Active Stats, Survival, Damage & Durability
1. Summary
Players, NPCs, monsters, and workers share a pool-based survival model. Every food item is a unique crafted instance (18) — including minimal NPC stand rations made by settlement kitchen workers over time. Player-crafted food remains the efficient sustenance layer (§4.5, 09, 10).
Damage flows through mitigation (stats + armor + buffs), with block and i-frames avoiding hits entirely. All successful hits deal at least minimum damage. Weapons and armor lose durability and can break without repair.
2. Locked decisions
| # | Decision |
|---|---|
| 1 | Active pools: HP, mana, stamina, hunger, thirst (+ breath underwater — 11) |
| 2 | Players cannot operate at full energy 24/7 — hunger/thirst and stamina gate activity |
| 3 | Food/drink from inventory (player-crafted preferred) or minimal NPC food stands (emergency only) |
| 4 | Sustained low hunger/thirst → reduced HP/stamina regen and max effectiveness |
| 5 | 0 HP → death (07); PvP unconscious path (14) |
| 6 | HP recovers via passive regen, spells, potions, eating, sleeping |
| 7 | Mana/stamina gate combat — attacks and casts spend pools; pools recharge out of combat or slowly in combat |
| 8 | Running drains stamina faster than walking |
| 9 | Combat, fighting, casting increase hunger/thirst drain rate |
| 10 | Biomes modify hunger/thirst (and related) drain — desert thirst, arctic hunger, etc. |
| 11 | Mitigation = physical stats + armor + defensive spells/modifiers |
| 12 | Shield block and dodge i-frames avoid damage (no mitigation roll) |
| 13 | Weapons & armor take durability damage; repair or break (useless at 0) |
| 14 | Attack damage from weapon/spell base × skill × STR (physical) or INT/WIS (magic) |
| 15 | Minimum damage — any hit that connects after mitigation deals ≥ min_damage |
3. Who has what pools
| Entity | HP | Mana | Stamina | Hunger | Thirst | Notes |
|---|---|---|---|---|---|---|
| Player | ✓ | ✓ | ✓ | ✓ | ✓ | Full survival loop |
| NPC instance | per def | per def | per def | per def | per def | See pools on npc_definition (19 §5) |
| Worker | ✓ | — | ✓ | ✓ | ✓ | role: worker NPC + lodging (13) |
Pool enablement is YAML on each npc def — not a separate monster table.
4. Pool definitions
4.1 Health (HP)
| Property | Detail |
|---|---|
| Max | f(VIT) + equipped instances + modifiers |
| Regen (passive) | Small base in combat; stronger out of combat; buffs/spells stack on top |
| Regen (active) | Spells, potions, food, sleep |
| Loss | Damage, fall, poison, drowning, starvation/dehydration (hybrid tick — §4.4) |
| 0 HP | Death (07) or unconscious in PvP (14) |
4.2 Stamina (STA pool)
| Property | Detail |
|---|---|
| Max | f(STA) + modifiers |
| Spend | Run, dodge, block hold, heavy attacks, gathering bursts |
| Regen | Faster out of combat; slowed while running, casting, or low hunger/thirst |
| Combat | Gates burst actions (12); auto-attack light cost optional per weapon |
Run multiplier: stamina_drain_run >> stamina_drain_walk — cannot sprint forever.
4.3 Mana (MP)
| Property | Detail |
|---|---|
| Max | f(INT, WIS) + equipped instances + modifiers |
| Spend | Spells, soul-bind, enchant rituals (09, 17) |
| Regen | WIS-driven; slower in combat; meditation/rest bonus |
| Combat | Each cast checks mana_cost; failed = no cast |
4.4 Hunger & thirst
Long-horizon satiety pools (0 = empty, max = full):
| Pool | Drains from | Restored by |
|---|---|---|
| Hunger | Time, running, combat, casting, biome heat/cold | Food items, food stands, feast buffs |
| Thirst | Time, exertion, combat, hot/dry biomes | Drink items, wells, food stands, rain spells |
Not instant death at 0 — escalating debuffs while low:
| Level | Threshold (example) | Effect |
|---|---|---|
| Peckish / thirsty | < 70% | Minor stamina regen penalty |
| Hungry / parched | < 40% | Reduced max stamina, slower HP regen |
| Starving / dehydrated | < 15% for sustained ticks | Hybrid HP loss: flat tick + % of max HP (starvation_flat + max_hp × starvation_pct) |
| Critical duration | Low too long | Stacks severity — required before HP loss begins |
Sustained critical state is required before HP loss — not one tick at 0%.
4.5 Food sources & economy (decided)
Player-crafted food is a major economy pillar (09, 10). NPC stands sell crafted instances from settlement workers (18) — minimal stats, shelves deplete until workers replenish.
| Tier | Source | Restore | Buffs | Efficiency (satiety per coin) | Role |
|---|---|---|---|---|---|
| NPC stand | Settlement kitchen crafts unique hardtack instances | Minimal | None | Poor | Emergency; shelf may be empty |
| Player crafted | Inventory, stalls, brokers — enchanted gourmet top tier (17) |
Strong + enchant | Yes | Best | Primary food loop |
| Lodging pantry | Workers / housing (13) |
Stocked unique instances | As item | Employer cost | Automation |
| Wells / drink | World fixtures | Thirst only | — | Low | Companion to stands |
# example tuning (ruleset)
npc_bread:
hunger_restore: 8 # of 100
thirst_restore: 0
stamina_bonus: 0
buffs: []
stand_price_copper: 5 # expensive per point restored
iron_stew: # player crafted (`09`)
hunger_restore: 45
stamina_regen_bonus: 10%
buff_duration_ticks: 600
typical_stall_price_silver: 2 # much better value
Design intent: Rational players buy from player stalls/brokers or craft; NPC stands prevent hard starvation in town without undercutting cooks.
| Action | Command |
|---|---|
| Eat carried food | flatland eat <item> |
| Emergency NPC snack | flatland stand buy meal --stand <id> (minimal restore) |
| Buy player food | Stall, broker, direct trade (10) |
5. Activity & biome modifiers
Per-tick drain multipliers stack:
hunger_drain = base_hunger_drain
× activity_mult
× biome_hunger_mult
× encumbrance_mult
thirst_drain = base_thirst_drain
× activity_mult
× biome_thirst_mult
| Activity | Hunger | Thirst | Stamina |
|---|---|---|---|
| Idle | 1.0 | 1.0 | regen |
| Walk | 1.1 | 1.2 | light regen |
| Run | 1.5 | 2.0 | drain |
| Combat / fighting | 2.0 | 2.5 | drain |
| Spell casting | 1.8 | 2.0 | mana drain |
| Biome (examples) | Hunger mult | Thirst mult |
|---|---|---|
| Temperate forest | 1.0 | 1.0 |
| Desert | 1.2 | 2.5 |
| Arctic | 1.8 | 0.9 |
| Swamp | 1.1 | 1.3 |
| Deep underground | 1.0 | 1.0 |
Authored in segment zone_metadata (01).
6. Rest & sleep
| Action | Where | Effect |
|---|---|---|
| Short rest | Sit/camp (out of combat) | STA regen boost |
| Sleep | Inn, lodging, bed roll | Strong HP/STA regen; hunger/thirst still tick slowly |
| Meditation | Sanctuary | MP regen boost (14 prayer separate) |
Workers must sleep at lodging when stamina low (13). Players cannot substitute infinite sprint for sleep without penalties.
7. Damage pipeline
Server-authoritative order (12):
1. Hit valid? (range, LoS, hit roll vs evasion)
2. Block active? ──yes──► 0 damage (stamina cost)
3. Dodge i-frames? ──yes──► 0 damage
4. Compute raw_damage (§7.1)
5. Apply mitigation (§7.2)
6. Apply resist by damage_type
7. Clamp: final = max(min_damage, final)
8. Apply to target HP
9. Wear durability on weapon (attacker) and armor (defender) (§8)
7.1 Raw damage (offense)
Physical (weapon / melee ability):
raw = uniform(damage_min, damage_max) × weapon_skill_factor × (1 + STR_scale)
× crit_multiplier?
Spell:
raw = spell_base × spell_skill_factor × (1 + INT_scale + WIS_scale) × spell_power_gear
Skills (swords, evocation, …) and primaries both contribute — see 12 skill_scaling.
7.2 Mitigation (defense)
mitigation_rating = armor_physical
+ stat_contribution(VIT, STR)
+ shield_block_value (if blocking)
+ sum(defensive_buff_modifiers)
damage_after_armor = raw × penetration_factor(armor_pen)
- mitigation_rating × mitigation_curve(raw)
# Or proportional formula — tune in ruleset:
damage_after_armor = raw × (1 - mitigation_rating / (mitigation_rating + K))
Mitigation does not apply on blocked or i-frame avoided hits.
7.3 Minimum damage (decided)
Any hit that connects (not blocked, not dodged, not immune) deals:
final_damage = max(min_damage_global, damage_after_resists)
min_damage may be 1 or scaled by weapon tier — ensures armor never grants full immunity to sustained attacks without immunity buffs.
7.4 Damage types & resists
| Type | Mitigated by |
|---|---|
| slash / pierce / blunt | armor_physical, VIT |
| fire / cold / lightning / … | resist_*, WIS, gear |
| true / chaos | Optional bypass — higher min_damage only |
8. Item durability
8.1 Equipment wear
| Event | Item |
|---|---|
| Attacker hits | Weapon loses durability |
| Defender hit | Armor pieces lose durability |
| Block | Shield extra wear |
| Gather / craft | Tools wear (09) |
durability_loss = base_wear × hit_intensity × material_hardness_factor
8.2 Break states
durability |
State |
|---|---|
| > 0 | Normal — stats apply |
| 0 | Broken — weapon: cannot attack; armor: 0 mitigation from piece; tool: cannot craft |
On player death: corpse gear keeps current durability — no extra wear penalty (07).
8.3 Repair
| Method | Where |
|---|---|
| Repair kit | Consumable — partial restore |
| Smith / tailor NPC | Town — pay coins |
| Craft bench | Player building fixture (20) — recipe + materials (09) |
| Self-repair skill | Reduces cost; higher tier restores more |
Broken items remain in inventory — dead weight until repaired or salvaged.
8.4 Monster loot durability
Dropped equipment durability is per loot table entry — some templates roll worn (durability_pct range), others pristine. Not global random on every drop.
9. Combat resource interaction (12)
| Action | HP | STA | MP | Hunger | Thirst |
|---|---|---|---|---|---|
| Auto-attack | — | light | — | ↑ | ↑ |
| Skill | — | per skill | per skill | ↑ | ↑ |
| Dodge | — | burst | — | ↑ | ↑ |
| Block (hold) | — | drain/tick | — | ↑ | — |
| Run in combat | — | high | — | ↑↑ | ↑↑ |
In combat (in_combat flag): STA/MP regen reduced; hunger/thirst mult applied.
10. NPC pool profiles
Typical npc_definition presets (19) — all configurable per def:
| Profile | Typical pools |
|---|---|
| Critter (rabbit) | HP, stamina; hunger simplified |
| Combat mob | HP, stamina; optional mana |
| Boss | Full pools + phase thresholds |
| Town civilian | HP only; assault = crime (14) |
| Worker | Full survival — employer feeds (13) |
11. TUI / agent
flatland status # HP, STA, MP, hunger, thirst, debuffs
flatland eat <item>
flatland drink <item>
flatland rest | sleep
flatland repair <item> --at smith_northhold
flatland stand buy meal --stand market_stall_3
Agent JSON: pool values, drain multipliers, broken equipment flags.
12. Phasing
| Phase | Scope |
|---|---|
| 2 | HP, stamina, walk/run drain |
| 3 | Hunger/thirst, food consumables, biome mult stub |
| 4 | Mana, combat costs, mitigation, min damage, block/dodge |
| 5 | Durability wear + repair; minimal NPC food stands |
| 6 | Worker hunger; sleep/inns; critical starvation |
13. Open decisions
Resolved (2026-07-06):
| # | Decision |
|---|---|
| S1 | Small passive HP regen in combat; buffs/heals stronger |
| S2 | Hybrid starvation HP loss — flat + % of max HP per tick |
| S3 | No extra durability loss on death — corpse keeps current wear |
| S4 | NPC food — settlement-crafted unique instances; minimal restore; poor efficiency; limited stock |
| S5 | Monster loot durability — per loot table (worn vs pristine) |
14. Cross-references
| Topic | Doc |
|---|---|
| Primaries & derived | 11 |
| Combat actions | 12 |
| Death | 07, unconscious 14 |
| Consumables | 08, 09 |
| Workers rest/food | 13 |
| Biomes / zones | 01 |
Mitigation uses modifier system from 08 §6.