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Health_And_Stamina_Inventory.PNG
300-300_Cores.PNG
Bloater_Core.PNG
Fatigue_Cores.PNG


Health &
Stamina

..Core Stats Breakdown...................................................

Core example

100-100_Cores.PNG

Base Cores

Description

Your Base Health & Stamina cores start at 100, and when selecting random survivors to begin your game with their stat bars will appear somewhat like the example - Varying depending on if the characters you chose has levelled up combat or cardio skills.  While your base cores are low your damage taken and available stamina is limited. This can lead more easily to inhibited movement from Injury or Trauma. If you come across a survivor with higher Health & Stamina than 100, then it usually means that they have a Trait or Skill which has increased it.

Core example

300-300_Cores.PNG

maxed cores

Description

The max value represented on your Health & Stamina cores is 300 but the actual stat for both can be increased by utilising more character or enclave bonuses. Maxing out your cores is a very tedious but very rewarding process, It is much easier to max health than it is stamina due to the availability of in-house health boosting facility mods, as well as many character Traits and Hero Bonuses having health increases. Stamina however has much less in-house options, and the Traits and Hero Bonuses for it are also very limited, though with the right calculations it is entirely possible to achieve on both as shown by the example image. The reliance on both cores being full fell on Traits, Hero Bonuses, Facility Mods, Enclave Bonuses and the use of specific Facility Actions (Infirmary & Kitchen) the breakdown for this full core example is:

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Stamina: 100 Base

+25 Jogging Buddies (Enclave Bonus)

+61 Max Backpacking (Cardio Specialisation)

+24 Discipline (Wits Specialisation)

+30 High End Kitchen (Feast, Requires Cooking Skill + Specialisation)

+20 Maxed Plumbing (Utilities Specialisation)

+20 Shooting Range 2 (Facility)

+10 Maxed Nutrition (Cooking Specialisation) 

+5  All-in-one workout system (Facility Mod)

+5  Personal Strength (Hero Bonus)

= 300

 

Health 100 Base

+50 Urgent Care: Primary Care (Facility Action)

+28 Maxed Swordplay (Fighting Specialisation)

+20 Landmark Outpost: Boost Max Health (Drucker County)

+20 Surgery (Medicine Specialisation)

+20 Gym: Health Training (Gym Facility Bonus)

+15 Back from the Edge (Hero Bonus)

+10 Hard Determination (Hero Bonus)

+10 Sewing (Quirk Skill)

+10 Hygiene (Quirk Skill)

+10 Nutrition (Cooking Specialisation)

+5 Taking Risks (Hero Bonus)

+5 Gym: all-in-one workout system (Facility Mod)

= 303

​

It is important to note that the way you achieve these values can be changed and altered to suit your communities needs by replacing them with things that are equally comparable. 

Core example

Fatigue_Cores.PNG

Fatigue

Description

When you have played as the same character for a while without switching, you will begin seeing Zzz'z in an orange bubble on your Stamina Core. This represents tiredness/exhaustion which is personified in-game as Fatigue. To remove fatigue you can rest your current character for a while.

 

You can also consume Fatigue removing consumables like a Cup of Coffee or Espresso's, these however incur a Fatigue penalty the more you abuse them, this applies to all stamina restoring or fatigue removing consumable items.

 

As there is a heavy reliance on stamina consumables for combat and evasion you can replenish your fatigue instantly with no penalty by using the Radio Command for "Encouragement" this removes fatigue for a decent amount of time. You can unlock this Radio Command by recruiting survivors who have it as a Hero Bonus or by receiving it from an Enclave Bonus.

Core example

Trauma_Cores.PNG

Trauma

Description

The trauma icon on your Health core means your character has light injuries such as cuts and bruises or some form of abrasion. Having trauma can inhibit your movement and make melee combat much more tedious and draining for your character,

 

The more hits you take the more savage the trauma you will accrue until either enough health has depleted or damage has been taken to trigger a full Injury. You can remove Trauma by using a Med Kit - Regular health restoring items like painkillers and bandages only heal base health loss, not trauma or injuries.

Core example

Injury_Core.PNG

Injury

Description

Injuries are significantly more severe than trauma in the sense the more severe your Injury the more your max health decreases. If your injury icon reaches the base of your health bar you will almost immediately die, with no chance for "fight for your life"

 

The black bar on this example represents depleted health, with our remaining health still indicated in red below it. The grey part at the top is the effects of Injury and trauma, which in this example is not too bad and was easily corrected by using a Med Kit to heal the character.

Core example

Bloater_Core.PNG

Stamina Injuries

Description

Stamina injuries are different from health injuries because it both depletes your core, and makes each use of stamina more costly in terms of how much is used. These forms of trauma are usually respiratory issues or something similar and it is caused by making contact with Bloater Gas. On higher difficulties this can be deadly however as with any other form of injury or trauma it can be healed with a Med Kit. If you have both Health & Stamina Trauma as well as Health Injury it could take up to 2 Med Kits to fully heal your character.

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