Difference between revisions of "Status"

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The [[status]] of the current player character is always displayed on the right side of screen in the main gameplay view, whether the character is situated on wilderness map or zoomed-in view.
  
== Introduction ==
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Many different conditions impact the character's ability to survive and use their [[skill]]s effectively. The status panel is broken up in five main sections: Physical penalties, heading and movement, metabolism, wielded weapons or tools, and the message log and command display.
  
There are several different conditions to track for your character, all of which may have an impact on your abilities. They are represented on the far right of the screen in two boxes; the physical penalty box is left of your portrait, and the Nutrition/Warmth/Vigour box is below. The conditions are below:
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Full name of the player character and text for help and options ({{key|Esc}}) are also displayed above and below the main sections of status, at the very top and bottom, respectively.  
  
== Physical Penalty ==
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==Physical penalties==
(Updated as of 3.20)
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[[File:Physicalpenalties.jpg|thumb|200px|Physical penalties with moderate encumbrance, fatigue, injury and bloodloss, but no starvation.]]
Your physical penalty is the total of your carrying, fatigue, injury, and starvation penalties. It has a direct negative impact on your mobility and all of your skills; the total shown at the bottom is subtracted from your skills every time a skill check is made (Author is unsure at this time how that affects other bonuses, such as performing a ritual that increases your stat. Author is also unsure whether or not the effective level of the skill can be reduced below 0% or above 100%, but there appear to be caps at 5% and 95%)
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''Your character's physical performance and mastery of skills will be impaired due to physical penalties which are classified as encumbrance, fatigue, injury and starvation. These penalties reflect the fact that a character who is carrying extensive load, fatigued, injured or starving cannot function normally.''
  
== Carrying ==
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Physical penalties measure how much a character's [[skill]]s are reduced when they are put into action, as well as adversely affecting some other parameters such as [[mobility]]. The total amount of physical penalty is directly subtracted from the player's value in skill, though the effective value of a skill cannot go lower than 5% (or higher than 95%).
(Updated as of 3.20)
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The weight you are carrying, shown at the top-left beside your character profile, will have a negative impact on your physical penalty. The amount each pound affects you is directly proportional to how much your character weighs, which can be viewed by pressing "P" (Shift+p). Weight limit = character weight * 1.5
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If your carrying penalty exceeds 48%, it will jump to 100% and you will be unable to move. It is advisable to drop as much unnecessary equipment as possible before doing any critical skill checks to maintain the highest possible ability.
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===Encumbrance===
  
== Fatigue ==
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[[Encumbrance]] is the amount of weight a character is carrying. Characters are usually subject to some encumbrance penalties at most times, as it includes the weight of their [[clothing]], tools, weapons and so on. A character can carry a weight up to one and half times their own weight. Going beyond that limit will immediately set encumbrance penalty 100% and prevent movement and most other actions.  
(Updated as of 3.20)
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Your fatigue increases as you perform certain high-demand tasks, such as rowing, running, crafting anything above light effort, pushing/moving items, attacking, defending, dodging, or using most skills. It tends to increase more rapidly if your character is carrying more or suffering other penalties. Fatigue adds to your total physical penalty and reduces how effective your character is overall. It is advisable to wait until your fatigue recovers before attempting any critical skill checks.
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Your fatigue is tied to your character's Endurance, which can be viewed on the profile screen. (Someone who knows exactly how and what else affects it, please add so here)
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The amount of encumbrance penalty is directly affected by the weight of items carried in the character's inventory, so gaining or losing items in any way results in immediate change of encumbrance. Items that are being moved and hauled along do not impact this penalty.
  
Note: The amount of in-game time it takes to recover your fatigue does not always seem to be equal. For instance, when moving on the overland map, your fatigue will take much more game time to recover than if you zoom in and walk. In order from slowest to fastest: Overland map walking, zoomed in map walking, using "Alt+-" to 'rest until not fatigued,' and pressing "." to pass turns until your fatigue regenerates.
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Besides increasing physical penalty, encumbrance also factors into a character's [[mobility]].
  
== [[Injury]] ==
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===Fatigue===
  
Your injuries also add to your physical penalty. There are many types and causes of injury, which are examined more extensively on the [[Injury|injury page]].
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Characters become fatigued by performing physically demanding actions such as running, fighting, crafting, rowing on a [[watercraft]], hauling items that are not packed in their inventory, and so on. Having fatigue of 100% or more will prevent movement and most other actions.
  
== Starvation (Nutrition) ==
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Fatigue is automatically reduced by pass of time when not performing physically demanding actions. Standing still and waiting equals resting, which can be done one turn at a time with press of {{key|.}} or holding the key down, or initiating continuous wait-and-rest action by pressing {{key|-}}.
  
Your starvation level adds to your physical penalty and is affected by the Hunger bar located below your character profile.
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Like encumbrance, the amount of fatigue also affects a character's mobility.
  
If the character's hunger bar is full (green all the way) for a whole day the character will start to starve, taking a 7% physical penalty. Each subsequent day without food will add another 7% to this penalty. When the character starts eating again this penalty will be reduced over time. (From Starvation page)
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===Injury===
  
Low hunger and high nutrition are essential for ensuring your character's survival. The hunger bar is lowered by consuming food items, such as pike. To consume a food item, press shift+E to enter the Foods menu. Select the item you wish to consume. As your Hunger bar diminishes, your Nutrition level will increase. The rate at which it increases depends on the amount and type of food consumed. For instance, eating enough roaches to empty your hunger will keep you full, but isn't near as nourishing as, say, a pike, or stag. The nutrition scale goes as follows, from worst to best: Starving, Malnourished, Insufficient, Scarce, Temperate, Good, Nourished, Abundant. NOTE: If you are at Scarce-to-Abundant for Nourishment, you can only eat cooked or prepared foods. (from Nutrition/Warmth/Vigor Display page)
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Receiving an [[injury]] will have immediate effect on physical penalty. The location and severity of the injury received on the character's body will cause varying amount of injury penalty. A character who receives injuries amounting to 100% penalty will die.  
  
Author is unsure if hunger level / nutrition affect your character before starvation is reached.
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Injury penalty is reduced as the state of injuries is improved through any form of healing, either through injury treatment by the character themselves ({{key|F7}}) in combination with natural healing, or visiting a [[sage]] and requesting their healing.
  
== Bloodloss ==
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Different types of injuries can affect the character's actions in different ways besides just increasing physical penalty. For example, a character with leg wound will move and maneuver with more difficulty.
  
See [[Injury]]; please expand for specific effects of blood loss as shown by the meter in the physical penalty box.
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===Starvation===
  
== Thirst ==
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Starvation is a condition that is caused by the character's nutrition value staying at the level of ''Starving'' for too long. Starvation level adds to the character's physical penalty. A character who accumulates maximum starvation penalty will experienced reduced effectiveness in many actions and eventually starve to death.
  
Thirst is another life-requirement for your character. However, Thirst does not affect Nutrition, and anything can be quaffed regardless of your Nutrition level.  
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Starvation can be reduced and prevented by increasing and maintaining the level of nutrition. Simply filling the character's stomach is only the first step in improving their nutrition, which is a slow process. Recovery from state of nutritional starvation will take some time. Some [[herb]]s can promote recovery from starvation.
  
Thirst increases slowly compared to hunger, which can increase rapidly during the course of a few hours. Thirst is diminished either by drinking from water stored in a container or by drinking from a body of water. When drinking directly from water, your thirst bar is emptied entirely. (from Nutrition/Warmth/Vigor Display page)
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===Bloodloss===
  
When the thirst bar has been full for a day, the character will begin to suffer from dehydration. Sleep will be frequently interrupted due to thirst, and the character's legs will be too shaky to stand for prolonged periods of time. Within a day after, the character may die of thirst.
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This meter displays amount of blood lost due to bleeding wounds. How much blood loss a character can endure is based on their [[Endurance]] attribute. A character at their limit of blood loss is subject to losing consciousness or even death.  
  
== Warmth ==
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Bloodloss is removed automatically over several days by natural regeneration. Accumulation of further blood loss is be prevented by stopping bleeding through injury treatment {{key|F7}} or by performing a [[spell]] with [[blood-staunching prayer]] ({{key|F4}}) if the character knows it.
  
Warmth is the final necessity for survival. If warmth is not maintained in one of the red or grey levels, your character may get Frostbite. (from Nutrition/Warmth/Vigor Display page)
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==Heading and movement==
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This section found in the upper right corner of the game screen displays the following:
  
To gain warmth, you can:
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*The character's state of [[movement]]: ''Walking'', ''Running'', ''Hiding'', ''Fallen'' (prone or crawling due to any effect or voluntarily), [[Swimming]] or ''Wading'' in [[water]] and ''Sleeping''
* Build a fire, and wait/perform an activity nearby
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*The player portrait, with direction the character is facing displayed by blue arrow and the direction of incoming audio cues displayed with yellow burst icon
* Put on heavy clothes and perform an activity/wait
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*The current direction of facing displayed by yellow text in compass directions, below the player portrait
* Enter a heated building and perform an activity/wait
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*The current total [[mobility]] of the character, shown in distance per hour (in kilometers or miles), as influenced by positive and negative factors like encumbrance or running movement
* Enter and use a sauna.
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From hottest to coldest, the warmth levels are:
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==Metabolism==
* Sweating a lot
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[[File:Metabolism.jpg|thumb|300px|Display of the metabolic information of the character.]]
* Sweating
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The middle section of the character's status panels contains information about metabolical functions of their body.
* Hot
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* Rather Warm
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* Warm
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* Comfortably Warm
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* A Little Cool
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* Chilly
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* Cold
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* Bitterly Cold
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* Numbingly Cold
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* Freezing
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* Freezing to death
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== Vigour ==
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===Hunger===
(Updated as of 3.20)
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Hunger is the character's desire for [[food]]. A character can function relatively normally even with great hunger, but neglecting satisfying of hunger will inevitably lead to loss of nutrition and further consequences such as being woken up from sleep by terrible hunger.
Vigour is the last part of the character status and represents how awake or sleepy your character is, as opposed to how fatigued. Your character's vigour is affected by level of activity, but on average your character can be awake for roughly a day before passing out (please play-test/refine). If your character reaches "Ready to drop," they will start to fall prone. If they stay awake longer, they will soon after pass out.
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Your character cannot sleep under the rain unless Ready to drop (or within a [[Shelter]]), and will wake once they reach Extremely tired. Other factors will wake your character as they sleep, including hearing noises nearby, being too cold, or being under the influence of hallucinatory mushrooms.
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Hunger is increased by physically demanding actions and sustaining on poor diet. It can also be temporarily increased by consuming certain [[herb]]s, which together with abundant food source or reserves can be useful in quickly treating low nutrition.
  
From wakeful to sleepy, the vigour statuses are:
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Hunger can be reduced by eating food ({{key|e}}), and its accumulation is reduced by maintaining a rich diet.
* Vigorous
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* Lively
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* A bit tired
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* Tired
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* Weary
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* Extremely Tired
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* Ready to drop
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== See also ==
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===Thirst===
*[[Stats]]
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Thirst is the character's need for [[water]]. Increase of thirst will stay roughly same regardless of actions or state of character.
*[[Skills]]
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Lack of water will eventually result in dehydration and loss of physical functionality, such as being woken up from sleep due thirst and becoming too weak to stand. Humans cannot survive for long without water.
 +
 
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Thirst can be satisfied by drinking ({{key|q}}) from any water source or drinking water from a container in the character's inventory.
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===Nutrition===
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The character's nutrition measures how well fed they are on longer term. The stages of nutrition from best to worst are ''Abundant'', ''Well-fed'', ''Nourished'', ''Good'', ''Temperate'', ''Scarce'', ''Insufficient'', ''Malnourished'' and ''Starving''.
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Maintaining a high state of nutrition reduces rate of hunger, while poorer states will increases it. A character in good state of nutrition is in possession of greater energy reserves and is unable to eat raw, spoiled or unclean food. Reaching the state of ''Starving'' will lead to accumulation of starvation penalty.
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Nutrition is increased by eating food, especially energy-rich food containing good amount of fat or protein, such as meat from larger mammals or fish. Loss of nutrition can be reduced by eating properly; high-energy food does not need to be consumed too often, while low-energy food needs to be consumed more regularly and often. Some [[herb]]s also aid against loss of nutrition.
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===Warmth===
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Warmth displays the character's experience of current temperature. From hottest to coldest, the stages of warmth are ''Sweating a lot'', ''Sweating'', ''Hot'', ''Warm'', ''Rather warm'', ''Comfortably warm'', ''Cool'', ''Chilly'', ''Cold'', ''Bitterly Cold'', ''Numbingly Cold'', ''Freezing'' and ''Freezing to death''.
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There is no adverse effects in staying constantly hot, but having a character stay too cold for too long can result in interrupted actions (such as waking from sleep due to cold), hypothermia, loss of consciousness, and death. The colour of the text displaying the state of warmth, ranging from red to blue, can be used to judge if the character is experiencing excess heat or net loss of it, or just staying neutral.
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Gaining warmth:
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*Build a [[fire]], and stay near it
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*Wear [[clothing]], especially [[fur]] or [[wool]] clothing
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*Stay indoors of [[buildings]], especially heated rooms
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*Throwing water on the hot stove of [[sauna]]
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Losing warmth:
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*Stay outside in cold weather (geographical locations further north have colder weather than in the south)
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*Wear reduced amount of clothing or clothing with poor protection against cold
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*Being immersed in [[water]] entirely or partially ([[swimming]] or wading – you can inspect ({{key|F3}}) the temperature of water at a close distance)
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The state of warmth is not indicative of complete protection from elements. It's possible to maintain comfortable net body heat while still having exposed body parts (often hands, feet or head) which are at a risk of developing frostbite [[injury]].
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It's possible to check warmth value of currently worn clothing by opening the armour coverage statistics interface by pressing {{key|Shift+A}} and then pressing {{key|w}} to toggle display for protection against cold.
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===Vigour===
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Vigour represents how energized and awake to how tired and sleepy the character is. The states of vigour from most awoke to most sleepy and tired are: ''Vigorous'', ''Lively'', ''A bit tired'', ''Tired'', ''Weary'', ''Extremely tired'' and ''Ready to drop''.
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Vigour is reduced as the day passes on, and from physically demanding actions. A tired or exhausted character will accumulate fatigue faster and generally perform slower or less efficiently in most actions. Extreme states can result in being able to sleep even while it's raining or snowing, stumbling and falling down, being unable to stand, or loss of consciousness.
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Some actions cannot be initiated with insufficient vigour, such as [[sleep]]ing while the character is feeling vigorous, or physically demanding actions while extremely tired. The [[Will]] [[attribute]] determines the ability to stay awake while exhausted and sleepy.
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Vigour is restored by sleeping and consuming certain [[herb]]s. Comfortable sleeping and going to sleep before becoming too exhausted reduces the need for sleep. Certain herbs can also be conductive to sleeping and help restore vigour efficiently that way.
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==Wielded weapons/tools==
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This part of the status view simply displays what items are being held in the character's  hands.
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For most actions it's not necessary to wield a tool before beginning its use, as this part of the action is usually automatic. Free-form actions with a tool or [[weapon]] such as fighting, [[skiing]] or moving a [[watercraft]] require wielding appropriate item in either or both hands.
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Wielding just one item and leaving the other hand "empty" generally allows using both hands to use the same item, such as in case of wielding weapons for two-handed use.
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==Message log and command display==
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[[File:Messagelog.jpg|thumb|300px|Bottom part of the message log with currently selected or processed action and the repeatable action.]]
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The yellow-brown colored message box displays the most recent log of messages of actions and events. Larger log of the previous several thousand messages can be found inside the character's save folder in ''msglog.txt'' file. Different colors of text is used to indicate various information, red being used for high priority events such as loss of character functionality due to insufficient vigour or a body part being exposed to cold temperatures.
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The command display shows the currently selected action or action that is still being processed through menus or pass of time, such as selecting bait for active [[fishing]] or butchering a carcass.
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Below the command display is the repeat command display that will show the last applicable action that can be quickly repeated by pressing {{key|r}}, such as repeating ''Active fishing'' without going through all the menus.
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==Gallery==
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<gallery>
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File:Headingmovement.jpg|A character in state of hiding in [[stealth]] while facing southwards when they have just heard a sound cue from the direction of west.
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</gallery>
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==See also==
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*[[Attribute]]s
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*[[Skill]]s
  
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]

Revision as of 18:19, 24 May 2022

The status of the current player character is always displayed on the right side of screen in the main gameplay view, whether the character is situated on wilderness map or zoomed-in view.

Many different conditions impact the character's ability to survive and use their skills effectively. The status panel is broken up in five main sections: Physical penalties, heading and movement, metabolism, wielded weapons or tools, and the message log and command display.

Full name of the player character and text for help and options (Esc) are also displayed above and below the main sections of status, at the very top and bottom, respectively.

Physical penalties

Physical penalties with moderate encumbrance, fatigue, injury and bloodloss, but no starvation.

Your character's physical performance and mastery of skills will be impaired due to physical penalties which are classified as encumbrance, fatigue, injury and starvation. These penalties reflect the fact that a character who is carrying extensive load, fatigued, injured or starving cannot function normally.

Physical penalties measure how much a character's skills are reduced when they are put into action, as well as adversely affecting some other parameters such as mobility. The total amount of physical penalty is directly subtracted from the player's value in skill, though the effective value of a skill cannot go lower than 5% (or higher than 95%).

Encumbrance

Encumbrance is the amount of weight a character is carrying. Characters are usually subject to some encumbrance penalties at most times, as it includes the weight of their clothing, tools, weapons and so on. A character can carry a weight up to one and half times their own weight. Going beyond that limit will immediately set encumbrance penalty 100% and prevent movement and most other actions.

The amount of encumbrance penalty is directly affected by the weight of items carried in the character's inventory, so gaining or losing items in any way results in immediate change of encumbrance. Items that are being moved and hauled along do not impact this penalty.

Besides increasing physical penalty, encumbrance also factors into a character's mobility.

Fatigue

Characters become fatigued by performing physically demanding actions such as running, fighting, crafting, rowing on a watercraft, hauling items that are not packed in their inventory, and so on. Having fatigue of 100% or more will prevent movement and most other actions.

Fatigue is automatically reduced by pass of time when not performing physically demanding actions. Standing still and waiting equals resting, which can be done one turn at a time with press of . or holding the key down, or initiating continuous wait-and-rest action by pressing -.

Like encumbrance, the amount of fatigue also affects a character's mobility.

Injury

Receiving an injury will have immediate effect on physical penalty. The location and severity of the injury received on the character's body will cause varying amount of injury penalty. A character who receives injuries amounting to 100% penalty will die.

Injury penalty is reduced as the state of injuries is improved through any form of healing, either through injury treatment by the character themselves (F7) in combination with natural healing, or visiting a sage and requesting their healing.

Different types of injuries can affect the character's actions in different ways besides just increasing physical penalty. For example, a character with leg wound will move and maneuver with more difficulty.

Starvation

Starvation is a condition that is caused by the character's nutrition value staying at the level of Starving for too long. Starvation level adds to the character's physical penalty. A character who accumulates maximum starvation penalty will experienced reduced effectiveness in many actions and eventually starve to death.

Starvation can be reduced and prevented by increasing and maintaining the level of nutrition. Simply filling the character's stomach is only the first step in improving their nutrition, which is a slow process. Recovery from state of nutritional starvation will take some time. Some herbs can promote recovery from starvation.

Bloodloss

This meter displays amount of blood lost due to bleeding wounds. How much blood loss a character can endure is based on their Endurance attribute. A character at their limit of blood loss is subject to losing consciousness or even death.

Bloodloss is removed automatically over several days by natural regeneration. Accumulation of further blood loss is be prevented by stopping bleeding through injury treatment F7 or by performing a spell with blood-staunching prayer (F4) if the character knows it.

Heading and movement

This section found in the upper right corner of the game screen displays the following:

  • The character's state of movement: Walking, Running, Hiding, Fallen (prone or crawling due to any effect or voluntarily), Swimming or Wading in water and Sleeping
  • The player portrait, with direction the character is facing displayed by blue arrow and the direction of incoming audio cues displayed with yellow burst icon
  • The current direction of facing displayed by yellow text in compass directions, below the player portrait
  • The current total mobility of the character, shown in distance per hour (in kilometers or miles), as influenced by positive and negative factors like encumbrance or running movement

Metabolism

Display of the metabolic information of the character.

The middle section of the character's status panels contains information about metabolical functions of their body.

Hunger

Hunger is the character's desire for food. A character can function relatively normally even with great hunger, but neglecting satisfying of hunger will inevitably lead to loss of nutrition and further consequences such as being woken up from sleep by terrible hunger.

Hunger is increased by physically demanding actions and sustaining on poor diet. It can also be temporarily increased by consuming certain herbs, which together with abundant food source or reserves can be useful in quickly treating low nutrition.

Hunger can be reduced by eating food (e), and its accumulation is reduced by maintaining a rich diet.

Thirst

Thirst is the character's need for water. Increase of thirst will stay roughly same regardless of actions or state of character.

Lack of water will eventually result in dehydration and loss of physical functionality, such as being woken up from sleep due thirst and becoming too weak to stand. Humans cannot survive for long without water.

Thirst can be satisfied by drinking (q) from any water source or drinking water from a container in the character's inventory.

Nutrition

The character's nutrition measures how well fed they are on longer term. The stages of nutrition from best to worst are Abundant, Well-fed, Nourished, Good, Temperate, Scarce, Insufficient, Malnourished and Starving.

Maintaining a high state of nutrition reduces rate of hunger, while poorer states will increases it. A character in good state of nutrition is in possession of greater energy reserves and is unable to eat raw, spoiled or unclean food. Reaching the state of Starving will lead to accumulation of starvation penalty.

Nutrition is increased by eating food, especially energy-rich food containing good amount of fat or protein, such as meat from larger mammals or fish. Loss of nutrition can be reduced by eating properly; high-energy food does not need to be consumed too often, while low-energy food needs to be consumed more regularly and often. Some herbs also aid against loss of nutrition.

Warmth

Warmth displays the character's experience of current temperature. From hottest to coldest, the stages of warmth are Sweating a lot, Sweating, Hot, Warm, Rather warm, Comfortably warm, Cool, Chilly, Cold, Bitterly Cold, Numbingly Cold, Freezing and Freezing to death.

There is no adverse effects in staying constantly hot, but having a character stay too cold for too long can result in interrupted actions (such as waking from sleep due to cold), hypothermia, loss of consciousness, and death. The colour of the text displaying the state of warmth, ranging from red to blue, can be used to judge if the character is experiencing excess heat or net loss of it, or just staying neutral.

Gaining warmth:

  • Build a fire, and stay near it
  • Wear clothing, especially fur or wool clothing
  • Stay indoors of buildings, especially heated rooms
  • Throwing water on the hot stove of sauna

Losing warmth:

  • Stay outside in cold weather (geographical locations further north have colder weather than in the south)
  • Wear reduced amount of clothing or clothing with poor protection against cold
  • Being immersed in water entirely or partially (swimming or wading – you can inspect (F3) the temperature of water at a close distance)

The state of warmth is not indicative of complete protection from elements. It's possible to maintain comfortable net body heat while still having exposed body parts (often hands, feet or head) which are at a risk of developing frostbite injury.

It's possible to check warmth value of currently worn clothing by opening the armour coverage statistics interface by pressing Shift+A and then pressing w to toggle display for protection against cold.

Vigour

Vigour represents how energized and awake to how tired and sleepy the character is. The states of vigour from most awoke to most sleepy and tired are: Vigorous, Lively, A bit tired, Tired, Weary, Extremely tired and Ready to drop.

Vigour is reduced as the day passes on, and from physically demanding actions. A tired or exhausted character will accumulate fatigue faster and generally perform slower or less efficiently in most actions. Extreme states can result in being able to sleep even while it's raining or snowing, stumbling and falling down, being unable to stand, or loss of consciousness.

Some actions cannot be initiated with insufficient vigour, such as sleeping while the character is feeling vigorous, or physically demanding actions while extremely tired. The Will attribute determines the ability to stay awake while exhausted and sleepy.

Vigour is restored by sleeping and consuming certain herbs. Comfortable sleeping and going to sleep before becoming too exhausted reduces the need for sleep. Certain herbs can also be conductive to sleeping and help restore vigour efficiently that way.

Wielded weapons/tools

This part of the status view simply displays what items are being held in the character's hands.

For most actions it's not necessary to wield a tool before beginning its use, as this part of the action is usually automatic. Free-form actions with a tool or weapon such as fighting, skiing or moving a watercraft require wielding appropriate item in either or both hands.

Wielding just one item and leaving the other hand "empty" generally allows using both hands to use the same item, such as in case of wielding weapons for two-handed use.

Message log and command display

Bottom part of the message log with currently selected or processed action and the repeatable action.

The yellow-brown colored message box displays the most recent log of messages of actions and events. Larger log of the previous several thousand messages can be found inside the character's save folder in msglog.txt file. Different colors of text is used to indicate various information, red being used for high priority events such as loss of character functionality due to insufficient vigour or a body part being exposed to cold temperatures.

The command display shows the currently selected action or action that is still being processed through menus or pass of time, such as selecting bait for active fishing or butchering a carcass.

Below the command display is the repeat command display that will show the last applicable action that can be quickly repeated by pressing r, such as repeating Active fishing without going through all the menus.

Gallery

See also