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
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.
| Ticking stat | Feeds | On |
|---|---|---|
| Health Regeneration | Head Health, Torso Health | Units |
| Energy Regeneration | Energy | Units |
| Hunger Regeneration | Hunger | Units |
| Stress Modifier | Stress | Units |
| ExpireSpeed | Durability | Items |
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
| Source | Change | How you get it |
|---|---|---|
+20% Health Regeneration | Granted by Portal aura. | |
| Granted by Tree of Life aura. | ||
| Granted by Symbiotic Insect. | ||
+0.3% Health Regeneration | Inscription | |
+0.3% Health Regeneration | No obtainable source in this build. | |
+0.2% Health Regeneration | Trait | |
+0.2% Health Regeneration | Inscription | |
+0.1% Health Regeneration | Inscription | |
+0.1% Health Regeneration | Granted by Echo Flower Ring. | |
+0.2% Health Regeneration | Equipment | |
| +0.1 to +0.15 | Random equipment roll | |
| +0.1 to +0.15 | Random equipment roll | |
| +0.05 to +0.1 | Random equipment roll | |
| +0.05 to +0.1 | Random equipment roll |
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).
| Sleep | Adds | Net per refresh | Refill at default Max Energy |
|---|---|---|---|
+0.4 Energy Regeneration | +0.35 | 0% to 40%: 92 s (2 in-game h) | |
+0.4 Energy Regeneration | +0.35 | 40% to 100%: 2.3 real min (3 in-game h) | |
+0.8 Energy Regeneration | +0.75 | 40% to 100%: 64 s (1.4 in-game h) | |
+1.2 Energy Regeneration | +1.15 | 40% 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%.
| Effect | Energy | What it does |
|---|---|---|
| below 0.1% | -5 Mood-50% Strength-50% Constitution-50% Willpower-50% Intelligence-50% Agility-50% Perception+0.4 Energy Regeneration | |
| below 20% | ||
| below 40% | no stat change | |
| 80% 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
| Source | Change | How you get it |
|---|---|---|
+1.2 Energy Regeneration | Mood system: reflects the unit's current feelings; Sleep / rest system; Unit AI behaviour | |
| Trait | ||
+0.8 Energy Regeneration | Mood system: reflects the unit's current feelings; Sleep / rest system; Unit AI behaviour | |
+0.4 Energy Regeneration | Applied and maintained by the per-tick status system; Combat status system: applied while the triggering condition holds; Settlement needs system (hunger / rest / exhaustion) | |
+0.4 Energy Regeneration | Mood system: reflects the unit's current feelings; Sleep / rest system; Unit AI behaviour | |
+0.2 Energy Regeneration | Granted by Royal Jelly. | |
+0.1 Energy Regeneration | Granted by Gloth Egg Omelet. | |
+0.1 Energy Regeneration | Dungeon environment roll | |
+0.08 Energy Regeneration | Granted by Monster Barbecue. | |
+0.03 Energy Regeneration | Granted by Campfire. | |
+0.01 Energy Regeneration | Granted by Deputy Commander Insignia, Exceptional Leadership (Human), Exceptional Leadership (Lizardman), Exceptional Leadership (Elf), Exceptional Leadership (Lycan). | |
-0.02 Energy Regeneration | Background | |
-0.02 Energy Regeneration | Trait | |
-0.2 Energy Regeneration | Combat status system: applied while the triggering condition holds | |
-0.3 Energy Regeneration | Combat 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).
| Effect | Hunger | What it does |
|---|---|---|
| below 0.1% | ||
| below 20% | ||
| below 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
| Source | Change | How you get it |
|---|---|---|
| Trait | ||
+0.02 Hunger Regeneration | Trait | |
-0.01 Hunger Regeneration | Background | |
-0.02 Hunger Regeneration | Background | |
-0.02 Hunger Regeneration | Trait | |
-0.02 Hunger Regeneration | No obtainable source in this build. | |
-0.02 Hunger Regeneration | Dungeon environment roll | |
-0.5 Hunger Regeneration | Trait |
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.
| Source | Change | How you get it |
|---|---|---|
| Background |
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.
| Preservation | Spoil speed | Gloth Egg Omelet lasts | Storage |
|---|---|---|---|
| 85% | 176.8 real min (9.8 in-game days) | ||
| 70% | 214.7 real min (11.9 in-game days) |
Related: Food & Mood · Time & The Day/Night Clock · Combat Formulas · Statuses.