Home Active Stats, Survival & Damage

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, brokersenchanted 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.