Vitals
Survival thresholds for the player body. 'warning' = enters the Dying state; 'critical' = enters the Critical/last-stand state. Death occurs only when brain health hits 0.
When a vital hits warning or critical, check the first aid triage guide and matching status effects. For how these numbers chain into moodle severity tiers, see how health & mood actually work.
None of the dying conditions met.
Early-warning critical state. Entered by any one of: heavy bleeding (>0.134) or bleeding with blood volume < 40; not breathing; hunger < 10; thirst < 10 (or > 175 with brain health < 50); septic shock > 75; temperature < 29 or > 41; radiation sickness > 60; rising fibrillation; blood pressure < 80 or > 170; blood oxygen < 65; pulmonary embolism; stroke > 50.
Severe state that triggers the last-stand panel. Entered by any one of: bleeding with blood volume < 30; blood oxygen < 50; starvation (hunger < 0 with thorax muscle < 25); septic shock > 82.5; temperature < 27 or > 41.5; fibrillation > 60; cardiac arrest; blood pressure < 70.
Heart rate < 20 bpm.
Blood pressure < 10 and consciousness < 5 — brain health begins to fall.
Alive (brain health > 0) and consciousness > 30.
Brain health reaches 0. This is the only true death condition; every other vital kills only by eventually driving brain health to 0.
The single death condition: the character is alive only while brain health > 0. Recovers very slowly on its own; brain damage effects begin below 95.
- death<= 0Death — brain health reaches 0
- effect< 95Brain-damage visual/cognitive effects can occur
Drops while bleeding; restored by blood bags / saline. Effective max 200, floor -100.
- warning< 40While bleeding (bleed speed > 0.02): dying
- critical< 30While bleeding: critical (last stand)
- warning< 65%Dying
- arrhythmia< 60%Heart fibrillation begins to rise
- critical< 50%Critical (last stand)
- arrhythmia< 88Fibrillation begins to rise
- warning< 80Hypotension: dying
- warning> 170Hypertension: dying
- critical< 70Critical (last stand)
- braindeath< 10With consciousness < 5: brain death begins
- warning> 200bpmTachycardia: dying + fibrillation rises
- critical< 20bpmCardiac arrest (heart rate < 20) — critical
Regulated toward 37°C; cold biomes and water pull it down, heat sources/clothing insulation push it up.
- warning< 29°CHypothermia: dying
- warning> 41°CHyperthermia: dying
- arrhythmia< 28.5°CFibrillation begins to rise
- critical< 27°CSevere hypothermia: critical
- critical> 41.5°CSevere hyperthermia: critical
Restored by eating. Starvation damages the thorax muscle.
- warning< 10Starving: dying
- critical< 0With thorax muscle health < 25: critical
Restored by drinking. Both dehydration and over-hydration are dangerous.
- warning< 10Dehydrated: dying
- effect> 125Over-hydrated: movement slowed
- warning> 175With brain health < 50: dying (water intoxication)
- effect< 30Unconscious (passes out)
- braindeath< 5With blood pressure < 10: brain death begins
Driven by untreated infection. Lowered by antibiotics.
- warning> 75Dying
- critical> 82.5Critical (last stand)
Rising arrhythmia. Triggered by low oxygen/pressure, high heart rate, high blood viscosity, or cold. Worsens heart rate sharply past 75 and 95.
- warning> 1While rising: dying
- effect> 40Noticeable arrhythmia
- critical> 60Critical (last stand)
- effect> 75Heart rate destabilises (+4× over)
- effect> 95Severe destabilisation (+30× over)
From radioactive objects/biomes. Lowered by anti-rad.
- warning> 60Dying
Affects bleeding speed (thicker blood clots faster). Very high viscosity risks the heart.
- arrhythmia> 80Fibrillation begins to rise
- warning> 50Dying