regeneration x Max Health x 0.01

Example: a player unit at default talents has 295 Max Health and the default 0.2% regeneration, so it heals 0.59 HP per refresh, 637 HP per in-game day. A full heal from near 0 takes 8.3 real min (11.1 in-game h).

It runs in combat and out of combat, in the settlement and in the dungeon, at the same rate.

What changes it

Energy

Every logical refresh, Energy Regeneration is added to Energy, which stays between 0 and Max Energy. The default is negative: an awake unit gets tired. Sleep effects add a positive amount on top.

Energy change per refresh = Energy Regeneration x (1 + Energy Regeneration PerModifier / 100)

A percent bonus multiplies the whole sum, so on an awake unit it makes the drain faster as well. Default rate -0.05 per refresh is -54 per in-game day.

Example: at default talents Max Energy is 80. Awake, a full unit drops to 40% (where a settlement unit looks for a bed) in 16 real min (21.3 in-game h).

SleepAddsNet per refreshRefill at default Max Energy
Severely Exhausted+0.350% to 40%: 92 s (2 in-game h)
Sleep+0.3540% to 100%: 2.3 real min (3 in-game h)
Sleep (Sleeping Bag)+0.7540% to 100%: 64 s (1.4 in-game h)
Sleep (Bed)+1.1540% to 100%: 42 s (0.9 in-game h)

Tired, exhausted, vigorous

Each time Energy changes, the game turns it into a percent of Max Energy and gives the unit one of these effects. The effect only changes when the band changes. Severely Exhausted knocks the unit out and stays until Energy is back above 40%.

EffectEnergyWhat it does
Severely Exhaustedbelow 0.1%
Very Exhaustedbelow 20%
Exhaustedbelow 40%no stat change
Vigorous80% or more
+3 Mood

When a unit sleeps and wakes

A unit looks for sleep below 40% Energy in the settlement and below 20% in the dungeon. The other sleep checks (exhausted, scheduled, and sleep ordered through the unit options) use 80%. A sleeping unit is ready to wake at 100% of Max Energy.

What changes it

SourceChangeHow you get it
Sleep (Bed)Mood system: reflects the unit's current feelings; Sleep / rest system; Unit AI behaviour
Test SupermanTrait
Sleep (Sleeping Bag)Mood system: reflects the unit's current feelings; Sleep / rest system; Unit AI behaviour
Severely ExhaustedApplied and maintained by the per-tick status system; Combat status system: applied while the triggering condition holds; Settlement needs system (hunger / rest / exhaustion)
SleepMood system: reflects the unit's current feelings; Sleep / rest system; Unit AI behaviour
Royal Jelly ConsumptionGranted by Royal Jelly.
Ate Gloth Egg OmeletGranted by Gloth Egg Omelet.
Elven HomelandDungeon environment roll
Ate Monster BarbecueGranted by Monster Barbecue.
Warmth of CampfireGranted by Campfire.
Following OrdersGranted by Deputy Commander Insignia, Exceptional Leadership (Human), Exceptional Leadership (Lizardman), Exceptional Leadership (Elf), Exceptional Leadership (Lycan).
WandererBackground
CuriousTrait
OverloadedCombat status system: applied while the triggering condition holds
Severely OverloadedCombat status system: applied while the triggering condition holds

Hunger

Every logical refresh, Hunger Regeneration is added to Hunger, which stays between 0 and Max Hunger. It is negative by default, so Hunger only goes down until the unit eats.

Hunger change per refresh = Hunger Regeneration x (1 + Hunger Regeneration PerModifier / 100)

Default rate -0.05 per refresh is -54 per in-game day. Example: from full (100), a unit is Hungry after 20 real min (1.11 in-game days), Very Hungry after 26.7 real min (1.48 in-game days) and empty after 33.4 real min (1.85 in-game days).

EffectHungerWhat it does
Severely Hungrybelow 0.1%
Very Hungrybelow 20%
Hungrybelow 40%no stat change

The effect only changes when the band changes. Severely Hungry stays until Hunger is back above 40%.

Eating

A unit goes to eat while it has Hungry or Very Hungry and can reach food. With Prioritize Sleep on, or while it sleeps, it only gets up to eat once it is Very Hungry. A meal adds the food Hunger Restore value to Hunger: 5 to 60 across the 30 edible items, 60 on most of them. A 60 meal covers 20 real min (1.11 in-game days) of the default drain.

What changes it

Stress

Stress does not have a rate of its own. Every logical refresh it moves by Mood times the Stress Modifier value: positive Mood lowers it, negative Mood raises it.

Stress change per refresh = -(Mood x Stress Modifier) x (1 + bonus / 100)

The bonus is Stress Decrease Bonus while Mood is above 0 and Stress Increase Bonus otherwise.

With the default 0.025, every point of Mood is 0.025 Stress per refresh (0.0187 per in-game minute). Example: at -10 Mood, Stress climbs 0.25 per refresh and goes from 0 to 100 in 6.7 real min (8.9 in-game h).

What happens at high Stress (Mental Break and death) is on Food & Mood.

What changes it

Everything that changes Mood changes the speed. Stress Increase Bonus and Stress Decrease Bonus scale the result in one direction each.

SourceChangeHow you get it
MercenaryBackground

Nothing in this build changes it.

Food freshness

Food and other perishable items lose Durability every logical refresh at ExpireSpeed. The speed is set so that a full item runs out after its Expire Duration in in-game minutes.

Expire Speed = Durability x Logical Refresh Interval / (Ticks per Minute x Expire Duration)

Durability change per refresh = -Expire Speed x preservation

Example: Gloth Egg Omelet has 600 Durability and an Expire Duration of 12000 minutes, so it loses 0.0667 per refresh and lasts 150.3 real min (8.33 in-game days). 13 of the 25 perishable foods share that duration.

Inside a storage building with Preservation, perishable items spoil more slowly. Food carried by one of your units spoils at the normal speed; food carried by any other unit does not spoil at all.

PreservationSpoil speedGloth Egg Omelet lastsStorage
Preservation85%176.8 real min (9.8 in-game days)Consumable Storage, Equipment Storage, Food Storage, Resource Storage
Preservation (2)70%214.7 real min (11.9 in-game days)Pottery Food Storage, Stone Consumable Storage, Stone Equipment Storage, Stone Resource Storage

Related: Food & Mood · Time & The Day/Night Clock · Combat Formulas · Statuses.