DayZ Wiki
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==Guns, ammo and all that jazz ==
 
==Guns, ammo and all that jazz ==
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[[Template:Ammunition_Template]]
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  +
{| class="mw-collapsible mw-collapsed"
  +
! hide spam
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|-
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|<pre>
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{{#set:
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|Name = {{PAGENAME}}
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|Image =
  +
|Description =
  +
  +
|Category = ---
  +
|Slots =
  +
|StackLimit =
  +
|Contains = ---
  +
  +
|Locations =
  +
|Rarity =
  +
...
  +
}}
  +
  +
{{#set:
  +
|InternalId = B_12Gauge_Pellets
  +
|Hit = 6
  +
|HitShockHead = 20000
  +
|HitShock = 500
  +
|HitBlood = 500
  +
|HitHealth = -200
  +
|BleedChance = 2
  +
|Audiblefire = 18
  +
}}
  +
  +
{{#set:
  +
|InternalId = B_12Gauge_Slug
  +
|Hit = 11
  +
|HitShockHead = 20001
  +
|HitShock = 500
  +
|HitBlood = 500
  +
|HitHealth = -200
  +
|BleedChance = 2
  +
|Audiblefire = 18
  +
}}
  +
  +
{{#set:
  +
|InternalId = B_556x45_Ball
  +
|Hit = 8
  +
|HitShockHead = 20002
  +
|HitShock = 500
  +
|HitBlood = 500
  +
|HitHealth = -200
  +
|BleedChance = 2
  +
|Audiblefire = 16
  +
}}
  +
  +
{{#set:
  +
|InternalId = B_545x39_Ball
  +
|Hit = 7,2
  +
|HitShockHead = 20003
  +
|HitShock = 500
  +
|HitBlood = 500
  +
|HitHealth = -200
  +
|BleedChance = 2
  +
|Audiblefire = Unknown
  +
}}
  +
  +
{{#set:
  +
|InternalId = B_762x51_Ball
  +
|Hit = 12
  +
|HitShockHead = 20004
  +
|HitShock = 500
  +
|HitBlood = 500
  +
|HitHealth = -200
  +
|BleedChance = 2
  +
|Audiblefire = 22
  +
}}
  +
  +
{{#set:
  +
|InternalId = B_762x39_Ball
  +
|Hit = 9,5
  +
|HitShockHead = 20005
  +
|HitShock = 500
  +
|HitBlood = 500
  +
|HitHealth = -200
  +
|BleedChance = 2
  +
|Audiblefire = 18
  +
}}
  +
  +
{{#set:
  +
|InternalId = B_45ACP_Ball
  +
|Hit = 9
  +
|HitShockHead = 20006
  +
|HitShock = 500
  +
|HitBlood = 500
  +
|HitHealth = -200
  +
|BleedChance = 2
  +
|Audiblefire = 9
  +
}}
  +
  +
{{#set:
  +
|InternalId = B_357
  +
|Hit = 9
  +
|HitShockHead = 20007
  +
|HitShock = 500
  +
|HitBlood = 500
  +
|HitHealth = -200
  +
|BleedChance = 2
  +
|Audiblefire = 13
  +
}}
  +
  +
{{#set:
  +
|InternalId = B_9mm_Ball
  +
|Hit = 7
  +
|HitShockHead = 20008
  +
|HitShock = 500
  +
|HitBlood = 500
  +
|HitHealth = -200
  +
|BleedChance = 2
  +
|Audiblefire = 7
  +
}}
  +
  +
{{#set:
  +
|InternalId = B_380_Ball
  +
|Hit = 5,5
  +
|HitShockHead = 20009
  +
|HitShock = 500
  +
|HitBlood = 500
  +
|HitHealth = -200
  +
|BleedChance = 2
  +
|Audiblefire = 5
  +
}}
  +
  +
{{#set:
  +
|InternalId = B_556x45_EXP
  +
|Hit = 0
  +
|HitShockHead = 20010
  +
|HitShock = 500
  +
|HitBlood = 500
  +
|HitHealth = -200
  +
|BleedChance = 2
  +
|Audiblefire = Unknown
  +
}}
  +
  +
{{#set:
  +
|InternalId = B_22_Ball
  +
|Hit = 4,5
  +
|HitShockHead = 20000
  +
|HitShock = 200
  +
|HitBlood = -200
  +
|HitHealth = -100
  +
|BleedChance = 2
  +
|Audiblefire = 3,5
  +
}}
  +
  +
{{#set:
  +
|InternalId = A_composite
  +
|Hit = 9
  +
|HitShockHead = 20000
  +
|HitShock = 200
  +
|HitBlood = -200
  +
|HitHealth = -100
  +
|BleedChance = 2
  +
|Audiblefire = 1
  +
}}
  +
  +
{{#set:
  +
|InternalId = A_primitive
  +
|Hit = 8
  +
|HitShockHead = 18000
  +
|HitShock = 180
  +
|HitBlood = -180
  +
|HitHealth = -90
  +
|BleedChance = 1,8
  +
|Audiblefire = 1
  +
}}
  +
  +
</pre>
  +
|<pre>
  +
{{#set:
  +
|Name = {{PAGENAME}}
  +
|Image =
  +
|Description=
  +
|Category =
  +
|Size =
  +
|Location =
  +
|Rarity =
  +
...
  +
rest template
  +
  +
{{#set:
  +
|InternalId = Crossbow
  +
|Ammunition =
  +
|ReloadTime = 53333
  +
|Dexterity =
  +
|Dispersion = 75
  +
}}
  +
  +
{{#set:
  +
|InternalId = AK101
  +
|Ammunition = B_556x45_Ball
  +
|ReloadTime = 0,1
  +
|Dexterity = 2,75
  +
|Dispersion = 15
  +
}}
  +
  +
{{#set:
  +
|InternalId = AKM
  +
|Ammunition = B_762x39_Ball
  +
|ReloadTime = 0,1
  +
|Dexterity = 2,75
  +
|Dispersion = 15
  +
}}
  +
  +
{{#set:
  +
|InternalId = B95
  +
|Ammunition = B_762x51_Ball
  +
|ReloadTime = 0,1/0,01
  +
|Dexterity = 2,65
  +
|Dispersion = 0,001/0,001
  +
}}
  +
  +
{{#set:
  +
|InternalId = CZ527
  +
|Ammunition = B_762x39_Ball
  +
|ReloadTime = 2
  +
|Dexterity = 2,7
  +
|Dispersion = 15
  +
}}
  +
  +
{{#set:
  +
|InternalId = M4
  +
|Ammunition = B_556x45_Ball
  +
|ReloadTime = 0,085/0,09
  +
|Dexterity = 3
  +
|Dispersion = 0,0015/0,0015
  +
}}
  +
  +
{{#set:
  +
|InternalId = Mosin9130
  +
|Ammunition = B_762x51_Ball
  +
|ReloadTime = 2
  +
|Dexterity = 2,3
  +
|Dispersion = 1
  +
}}
  +
  +
{{#set:
  +
|InternalId = Mosin9130_Sawed_Off
  +
|Ammunition = B_762x51_Ball
  +
|ReloadTime = 2
  +
|Dexterity = 2,7
  +
|Dispersion = 3
  +
}}
  +
  +
{{#set:
  +
|InternalId = MP5
  +
|Ammunition = B_9mm_Ball
  +
|ReloadTime = 67
  +
|Dexterity = 3,2
  +
|Dispersion = 3
  +
}}
  +
  +
{{#set:
  +
|InternalId = PM73rak
  +
|Ammunition = B_380_Ball
  +
|ReloadTime = 92
  +
|Dexterity = 3,3
  +
|Dispersion = 3
  +
}}
  +
  +
{{#set:
  +
|InternalId = Repeater
  +
|Ammunition = B_357
  +
|ReloadTime = 0,6
  +
|Dexterity = 1,8
  +
|Dispersion = 1
  +
}}
  +
  +
{{#set:
  +
|InternalId = Ruger1022
  +
|Ammunition = B_22_Ball
  +
|ReloadTime = 0,1
  +
|Dexterity = 3,15
  +
|Dispersion = 15
  +
}}
  +
  +
{{#set:
  +
|InternalId = SKS
  +
|Ammunition = B_762x39_Ball
  +
|ReloadTime = 0,1
  +
|Dexterity = 2,5
  +
|Dispersion = 15
  +
}}
  +
  +
{{#set:
  +
|InternalId = 1911
  +
|Ammunition = B_45ACP_Ball
  +
|ReloadTime = 0,13
  +
|Dexterity = 3,6
  +
|Dispersion = 6
  +
}}
  +
  +
{{#set:
  +
|InternalId = CZ75
  +
|Ammunition = B_9mm_Ball
  +
|ReloadTime = 0,13
  +
|Dexterity = 3,6
  +
|Dispersion = 6
  +
}}
  +
  +
{{#set:
  +
|InternalId = Flaregun
  +
|Ammunition = B_Flare
  +
|ReloadTime = 0,13
  +
|Dexterity = 3,6
  +
|Dispersion = 0,03
  +
}}
  +
  +
{{#set:
  +
|InternalId = FNX45
  +
|Ammunition = B_45ACP_Ball
  +
|ReloadTime = 0,09
  +
|Dexterity = 3,7
  +
|Dispersion = 6
  +
}}
  +
  +
{{#set:
  +
|InternalId = LongHorn
  +
|Ammunition = B_762x51_Ball
  +
|ReloadTime = 1,0
  +
|Dexterity = 3,7
  +
|Dispersion = 2
  +
}}
  +
  +
{{#set:
  +
|InternalId = Magnum
  +
|Ammunition = B_357
  +
|ReloadTime = 0,3
  +
|Dexterity = 3,4
  +
|Dispersion = 6
  +
}}
  +
  +
{{#set:
  +
|InternalId = Amphibia_S_(mkii)
  +
|Ammunition = B_22_Ball
  +
|ReloadTime = 0,08
  +
|Dexterity = 3,5
  +
|Dispersion = 6
  +
}}
  +
  +
{{#set:
  +
|InternalId = P1
  +
|Ammunition = B_9mm_Ball
  +
|ReloadTime = 0,13
  +
|Dexterity = 3
  +
|Dispersion = 6
  +
}}
  +
  +
{{#set:
  +
|InternalId = Makarov_IJ70
  +
|Ammunition = B_380_Ball
  +
|ReloadTime = 0,13
  +
|Dexterity = 3,7
  +
|Dispersion = 6
  +
}}
  +
  +
{{#set:
  +
|InternalId = Bow
  +
|Ammunition = A_composite
  +
|ReloadTime = 0,7
  +
|Dexterity = 1,8
  +
|Dispersion = 45
  +
}}
  +
  +
{{#set:
  +
|InternalId = IZH43
  +
|Ammunition = B_12Gauge_Pellets
  +
|ReloadTime = 0,1/0,01
  +
|Dexterity = 2,7
  +
|Dispersion = 0,01/0,01
  +
}}
  +
  +
{{#set:
  +
|InternalId = IZH43_SawedOff
  +
|Ammunition = B_12Gauge_Pellets
  +
|ReloadTime = ??/0,01
  +
|Dexterity = 2,9
  +
|Dispersion = 0,02/0,02
  +
}}
  +
</pre>
  +
|}
 
{| class="mw-collapsible mw-collapsed"
 
{| class="mw-collapsible mw-collapsed"
 
! hide spam
 
! hide spam
 
|-
 
|-
 
|
 
|
MUNITION=BulletBase
+
|Id =BulletBase
  +
|Hit =8
hit=8
 
HitShockHead=20000
+
|HitShockHead =20000
HitShock=500
+
|HitShock =500
HitBlood=-500
+
|HitBlood =-500
HitHealth=-200
+
|HitHealth =-200
BleedChance=2
+
|BleedChance =2
  +
|IndirectHit =0
indirecthit=0
 
  +
|Indirecthitrange=0
indirecthitrange=0
 
  +
|Airfriction =
airfriction=
 
  +
|TypicalSpeed =
typicalSpeed=
 
Audiblefire=
+
|Audiblefire =
Deflecting=10
+
|Deflecting =10
   
MUNITION=B_12Gauge_Pellets
+
|Id =B_12Gauge_Pellets
  +
|Hit =6
hit=6
 
HitShockHead=20000
+
|HitShockHead =20000
HitShock=500
+
|HitShock =500
HitShock=500
+
|HitBlood =500
HitHealth=-200
+
|HitHealth =-200
BleedChance=2
+
|BleedChance =2
  +
|IndirectHit =0
indirecthit=0
 
  +
|Indirecthitrange=0
indirecthitrange=0
 
airfriction=-96
+
|Airfriction =-96
typicalSpeed=404
+
|TypicalSpeed =404
Audiblefire=18
+
|Audiblefire =18
Deflecting=
+
|Deflecting =10
   
MUNITION=B_12Gauge_Slug
+
|Id =B_12Gauge_Slug
  +
|Hit =11
hit=11
 
HitShockHead=20001
+
|HitShockHead =20001
HitShock=500
+
|HitShock =500
HitShock=500
+
|HitBlood =500
HitHealth=-200
+
|HitHealth =-200
BleedChance=2
+
|BleedChance =2
  +
|IndirectHit =0
indirecthit=0
 
  +
|Indirecthitrange=0
indirecthitrange=0
 
  +
|Airfriction =-5
airfriction=-5
 
typicalSpeed=400
+
|TypicalSpeed =400
Audiblefire=18
+
|Audiblefire =18
Deflecting=
+
|Deflecting =10
   
MUNITION=B_556x45_Ball
+
|Id =B_556x45_Ball
  +
|Hit =8
hit=8
 
HitShockHead=20002
+
|HitShockHead =20002
HitShock=500
+
|HitShock =500
HitShock=500
+
|HitBlood =500
HitHealth=-200
+
|HitHealth =-200
BleedChance=2
+
|BleedChance =2
  +
|IndirectHit =0
indirecthit=0
 
  +
|Indirecthitrange=0
indirecthitrange=0
 
airfriction=-129
+
|Airfriction =-129
typicalSpeed=884
+
|TypicalSpeed =884
Audiblefire=16
+
|Audiblefire =16
Deflecting=10
+
|Deflecting =10
   
MUNITION=B_545x39_Ball
+
|Id =B_545x39_Ball
hit=7,2
+
|Hit =7,2
HitShockHead=20003
+
|HitShockHead =20003
HitShock=500
+
|HitShock =500
HitShock=500
+
|HitBlood =500
HitHealth=-200
+
|HitHealth =-200
BleedChance=2
+
|BleedChance =2
  +
|IndirectHit =0
indirecthit=0
 
  +
|Indirecthitrange=
indirecthitrange=
 
airfriction=-0.00114
+
|Airfriction =-0.00114
typicalSpeed=910
+
|TypicalSpeed =910
Audiblefire=
+
|Audiblefire =Unknown
Deflecting=
+
|Deflecting =10
   
MUNITION=B_762x51_Ball
+
|Id =B_762x51_Ball
  +
|Hit =12
hit=12
 
HitShockHead=20004
+
|HitShockHead =20004
HitShock=500
+
|HitShock =500
HitShock=500
+
|HitBlood =500
HitHealth=-200
+
|HitHealth =-200
BleedChance=2
+
|BleedChance =2
  +
|IndirectHit =0
indirecthit=0
 
  +
|Indirecthitrange=0
indirecthitrange=0
 
airfriction=-96
+
|Airfriction =-96
typicalSpeed=860
+
|TypicalSpeed =860
Audiblefire=22
+
|Audiblefire =22
Deflecting=
+
|Deflecting =10
   
MUNITION=B_762x39_Ball
+
|Id =B_762x39_Ball
hit=9,5
+
|Hit =9,5
HitShockHead=20005
+
|HitShockHead =20005
HitShock=500
+
|HitShock =500
HitShock=500
+
|HitBlood =500
HitHealth=-200
+
|HitHealth =-200
BleedChance=2
+
|BleedChance =2
  +
|IndirectHit =0
indirecthit=0
 
  +
|Indirecthitrange=0
indirecthitrange=0
 
airfriction=-195
+
|Airfriction =-195
typicalSpeed=730
+
|TypicalSpeed =730
Audiblefire=18
+
|Audiblefire =18
Deflecting=
+
|Deflecting =10
   
MUNITION=B_45ACP_Ball
+
|Id =B_45ACP_Ball
  +
|Hit =9
hit=9
 
HitShockHead=20006
+
|HitShockHead =20006
HitShock=500
+
|HitShock =500
HitShock=500
+
|HitBlood =500
HitHealth=-200
+
|HitHealth =-200
BleedChance=2
+
|BleedChance =2
  +
|IndirectHit =0
indirecthit=0
 
  +
|Indirecthitrange=0
indirecthitrange=0
 
airfriction=-72
+
|Airfriction =-72
typicalSpeed=260
+
|TypicalSpeed =260
Audiblefire=9
+
|Audiblefire =9
Deflecting=45
+
|Deflecting =45
   
MUNITION=B_357
+
|Id =B_357
  +
|Hit =9
hit=9
 
HitShockHead=20007
+
|HitShockHead =20007
HitShock=500
+
|HitShock =500
HitShock=500
+
|HitBlood =500
HitHealth=-200
+
|HitHealth =-200
BleedChance=2
+
|BleedChance =2
  +
|IndirectHit =0
indirecthit=0
 
  +
|Indirecthitrange=0
indirecthitrange=0
 
airfriction=-166
+
|Airfriction =-166
typicalSpeed=360
+
|TypicalSpeed =360
Audiblefire=13
+
|Audiblefire =13
Deflecting=45
+
|Deflecting =45
   
MUNITION=B_9mm_Ball
+
|Id =B_9mm_Ball
  +
|Hit =7
hit=7
 
HitShockHead=20008
+
|HitShockHead =20008
HitShock=500
+
|HitShock =500
HitShock=500
+
|HitBlood =500
HitHealth=-200
+
|HitHealth =-200
BleedChance=2
+
|BleedChance =2
  +
|IndirectHit =0
indirecthit=0
 
  +
|Indirecthitrange=0
indirecthitrange=0
 
airfriction=-11
+
|Airfriction =-11
typicalSpeed=350
+
|TypicalSpeed =350
Audiblefire=7
+
|Audiblefire =7
Deflecting=35
+
|Deflecting =35
   
MUNITION=B_380_Ball
+
|Id =B_380_Ball
hit=5,5
+
|Hit =5,5
HitShockHead=20009
+
|HitShockHead =20009
HitShock=500
+
|HitShock =500
HitShock=500
+
|HitBlood =500
HitHealth=-200
+
|HitHealth =-200
BleedChance=2
+
|BleedChance =2
  +
|IndirectHit =0
indirecthit=0
 
  +
|Indirecthitrange=0
indirecthitrange=0
 
airfriction=-11
+
|Airfriction =-11
typicalSpeed=300
+
|TypicalSpeed =300
Audiblefire=5
+
|Audiblefire =5
Deflecting=32
+
|Deflecting =32
   
MUNITION=B_556x45_EXP
+
|Id =B_556x45_EXP
  +
|Hit =0
hit=0
 
HitShockHead=20010
+
|HitShockHead =20010
HitShock=500
+
|HitShock =500
HitShock=500
+
|HitBlood =500
HitHealth=-200
+
|HitHealth =-200
BleedChance=2
+
|BleedChance =2
  +
|IndirectHit =8
indirecthit=8
 
  +
|Indirecthitrange=3
indirecthitrange=3
 
airfriction=-1425
+
|Airfriction =-1425
  +
|TypicalSpeed =
typicalSpeed=
 
Audiblefire=
+
|Audiblefire =
Deflecting=
+
|Deflecting =10
   
MUNITION=B_22_Ball
+
|Id =B_22_Ball
hit=4,5
+
|Hit =4,5
HitShockHead=20000
+
|HitShockHead =20000
HitShock=200
+
|HitShock =200
HitBlood=-200
+
|HitBlood =-200
HitHealth=-100
+
|HitHealth =-100
BleedChance=2
+
|BleedChance =2
  +
|IndirectHit =0
indirecthit=0
 
  +
|Indirecthitrange=0
indirecthitrange=0
 
airfriction=-215
+
|Airfriction =-215
typicalSpeed=380
+
|TypicalSpeed =380
Audiblefire=3,5
+
|Audiblefire =3,5
Deflecting=30
+
|Deflecting =30
   
MUNITION=A_composite
+
|Id =A_composite
  +
|Hit =9
hit=9
 
HitShockHead=20000
+
|HitShockHead =20000
HitShock=200
+
|HitShock =200
HitBlood=-200
+
|HitBlood =-200
HitHealth=-100
+
|HitHealth =-100
BleedChance=2
+
|BleedChance =2
  +
|IndirectHit =0
indirecthit=0
 
  +
|Indirecthitrange=0
indirecthitrange=0
 
airfriction=-215
+
|Airfriction =-215
  +
|TypicalSpeed =30
typicalSpeed=30
 
Audiblefire=1
+
|Audiblefire =1
Deflecting=20
+
|Deflecting =20
   
MUNITION=A_primitive
+
|Id =A_primitive
  +
|Hit =8
hit=8
 
HitShockHead=18000
+
|HitShockHead =18000
HitShock=180
+
|HitShock =180
HitBlood=-180
+
|HitBlood =-180
HitHealth=-90
+
|HitHealth =-90
BleedChance=1,8
+
|BleedChance =1,8
  +
|IndirectHit =
indirecthit=
 
  +
|Indirecthitrange=
indirecthitrange=
 
airfriction=-0.00215
+
|Airfriction =-0.00215
  +
|TypicalSpeed =30
typicalSpeed=30
 
Audiblefire=1
+
|Audiblefire =1
Deflecting=20
+
|Deflecting =20
 
|
 
|
 
Weapon Firearms=Crossbow
 
Weapon Firearms=Crossbow

Revision as of 05:17, 31 October 2014


Notes\Sandbox

  • Maybe the articles (Sea, Coast, Waters, Fields and Forests, Hills and Mountains) can be combined into an extensive article on landscape?
  • controls might be expanded to an article that cover all settings, including video ones I seen in the getting started guide.
  • Servers need some info on the central architecture i.e. what is a hive\shard and private ones.
Article that need work\check
organization\other
rm

Navigation

Chernarus
Characters
Weapons
Equipment
Consumables
About
The game - DayZ Standalone, Frequently asked Questions
Development - Road Map, Changelog, Developers.
Gameplay basics
Survival - staying alive and healthy AnotherArk (talk)
Mechanics
Other unused\unchecked link spam
no

Blood type, Stomach


Status Colors

border=1
border=1
border=1
border=1
border=1

tables:

Thirsty
Thirsty
Thirsty
Thirsty
Thirsty
Thirsty
Thirsty
Thirsty
Thirsty
Thirsty
Thirsty
Thirsty
Thirsty
Thirsty
Thirsty
Hydrated
Hydrated
Thirsty
Thirsty
Thirsty
Temperature Status Message
> 40°C Hyperthermia "I am hyperthermic"
> 38°C File:Overheating.png "I am Overheating"
> 37.1°C Hot "I am hot"
35.5-37.1°C Normal - no status.
< 34.5°C Cold "I am cold"
< 34.5°C File:Freezing.png "I am freezing"
< 34.5°C Hypothermia "I am hypothermic"

Guns, ammo and all that jazz

Template:Ammunition_Template

hide spam
{{#set:
|Name         = {{PAGENAME}}
|Image        = 
|Description  =

|Category     = ---
|Slots        =
|StackLimit   = 
|Contains     = ---

|Locations    =
|Rarity       =
...
}}

{{#set:
|InternalId   = B_12Gauge_Pellets
|Hit          = 6
|HitShockHead = 20000
|HitShock     = 500
|HitBlood     = 500
|HitHealth    = -200
|BleedChance  = 2
|Audiblefire  = 18
}}

{{#set:
|InternalId   = B_12Gauge_Slug
|Hit          = 11
|HitShockHead = 20001
|HitShock     = 500
|HitBlood     = 500
|HitHealth    = -200
|BleedChance  = 2
|Audiblefire  = 18
}}

{{#set:
|InternalId   = B_556x45_Ball
|Hit          = 8
|HitShockHead = 20002
|HitShock     = 500
|HitBlood     = 500
|HitHealth    = -200
|BleedChance  = 2
|Audiblefire  = 16
}}

{{#set:
|InternalId   = B_545x39_Ball
|Hit          = 7,2
|HitShockHead = 20003
|HitShock     = 500
|HitBlood     = 500
|HitHealth    = -200
|BleedChance  = 2
|Audiblefire  = Unknown
}}

{{#set:
|InternalId   = B_762x51_Ball
|Hit          = 12
|HitShockHead = 20004
|HitShock     = 500
|HitBlood     = 500
|HitHealth    = -200
|BleedChance  = 2
|Audiblefire  = 22
}}

{{#set:
|InternalId   = B_762x39_Ball
|Hit          = 9,5
|HitShockHead = 20005
|HitShock     = 500
|HitBlood     = 500
|HitHealth    = -200
|BleedChance  = 2
|Audiblefire  = 18
}}

{{#set:
|InternalId   = B_45ACP_Ball
|Hit          = 9
|HitShockHead = 20006
|HitShock     = 500
|HitBlood     = 500
|HitHealth    = -200
|BleedChance  = 2
|Audiblefire  = 9
}}

{{#set:
|InternalId   = B_357
|Hit          = 9
|HitShockHead = 20007
|HitShock     = 500
|HitBlood     = 500
|HitHealth    = -200
|BleedChance  = 2
|Audiblefire  = 13
}}

{{#set:
|InternalId   = B_9mm_Ball
|Hit          = 7
|HitShockHead = 20008
|HitShock     = 500
|HitBlood     = 500
|HitHealth    = -200
|BleedChance  = 2
|Audiblefire  = 7
}}

{{#set:
|InternalId   = B_380_Ball
|Hit          = 5,5
|HitShockHead = 20009
|HitShock     = 500
|HitBlood     = 500
|HitHealth    = -200
|BleedChance  = 2
|Audiblefire  = 5
}}

{{#set:
|InternalId   = B_556x45_EXP
|Hit          = 0
|HitShockHead = 20010
|HitShock     = 500
|HitBlood     = 500
|HitHealth    = -200
|BleedChance  = 2
|Audiblefire  = Unknown
}}

{{#set:
|InternalId   = B_22_Ball
|Hit          = 4,5
|HitShockHead = 20000
|HitShock     = 200
|HitBlood     = -200
|HitHealth    = -100
|BleedChance  = 2
|Audiblefire  = 3,5
}}

{{#set:
|InternalId   = A_composite
|Hit          = 9
|HitShockHead = 20000
|HitShock     = 200
|HitBlood     = -200
|HitHealth    = -100
|BleedChance  = 2
|Audiblefire  = 1
}}

{{#set:
|InternalId   = A_primitive
|Hit          = 8
|HitShockHead = 18000
|HitShock     = 180
|HitBlood     = -180
|HitHealth    = -90
|BleedChance  = 1,8
|Audiblefire  = 1
}}

{{#set:
|Name      = {{PAGENAME}}
|Image     =
|Description=
|Category  =
|Size      =
|Location  =
|Rarity    =
...
rest template

{{#set:
|InternalId = Crossbow
|Ammunition =
|ReloadTime = 53333
|Dexterity  =
|Dispersion = 75
}}

{{#set:
|InternalId = AK101
|Ammunition = B_556x45_Ball
|ReloadTime = 0,1
|Dexterity  = 2,75
|Dispersion = 15
}}

{{#set:
|InternalId = AKM
|Ammunition = B_762x39_Ball
|ReloadTime = 0,1
|Dexterity  = 2,75
|Dispersion = 15
}}

{{#set:
|InternalId = B95
|Ammunition = B_762x51_Ball
|ReloadTime = 0,1/0,01
|Dexterity  = 2,65
|Dispersion = 0,001/0,001
}}

{{#set:
|InternalId = CZ527
|Ammunition = B_762x39_Ball
|ReloadTime = 2
|Dexterity  = 2,7
|Dispersion = 15
}}

{{#set:
|InternalId = M4
|Ammunition = B_556x45_Ball
|ReloadTime = 0,085/0,09
|Dexterity  = 3
|Dispersion = 0,0015/0,0015
}}

{{#set:
|InternalId = Mosin9130
|Ammunition = B_762x51_Ball
|ReloadTime = 2
|Dexterity  = 2,3
|Dispersion = 1
}}

{{#set:
|InternalId = Mosin9130_Sawed_Off
|Ammunition = B_762x51_Ball
|ReloadTime = 2
|Dexterity  = 2,7
|Dispersion = 3
}}

{{#set:
|InternalId = MP5
|Ammunition = B_9mm_Ball
|ReloadTime = 67
|Dexterity  = 3,2
|Dispersion = 3
}}

{{#set:
|InternalId = PM73rak
|Ammunition = B_380_Ball
|ReloadTime = 92
|Dexterity  = 3,3
|Dispersion = 3
}}

{{#set:
|InternalId = Repeater
|Ammunition = B_357
|ReloadTime = 0,6
|Dexterity  = 1,8
|Dispersion = 1
}}

{{#set:
|InternalId = Ruger1022
|Ammunition = B_22_Ball
|ReloadTime = 0,1
|Dexterity  = 3,15
|Dispersion = 15
}}

{{#set:
|InternalId = SKS
|Ammunition = B_762x39_Ball
|ReloadTime = 0,1
|Dexterity  = 2,5
|Dispersion = 15
}}

{{#set:
|InternalId = 1911
|Ammunition = B_45ACP_Ball
|ReloadTime = 0,13
|Dexterity  = 3,6
|Dispersion = 6
}}

{{#set:
|InternalId = CZ75
|Ammunition = B_9mm_Ball
|ReloadTime = 0,13
|Dexterity  = 3,6
|Dispersion = 6
}}

{{#set:
|InternalId = Flaregun
|Ammunition = B_Flare
|ReloadTime = 0,13
|Dexterity  = 3,6
|Dispersion = 0,03
}}

{{#set:
|InternalId = FNX45
|Ammunition = B_45ACP_Ball
|ReloadTime = 0,09
|Dexterity  = 3,7
|Dispersion = 6
}}

{{#set:
|InternalId = LongHorn
|Ammunition = B_762x51_Ball
|ReloadTime = 1,0
|Dexterity  = 3,7
|Dispersion = 2
}}

{{#set:
|InternalId = Magnum
|Ammunition = B_357
|ReloadTime = 0,3
|Dexterity  = 3,4
|Dispersion = 6
}}

{{#set:
|InternalId = Amphibia_S_(mkii)
|Ammunition = B_22_Ball
|ReloadTime = 0,08
|Dexterity  = 3,5
|Dispersion = 6
}}

{{#set:
|InternalId = P1
|Ammunition = B_9mm_Ball
|ReloadTime = 0,13
|Dexterity  = 3
|Dispersion = 6
}}

{{#set:
|InternalId = Makarov_IJ70
|Ammunition = B_380_Ball
|ReloadTime = 0,13
|Dexterity  = 3,7
|Dispersion = 6
}}

{{#set:
|InternalId = Bow
|Ammunition = A_composite
|ReloadTime = 0,7
|Dexterity  = 1,8
|Dispersion = 45
}}

{{#set:
|InternalId = IZH43
|Ammunition = B_12Gauge_Pellets
|ReloadTime = 0,1/0,01
|Dexterity  = 2,7
|Dispersion = 0,01/0,01
}}

{{#set:
|InternalId = IZH43_SawedOff
|Ammunition = B_12Gauge_Pellets
|ReloadTime = ??/0,01
|Dexterity  = 2,9
|Dispersion = 0,02/0,02
}}
hide spam
Id =BulletBase Hit =8 HitShockHead =20000 HitShock =500 HitBlood =-500 HitHealth =-200 BleedChance =2 IndirectHit =0 Indirecthitrange=0 Airfriction = TypicalSpeed = Audiblefire = Deflecting =10 Id =B_12Gauge_Pellets Hit =6 HitShockHead =20000 HitShock =500 HitBlood =500 HitHealth =-200 BleedChance =2 IndirectHit =0 Indirecthitrange=0 Airfriction =-96 TypicalSpeed =404 Audiblefire =18 Deflecting =10 Id =B_12Gauge_Slug Hit =11 HitShockHead =20001 HitShock =500 HitBlood =500 HitHealth =-200 BleedChance =2 IndirectHit =0 Indirecthitrange=0 Airfriction =-5 TypicalSpeed =400 Audiblefire =18 Deflecting =10 Id =B_556x45_Ball Hit =8 HitShockHead =20002 HitShock =500 HitBlood =500 HitHealth =-200 BleedChance =2 IndirectHit =0 Indirecthitrange=0 Airfriction =-129 TypicalSpeed =884 Audiblefire =16 Deflecting =10 Id =B_545x39_Ball Hit =7,2 HitShockHead =20003 HitShock =500 HitBlood =500 HitHealth =-200 BleedChance =2 IndirectHit =0 Indirecthitrange= Airfriction =-0.00114 TypicalSpeed =910 Audiblefire =Unknown Deflecting =10 Id =B_762x51_Ball Hit =12 HitShockHead =20004 HitShock =500 HitBlood =500 HitHealth =-200 BleedChance =2 IndirectHit =0 Indirecthitrange=0 Airfriction =-96 TypicalSpeed =860 Audiblefire =22 Deflecting =10 Id =B_762x39_Ball Hit =9,5 HitShockHead =20005 HitShock =500 HitBlood =500 HitHealth =-200 BleedChance =2 IndirectHit =0 Indirecthitrange=0 Airfriction =-195 TypicalSpeed =730 Audiblefire =18 Deflecting =10 Id =B_45ACP_Ball Hit =9 HitShockHead =20006 HitShock =500 HitBlood =500 HitHealth =-200 BleedChance =2 IndirectHit =0 Indirecthitrange=0 Airfriction =-72 TypicalSpeed =260 Audiblefire =9 Deflecting =45 Id =B_357 Hit =9 HitShockHead =20007 HitShock =500 HitBlood =500 HitHealth =-200 BleedChance =2 IndirectHit =0 Indirecthitrange=0 Airfriction =-166 TypicalSpeed =360 Audiblefire =13 Deflecting =45 Id =B_9mm_Ball Hit =7 HitShockHead =20008 HitShock =500 HitBlood =500 HitHealth =-200 BleedChance =2 IndirectHit =0 Indirecthitrange=0 Airfriction =-11 TypicalSpeed =350 Audiblefire =7 Deflecting =35 Id =B_380_Ball Hit =5,5 HitShockHead =20009 HitShock =500 HitBlood =500 HitHealth =-200 BleedChance =2 IndirectHit =0 Indirecthitrange=0 Airfriction =-11 TypicalSpeed =300 Audiblefire =5 Deflecting =32 Id =B_556x45_EXP Hit =0 HitShockHead =20010 HitShock =500 HitBlood =500 HitHealth =-200 BleedChance =2 IndirectHit =8 Indirecthitrange=3 Airfriction =-1425 TypicalSpeed = Audiblefire = Deflecting =10 Id =B_22_Ball Hit =4,5 HitShockHead =20000 HitShock =200 HitBlood =-200 HitHealth =-100 BleedChance =2 IndirectHit =0 Indirecthitrange=0 Airfriction =-215 TypicalSpeed =380 Audiblefire =3,5 Deflecting =30 Id =A_composite Hit =9 HitShockHead =20000 HitShock =200 HitBlood =-200 HitHealth =-100 BleedChance =2 IndirectHit =0 Indirecthitrange=0 Airfriction =-215 TypicalSpeed =30 Audiblefire =1 Deflecting =20 Id =A_primitive Hit =8 HitShockHead =18000 HitShock =180 HitBlood =-180 HitHealth =-90 BleedChance =1,8 IndirectHit = Indirecthitrange= Airfriction =-0.00215 TypicalSpeed =30 Audiblefire =1 Deflecting =20

Weapon Firearms=Crossbow Ammunition=(tofill) ReloadTime(semi/full)=53333 Dexterity=? Dispersion(semi/full)=75 Firespreadangle(semi/full)=

Weapon Firearms=AK101 Ammunition=B_556x45_Ball ReloadTime(semi/full)=0,1 Dexterity=2,75 Dispersion(semi/full)=15 Firespreadangle(semi/full)=

Weapon Firearms=AKM Ammunition=B_762x39_Ball ReloadTime(semi/full)=0,1 Dexterity=2,75 Dispersion(semi/full)=15 Firespreadangle(semi/full)=

Weapon Firearms=B95 Ammunition=B_762x51_Ball ReloadTime(semi/full)=0,1/0,01 Dexterity=2,65 Dispersion(semi/full)=0,001/0,001 Firespreadangle(semi/full)=

Weapon Firearms=CZ527 Ammunition=B_762x39_Ball ReloadTime(semi/full)=2 Dexterity=2,7 Dispersion(semi/full)=15 Firespreadangle(semi/full)=

Weapon Firearms=M4 Ammunition=B_556x45_Ball ReloadTime(semi/full)=0,085/0,09 Dexterity=3 Dispersion(semi/full)=0,0015/0,0015 Firespreadangle(semi/full)=

Weapon Firearms=Mosin9130 Ammunition=B_762x51_Ball ReloadTime(semi/full)=2 Dexterity=2,3 Dispersion(semi/full)=1 Firespreadangle(semi/full)=

Weapon Firearms=Mosin9130 Sawed Off Ammunition=B_762x51_Ball ReloadTime(semi/full)=2 Dexterity=2,7 Dispersion(semi/full)=3 Firespreadangle(semi/full)=

Weapon Firearms=MP5 Ammunition=B_9mm_Ball ReloadTime(semi/full)=67 Dexterity=3,2 Dispersion(semi/full)=3 Firespreadangle(semi/full)=

Weapon Firearms=PM73rak Ammunition=B_380_Ball ReloadTime(semi/full)=92 Dexterity=3,3 Dispersion(semi/full)=3 Firespreadangle(semi/full)=

Weapon Firearms=Repeater Ammunition=B_357 ReloadTime(semi/full)=0,6 Dexterity=1,8 Dispersion(semi/full)=1 Firespreadangle(semi/full)=

Weapon Firearms=Ruger1022 Ammunition=B_22_Ball ReloadTime(semi/full)=0,1 Dexterity=3,15 Dispersion(semi/full)=15 Firespreadangle(semi/full)=

Weapon Firearms=SKS Ammunition=B_762x39_Ball ReloadTime(semi/full)=0,1 Dexterity=2,5 Dispersion(semi/full)=15 Firespreadangle(semi/full)=

Weapon Firearms=1911 Ammunition=B_45ACP_Ball ReloadTime(semi/full)=0,13 Dexterity=3,6 Dispersion(semi/full)=6 Firespreadangle(semi/full)=

Weapon Firearms=CZ75 Ammunition=B_9mm_Ball ReloadTime(semi/full)=0,13 Dexterity=3,6 Dispersion(semi/full)=6 Firespreadangle(semi/full)=

Weapon Firearms=Flaregun Ammunition=B_Flare ReloadTime(semi/full)=0,13 Dexterity=3,6 Dispersion(semi/full)=0,03 Firespreadangle(semi/full)=

Weapon Firearms=FNX45 Ammunition=B_45ACP_Ball ReloadTime(semi/full)=0,09 Dexterity=3,7 Dispersion(semi/full)=6 Firespreadangle(semi/full)=

Weapon Firearms=LongHorn Ammunition=B_762x51_Ball ReloadTime(semi/full)=1,0 Dexterity=3,7 Dispersion(semi/full)=2 Firespreadangle(semi/full)=

Weapon Firearms=Magnum Ammunition=B_357 ReloadTime(semi/full)=0,3 Dexterity=3,4 Dispersion(semi/full)=6 Firespreadangle(semi/full)=

Weapon Firearms=Amphibia S (mkii) Ammunition=B_22_Ball ReloadTime(semi/full)=0,08 Dexterity=3,5 Dispersion(semi/full)=6 Firespreadangle(semi/full)=

Weapon Firearms=P1 Ammunition=B_9mm_Ball ReloadTime(semi/full)=0,13 Dexterity=3 Dispersion(semi/full)=6 Firespreadangle(semi/full)=

Weapon Firearms=Makarov IJ70 Ammunition=B_380_Ball ReloadTime(semi/full)=0,13 Dexterity=3,7 Dispersion(semi/full)=6 Firespreadangle(semi/full)=

Weapon Firearms=Bow Ammunition=A_composite ReloadTime(semi/full)=0,7 Dexterity=1,8 Dispersion(semi/full)=45 Firespreadangle(semi/full)=

Weapon Firearms=IZH43 Ammunition=B_12Gauge_Pellets ReloadTime(semi/full)=0,1/0,01 Dexterity=2,7 Dispersion(semi/full)=0,01/0,01 Firespreadangle(semi/full)=1,5/1,5

Weapon Firearms=IZH43 SawedOff Ammunition=B_12Gauge_Pellets ReloadTime(semi/full)=?/0,01 Dexterity=2,9 Dispersion(semi/full)=0,02/0,02 Firespreadangle(semi/full)=1,5/1,5

Survival

research

Survival Tactics - AAA
Scavenging to Banditry
  • Hiding in the Forest
  • Sneak and Search
  • Sprint and Grab
  • Direct Assault
  • Banditry
  • Deep South
Dealing with zombies\survivors
  • Losing Zombies
  • When you spot another player


Long-Term Survival
  • TO Stary and NW Airfield
  • Bandit - different plays as bandit.
  • Conservative
A Beginners Guide
  • FIRST STEPS
  • SCAVENGE HUNT
  • ZOMBIE ENCOUNTER
Guides & Tutorials

...

Tips for Getting Started

...

Other

Newly spawned players are immediately faced with a number of challenges: Finding food and drink. You will become hungry and thirsty fairly quickly, so having a canteen and a few cans of beans and soda is critical for long-term survival. Finding a weapon and ammunition. Finding a backpack.

Survival - Scavenging:

  • Food and Water - You need to eat food and to drink water to keep your character energy and hydration levels, otherwise you'll will soon find yourself dying of starvation/dehydration. Food can be scavenged in buildings(e.g. canned food) and collected in the wild from bushes and trees (e.g. fruit) and or by hunting game and fishing. While ... you'll want to stock up..
  • Medical_Supplies - can help a person survive and function with injuries and illnesses that would otherwise kill or incapacitate him/her. ...
  • Protection from the elements - ...


Status Effects

Comfort

Nutrition

Hunger

Starvation is caused by an insufficient amount of energy in the body. It is generally the result of not eating enough, Hypothermia sickness(vomiting), etc This condition is alleviated by consuming Food. Avoid consuming rotten food, but if you are dying from starvation, in the risk of food poisoning is generally preferable to a guaranteed death. Be careful not to eat or drink too much or you may end up Vomiting.

Thirst

Dehydration is caused by an insufficient amount of water in the body, it is generally the result of not drinking enough, hyperthermia, sickness, eating dry food, etc. This condition is alleviated by consuming Drinks, some types of Food with high water content or drinking from a water sources, preferably from a Water Pump. If you are dying from dehydration it is imperative that you hydrate, so the nearest drinkable water source will do, as chancing infection is usually preferable to certain death. Be careful not to eat or drink too much or you may end up Vomiting.

Overeating

The character will vomiting after consuming more food or water than his stomach can contain. Wait for the vomiting to pass, and don't eat/drink for a while, until your stomach contents can be digested. (Roughly 30 min should be enough) Then re-hydrate and eat (not as much this time!), prefer food with high nutrition value.

State/Status Cause Effect Symptoms
Hunger
Mild
Hungry yellow
Energy below 600
--
"My stomach grumbles" • "I'm feeling hungry" • "I want to eat something" • "I feel hungry"
Moderate
Hungry orange
Energy below 300
--
"I'm extremely hungry" • "My stomach grumbled violently" • "I'm starving"
Severe
Starving
Energy below 100 "I'm dying of starvation"
Thirst
Mild
Thirstyyellow
Water below 1500
--
"I feel thirsty" • "I'm thirsty" • "I need a drink" • "I feel like having a drink" • "I want to drink something"
Moderate
Thirsty orange
Water below 500
--
"I really need to drink"
Severe
Thirsty red
Water below 0 "I'm dying of dehydration"
Overeating
Stuffed
Stuffed yellow
stomach above 1800 none "My stomach feels stuffed" • "I feel really full" • "My stomach feels completely full"
Fully stuffed
Stuffed orange
stomach above 2800 none "My stomach feels absolutely stuffed" • "I feel over-fed" • "My stomach feels much more full then it's normal"
Vomiting
Stuffed red
stomach above 3300 Vomiting: "I am close to vomiting" • "I think I'm going to vomit..." • "I'm going to vomit..."

Thermoregulation

Hyperthermia

The character suffers from overheating, either from intense physical activity, hot weather and or heavy clothing for the conditions. When overheated, the character thirst levels will increase and may lead to dehydration. You need to decrease your body temperature and re-hydrate the body. Consider changing clothes to something less warm or in extreme cases take a swim in a pond or the ocean.

Hypothermia

Loss of body heat, due to exposure to cold weather without appropriate clothing and or Humidity. You need to increase your body temperature. Consider changing clothes to something more warm\dry, use a Heatpack, sit by a fireplace, run etc..

State/Status Cause Effect Symptoms
Hyperthermia
Mild
Hot
Temperature > 37.1°C "I am Hot"
Moderate
Overheating
Temperature > 38°C "I am Overheating"
Severe
Hyperthermia
Temperature > 40°C "I am hyperthermic"
Hypothermia
Mild
Cold
Temperature < 35.5°C "I am cold" • "I am Shaking"
Moderate
Freezing
Temperature < 35°C "I am freezing"
Severe
Hypothermia
Temperature < 34.5°C "I am hypothermic"

Injury

Bleeding

The character is losing blood from an open wound, either from a zombie attack or other injury. Bleeding may be indicated by stream of blood gushing from the wound, which can be seen by other character (and the character himself in third person). The severity of the injury dictates how quickly the character is losing blood. As the amount of blood decreases character vision will fade to grey, and eventually to black ( rendered Unconscious).

Use either a Bandage or a rag to dress the wound and stop the bleeding. The dressing can be used on yourself or another player (using the action menu). If you are unable to dress the wound you will fall unconscious, and unless someone applies one to your unconscious body, and you regain blood, you will die. Although Rags will work in a pinch, they are not sterile, and if not disinfected prior to use, you could develop an infection.

Status Cause Effect Symptoms
Bleeding injury Loss of Blood. The severity of the inujury dictates how quickly the character is losing blood. Visible sprays of blood coming from your body. Screen color gradually become saturated.
"I can feel blood dripping off my body" • "I can feel blood dripping"

Injured Limbs

Broken Leg\Arm

A bone fracture, caused by falling from great heights or injury to the limbs. Broken legs: impairs character ability to move, limiting him to crawling. Attempting to move when crouched or standing, results in immediate fall into prone; Fracture: impairs balance and coordination that affects your aiming, accompanied by audibly moans and groans, but he can still walk. The condition typically, but not always, accompanied by Pain symptoms. It is cured instantly by application of Morphine or Splint.

Foot Injury

A foot injury is caused by walking or running, in worn out or without wearing shoes. While moving around, you cause damage to your feet based on the terrain you're moving on, and how fast you're moving. Wearing shoes negates some damage at the expense of their condition. Eventually Shoes become worn out and your feet can get injured Find new Shoes. Does not seem to be fully implemented. There are no known effects or treatment.

State/Status Cause Effect Symptoms
Fracture
Fractured arm
Fracture
injury Affects aiming. "My arm is in extreme pain." • "I think my arm is broken"
Broekn leg
Fracture
injury Disables the player's running and "jumping" abilities "My leg is in pain."
Foot Injury
Sore Worn out shoes none "My feet hurt" • "My feet are sore"
Injured Worn out shoes none "My feet are badly damaged" • "My feet are bleeding" • "My feet are hurting badly"

Pain

The character is in pain after taking damage. Pain is characterized by involuntary shaking, which makes aiming very difficult. Pain affects can be removed by using Painkillers.

Status Cause Effect Symptoms
none Moderate or Serious injury Affects aiming. Shaking is only seen while in first person view. In third person view the screen will not shake, however the crosshairs and aiming are still affected.

Unconsciousness

The character has passed out, and unable to see, move or communicate with those around him. Unconsciousness commonly caused by a severe blood loss and or being overwhelm by shock, and may result in a Heart Attack. Treat the symptoms that led to Unconsciousness, check pulse.

Blood loss

In case of blood loss, with time a "Healthy" characters will be able to get back up on their own, however, if still #bleeding they will not be able to recover without assistance. Receive a Saline or blood bag transfusion will recover them instantly. Remember, blood can be transfused from one person to another as long as their blood types match.

Shock

In case of shock. Receiving an epinephrine injection via an Epi-Pen will fix this condition instantly, however if the player has low blood they may head straight back into unconsciousness. It is therefore advised to bandage and fix all other conditions before the player is injected with the Epi-Pen. Note that shock goes away on its own over time, so provided you are not otherwise losing blood or unconscious for another reason, you'll recover naturally from this state in less then 2.5 min.

Heart Attack

Heart Attack caused by random chance during Unconsciousness. Symptoms include Irregular pulse. Use Defibrillator will fix this condition. Note: To be used ONLY on patients who are determined to be experiencing a heart-attack, as indicated by checking patient's pulse and questioning how the patient arrived at their situation. This will render a healthy player unconscious or potentially kill. Requires a functioning Battery to be operate.

State Cause Effect Symptoms
Blood loss Inability to see or move. A black screen with the words "You are unconscious"
Shock Inability to see or move. A black screen with the words "You are unconscious"

Sickness

Food & Chemical Poisoning

The character has become sick through consuming bad food.

Mild Food Poisoning:

  • Causes: Consuming Burned Meat, Rotten Fruit(50%) or Alcohol Tincture(75%).
  • Symptoms: Strange taste in mouth, nausea.
  • Treatment: Consume Charcoal Tablets, it will take few minutes to recover, during recovery stage sickness status will remain, but all ill effects will cease. Alternatively, drink water, and to a lesser extent, eat food. If blood loss symptoms present, administer Saline. This condition should be easily endured if energy\water levels are high.

Moderate Food Poisoning:

  • Causes: Consuming Raw meat Food, Rotten Fruit(5%), poisonous Berries or Alcohol Tincture(20%).
  • Symptoms: Same as Mild, with additional Vomiting
  • Treatment: Same as Mild. Requires more Water and Food, and is more likely to require Saline to overcome.

Severe Food Poisoning:

  • Causes: Consuming Rotten meat.
  • Symptoms: Same as Moderate, with additional Cramps and Vomiting.
  • Treatment: Tetracycline Antibiotics.

Chemical Poisoning

  • Causes: Consuming Disinfectant and Poisoned Food
  • Symptoms: Same as Severe Food Poisoning.
  • Treatment: There is no confirmed cure for Chemical Poisoning, it has to be endured. Drink water, and eat Food. When blood gets low, administer Saline.
  • Note: This is a serious and difficult status to recover from without constant assistance, with high chance of mortality. Keep patient hydrated, take care not to overfill their stomachs. Patients will likely fall unconscious from blood loss and will need Saline. Additionally, making your character vomit will NOT cure the sickness.
Stage/Status Interval Effect Symptoms
Mild Food Poisoning
Initial 3-7min None "I have a funny taste in my mouth" • "My mouth tastes funny" • "I notice a weird taste" • "My mouth tastes weird"
Light Nausea
Sick yellow
10-20min "I feel nauseous" • "I feel queasy" • "I feel like throwing up"
Feeblness
Sick orange
20-40min "I feel dizzy" • "I feel light-headed" • "I feel faint" • "I feel unsteady"
Recovery
Sick orange
15-30min None
Moderate Food Poisoning
Initial 3-7min None "I have a funny taste in my mouth" • "My mouth tastes funny" • "I notice a weird taste" • "My mouth tastes weird"
Medium Nausea
Sick yellow
10-30min "I feel nauseous" • "I feel queasy" • "I feel like throwing up"
Feebleness
Sick orange
20-40min "I feel dizzy" • "I feel light-headed" • "I feel faint" • "I feel unsteady"
Exhaustion
Sick orange
15-30min None. "I feel tired" • "I feel run-down" • "I feel worn-out"
Severe Food Poisoning and Chemical Poisoning
Initial 40-120sec none "I have a funny taste in my mouth" • "My mouth tastes funny" • "I notice a weird taste" • "My mouth tastes weird"
Severe Nausea
Sick orange
2-5min "I feel nauseous" • "I feel queasy" • "I feel like throwing up"
Cramps
Sick red
20-40min
  • Vomiting
  • -2 Water/sec
  • -0.3% Blood/sec
  • -0.3% Health/sec
"I feel cramps in my stomach"
Exhaustion
Sick orange
15-30min "I feel exhausted" • "I feel extremely tired"

Infection

The character has contracted an infection by having been bitten or scratched by a zombie. Symptoms include: Itchy Wounds (Onset), Infected Wounds (Advanced), Weakness (Severe) and Dehydration. Treat by Cleaning wounds with Alcohol Tincture(Initial Stage) or use Tetracycline Antibiotics (Any Stage)

Infection or different type of infection should be caused by Drinking water or using rags...

Stage/Status Interval Effect Symptoms
Onset unknown -13.6% Water/sec "My wounds are itchy" • "I have itchy wounds"
Advanced unknown -16.9% Water/sec, -0.3% Blood/sec, -0.1% Health/sec "My wounds are infected" • "I have infected wounds"
Severe unknown -19.5% Water/sec, -0.1% Blood/sec, -0.3% Health/sec "My wounds are seriously infected" • "I have seriously infected wounds" • "I'm feeling hot" • "It's really warm"
Exhaustion unknown -16.9% Water/sec "My wounds hurt less" • "My wounds look cleaner"

Hemolytic Reaction

A reaction to receiving incompatible blood type during blood bag transfusion. Hemolytic reactions are extremely dangerous and have a 100% mortality. The character will fall unconscious, shortly followed by death. Make sure to check blood type compatibility before performing a blood transfusion. A Saline transfusion is a safer option as there is no risk of incompatibility or side effects.

Stage Interval Effect
One unknown -10% Blood/sec
Two unknown -20% Blood/sec
Three unknown -25% Blood/sec
Four unknown -5000 Blood

Status Effects prev

Second-variant
"Vitals" Injuries Sickness
  • Hungry
  • Thirsty
  • Hypothermia
  • Hyperthermia
  • Fractures
  • Broken Leg
  • Foot Injury
  • Bleeding
  • Pain
  • Unconscious
  • Food Poisoning
  • Chemical Poisoning
  • Stuffed
  • Infection
  • Hemolytic Reaction

legend

  • Status message - Appear in the lower-left corner of the screen. red/white marked; some shared, not viable for diagnostic.
  • Status indicator - The status will appear next to the survivor's model in the inventory screen.
  • Not all status effects and treatment for status effects have been fully implemented yet and might not be e.g. Brain flu and infection.

"Vitals"

Nutrition

Hunger

  • Symptoms: Character is starving.
  • Causes: low Energy levels. Can be caused by natural energy loss, sickness(vomiting), etc
  • Treatment: This condition is alleviated by consuming Food. Avoid consuming rotten food, but if you are dying from starvation, in the risk of food poisoning is generally preferable to a guaranteed death. Be careful not to eat or drink too much or you may end up Vomiting.

Thirst

  • Symptoms: Character is dehydrated.
  • Causes: Excessive loss of body Water. Can be caused by natural dehydration, eating dry food, sickness, Hyperthermia, etc
  • Treatment: This condition is alleviated by consuming Drinks, some types of Food with high water content or drinking from a water sources, preferably from a Water Pump. If you are dying from dehydration it is imperative that you hydrate, so the nearest drinkable water source will do, as chancing infection is usually preferable to certain death. Be careful not to eat or drink too much or you may end up Vomiting.
State/Status Cause Effect Symptoms
Hunger
Mild
Hungry yellow
Energy below 600 none "My stomach grumbles" • "I'm feeling hungry" • "I want to eat something" • "I feel hungry"
Moderate
Hungry orange
Energy below 300 none "I'm extremely hungry" • "My stomach grumbled violently" • "I'm starving"
Severe
Starving
Energy below 100 • -1 Health/sec
• -0.5% Blood/sec
"I'm dying of starvation"
Thirst
Mild
Thirstyyellow
Water below 1500 none "I feel thirsty" • "I'm thirsty" • "I need a drink" • "I feel like having a drink" • "I want to drink something"
Moderate
Thirsty orange
Water below 500 none "I really need to drink"
Severe
Thirsty red
Water below 0 • -5 Health/sec
• -1% Blood/sec
"I'm dying of dehydration"

Thermoregulation

Hyperthermia

  • Symptoms: Feeling Hot, Sweating and finally Hyperthermic.
  • Causes: overheating, due to vigorously active in a hot environment.
  • Treatment: You need to decrease your body temperature and rehydrate the body. Consider changing clothes to something less warm or in extreme cases take a swim in a pond or the ocean.

Hypothermia

  • Symptoms: Feeling Cold and finally Hypothermic.
  • Causes: Loss of body heat, due to exposure to cold air or water.
  • Treatment: You need to increase your body temperature. Consider changing clothes to something more warm\dry, sit by a fireplace or spend some time inside a building.
State/Status Cause Effect Symptoms
Hyperthermia
Mild
Hot
Temperature > 37.1°C -0.1 Water/sec.
Moderate
File:Overheating.png
Temperature > 38°C -1 Water/sec. "I am Overheating"
Severe
Hyperthermia
Temperature > 40°C -2 Water/sec. "I am hyperthermic"
Hypothermia
Mild
Cold
Temperature < 35.5°C -0.55 Energy/sec. "I am cold" • "I am Shaking"
Moderate
File:Freezing.png
Temperature < 35°C -0.80 Energy/sec. "I am freezing"
Severe
Hypothermia
Temperature < 34.5°C "I am hypothermic"

Injuries

Blood loss

  • Causes: Losing blood from an open wound, either from a zombie attack or other injury. (remove) Trauma to the body. Bleeding typically occurs when a player is injured by zombies but can also happen due to gunshot wounds or melee damage from other players, as well as self-inflicted injury such as falling.
  • Symptoms: Blood will spurt out of the player, which can be seen by other survivors and the player themselves in third person. As the amount of blood decreases the world will appear more and more colorless. This condition will eventually render a player Unconscious.
  • Treatment: When bleeding, immediate apply a Bandage or a rag to prevent further blood loss and its side effects. A bandage can be used on yourself or on other players using the action menu. If you are unable to apply a bandage you will fall unconscious, and unless someone applies a bandage to your unconscious body, and you regain blood, you will die.
State/Status Cause Effect Symptoms
Bleeding injury Loss of Blood. The severity of the inujury dictates how quickly the character is losing blood. The creen color will slowly fade to gray.
"I can feel blood dripping off my body" • "I can feel blood dripping"

Injured Limbs

Broken Leg

  • Causes: Trauma to the legs. This happens when falling off stairs, walking off cliffs or sustaining hits to the legs.
  • Symptoms: Movement limited to crawling only. Attempting to move when crouched or standing, results in immediate fall into prone. Typically, but not always, accompanied by Pain symptoms.
  • Treatment: This condition is cured by applyication of Morphine or Splint.

Fracture

  • Causes: Trauma to the hands.
  • Symptoms: Audible moaning and groaning, but he can still walk.
  • Treatment: This condition is cured by applying Morphine or Splint.

Foot Injury

  • Causes: Walking or running in Rough Terrain, in worn out shoes.
  • Treatment: Find new Shoes. While moving around, you cause damage to your feet based on the terrain you're moving on, and how fast you're moving. Wearing shoes negates some damage at the expense of their condition. Eventually Shoes become worn out and your feet can get injured
State/Status Cause Effect Symptoms
Broken Leg
Fracture injury Disables the player's running and "jumping" abilities "My leg is in pain."
Fracture
Fracture injury Affects aiming. "My arm is in extreme pain." • "I think my arm is broken"
Foot Injury
Sore Worn out shoes none "My feet hurt" • "My feet are sore"
Injured Worn out shoes Reduced Movement Speed "My feet are badly damaged" • "My feet are bleeding" • "My feet are hurting badly"

Pain

  • Causes: Moderate or serious injury, caused by any Trauma.
  • Symptoms: Characterized by involuntary shaking. Being in pain makes it difficult to aim in first-person. In third person view the screen will not shake, however the crosshairs and aiming are still affected.
  • Treatment: This can be cured by using Painkillers.

Unconscious

  • Causes: Blood loss or shock, caused by injury. May lead to Heart Attack.
  • Symptoms: Inability to see, move or communicate.
  • Treatment: Treat symptoms that led to Unconsciousness, check pulse.

Low Blood

  • Causes: Injuries or sickness.
  • Treatment: Another player administer Saline or blood bag. If your are not bleeding and have high energy\water levels it is possible to recover in time due to Natural Regeneration.
  • Note, Injection of epinephrine via an Epi-Pen will temporarily revives patient, unless patient is having a Heart Attack, however, if the player has low blood they may head straight back into unconsciousness.

Shock

  • Causes: Low Blood and sustaning Injures, and head Injuries in particular.
  • Symptoms: Unconsciousness that is not solved by application of Saline.
  • Treatment: Injection of epinephrine via an Epi-Pen or time. Shock goes away on its own over time, so provided you are not otherwise losing blood or unconscious for another reason, it is possible to recover naturally from this state.

Heart Attack:

  • Causes: Apears to be random chance during Unconscious.
  • Symptoms: Irregular pulse.
  • Treatment: Defibrillator will fix this condition. Note: To be used ONLY on patients who are determined to be experiencing a heart-attack, as indicated by checking patient's pulse and questioning how the patient arrived at their situation. THIS WILL RENDER A HEALTHY PLAYER UNCONSCIOUS OR POTENTIALLY KILL. Requires a functioning Battery to be operate.
Status Cause Effect Symptoms
Injuries or sickness Blood below 500 Inability to see or move. A black screen with the words "You are unconscious" ??
none Shock > Blood
• Logging in while in Shock
Inability to see or move. A black screen with the words "You are unconscious" ??

Sickness

Food & Chemical Poisoning

Mild Food Poisoning:

  • Causes: Consuming Burned Meat, Rotten Fruit(50%) or Alcohol Tincture(75%).
  • Symptoms: Strange taste in mouth, nausea.
  • Treatment: Consume Charcoal Tablets, it will take few mintus to recover, during recovery stage sickness status will remain, but all ill effects will cease. Alternatively, drink water, and to a lesser extent, eat food. If blood loss symptoms present, administer Saline. This condition should be easily endured if enery\water leves are high.

Moderate Food Poisoning:

  • Causes: Consuming Raw meat Food, Rotten Fruit(5%), poisonous Berries or Alcohol Tincture(20%).
  • Symptoms: Same as Mild, with additional Vomiting
  • Treatment: Same as Mild. Requires more Water and Food, and is more likely to require Saline to overcome.

Severe Food Poisoning:

  • Causes: Consuming Rotten meat.
  • Symptoms: Same as Moderate, with additional Cramps and Vomiting.
  • Treatment: Tetracycline Antibiotics.

Chemical Poisoning

  • Causes: Consuming Disinfectant and Poisoned Food
  • Symptoms: Same as Severe Food Poisoning.
  • Treatment: There is no confirmed cure for Chemical Poisoning, it has to be endured. Drink water, and eat Food. When blood gets low, administer Saline.
  • Note: This is a serious and difficult status to recover from without constant assistance, with high chance of mortality. Keep patient hydrated, take care not to overfill their stomachs. Patients will likely fall unconscious from blood loss and will need Saline. Additionally, making your character vomit will NOT cure the sickness.
Stage/Status Interval Effect Symptoms
Mild Food Poisoning
Initial 3-7min None "I have a funny taste in my mouth" • "My mouth tastes funny" • "I notice a weird taste" • "My mouth tastes weird"
Light Nausea
Sick yellow
10-20min • -0.02 Water/sec "I feel nauseous" • "I feel queasy" • "I feel like throwing up"
Feeblness
Sick orange
20-40min • -0.05 Water/sec
• -0.1% Blood/sec
"I feel dizzy" • "I feel light-headed" • "I feel faint" • "I feel unsteady"
Recovery
Sick orange
15-30min None
Moderate Food Poisoning
Initial 3-7min None "I have a funny taste in my mouth" • "My mouth tastes funny" • "I notice a weird taste" • "My mouth tastes weird"
Medium Nausea
Sick yellow
10-30min • -0.05 Water/sec
• -0.2% Blood/sec
"I feel nauseous" • "I feel queasy" • "I feel like throwing up"
Vomiting
Sick yellow
10-15sec • -500 Stomach
• -600 Energy
• -1000 Water
"I am close to vomiting" • "I think I'm going to vomit..." • "I'm going to vomit..."
Feebleness
Sick orange
20-40min • -0.01 Water/sec
• -0.1% Blood/sec
"I feel dizzy" • "I feel light-headed" • "I feel faint" • "I feel unsteady"
Exhaustion
Sick orange
15-30min None. "I feel tired" • "I feel run-down" • "I feel worn-out"
Severe Food Poisoning and Chemical Poisoning
Initial 40-120sec none "I have a funny taste in my mouth" • "My mouth tastes funny" • "I notice a weird taste" • "My mouth tastes weird"
Severe Nausea
Sick orange
2-5min • -1 Water/sec
• -0.5% Blood/sec
• -0.5% Health
"I feel nauseous" • "I feel queasy" • "I feel like throwing up"
Vomiting
Sick orange
10-15sec • -500 Stomach
• -600 Energy
• -1000 Water
"I am close to vomiting" • "I think I'm going to vomit..." • "I'm going to vomit..."
Cramps
Sick red
20-40min • -2 Water/sec
• -0.3% Blood/sec
• -0.3% Health/sec
"I feel cramps in my stomach"
Vomiting
Sick orange
10-15sec • -500 Stomach
• -600 Energy
• -1000 Water
"I am close to vomiting" • "I think I'm going to vomit..." • "I'm going to vomit..."
Exhaustion
Sick orange
15-30min • -1 Water/sec
• -0.1% Blood/sec
"I feel exhausted" • "I feel extremely tired"

Stuffed

  • Causes: Consuming more food or drinks than your stomach can contain.
  • Symptoms: Vomiting.
  • Treatment: Dont eat/drink for a while. Wait until the vomiting passes and for your stomach contents to be digested. (Roughly 30 min should be enough) Rehydrate and eat (not as much this time!).
State/Status Cause Effect Symptoms
Stuffed
Stuffed yellow
stomach above 1800 none "My stomach feels stuffed" • "I feel really full" • "My stomach feels completely full"
Fully stuffed
Stuffed orange
stomach above 2800 none "My stomach feels absolutely stuffed" • "I feel over-fed" • "My stomach feels much more full then it's normal"
Vomiting
Stuffed red
stomach above 3300 • -500 Stomach
• -600 Energy (minimum of 100)
• -1000 Water
"I am close to vomiting" • "I think I'm going to vomit..." • "I'm going to vomit..."

Infection

  • Causes: Infected wounds due to zombie attack. (or by Drinking Infected water ?)
  • Symptoms: Itchy Wounds (Onset), Infected Wounds (Advanced), Weakness (Severe), Dehydration.
  • Treatment: Initial Stage: Cleaning wounds with Alcohol Tincture. Any Stage: Tetracycline Antibiotics. It is possible to recover naturally from infection, but danger of dehydration is very high.
Stage/Status Interval Effect Symptoms
Onset unknown -13.6% Water/sec "My wounds are itchy" • "I have itchy wounds"
Advanced unknown -16.9% Water/sec, -0.3% Blood/sec, -0.1% Health/sec "My wounds are infected" • "I have infected wounds"
Severe unknown -19.5% Water/sec, -0.1% Blood/sec, -0.3% Health/sec "My wounds are seriously infected" • "I have seriously infected wounds" • "I'm feeling hot" • "It's really warm"
Exhaustion unknown -16.9% Water/sec "My wounds hurt less" • "My wounds look cleaner"

Hemolytic Reaction

  • Causes: Incompatible donor blood type during blood bag transfusion.
  • Symptoms: Unconsciousness followed shortly by death.
  • Treatment: None. Hemolytic reactions are extremely dangerous and have a 100% mortality. Make sure to check blood type compatibility before performing a blood transfusion. A Saline transfusion is a safer option as there is no risk of incompatibility or side effects.
Stage/Status Interval Effect
One
 ???
unknown -10% Blood/sec
Two
 ???
unknown -20% Blood/sec
Three
 ???
unknown -25% Blood/sec
Four
 ???
unknown -5000 Blood

Other

Healing

  • Causes: Player sufficiently Hydrated and Fed.
  • Symptoms: Natural Regeneration of blood will cause the world appear more and more colorfull, subsequnetly "Healing" will display while the player is regenerating health.
  • Treatment: To get to this state, you require food and water. Drink until you are “Hydrated” and eat until you are “Energized”. Staying at this state will regenerate you until you are eventually "Healing" and then "Healthy"
Stage/Status Cause Effect Symptoms
Slow
Regeneration
  • Energy above 2,000 (Green 'energized' status)
  • Water above 1,5000 (no 'thirsty' status)
+1 Blood/Sec Screen destarurated and blury(low blood and health), or destarurated(low blood and full health).
  • Any green 'energized' status
  • No 'thirsty' status. Either green 'hydrated' or none.
Fast
Regeneration
  • Energy above 4,000 (Light green 'energized' status)
  • Water above 2,500 (Green ‘hydrated’ status)
+3 Blood/Sec Screen destarurated and blury(low blood and health), or destarurated(low blood and full health).
  • Light green 'energized' status
  • Any green 'hydrated' status
Healing
  • Energy above 4,000 (Light green 'energized' status)
  • Water above 2,500 (Green ‘hydrated’ status)
  • Full Blood - 5,000
+1 Health/Sec Screen blury.
Healthy Full Health. none only the status.

Brain Flu

  • Causes: Fatal disease that Zombie attacks have a 1% chance of infecting you with on hit.
  • Treatment: There is currently no known cure and the final stage continues indefinitely until the player dies.
Stage Interval Effect Symptoms
Minor Sickness unknown -13% Water/sec "I cough" • "I sneeze"
Sickness unknown -26% Water/sec, -0.3% Blood/sec, -0.1% Health/sec "I cough" • "I sneeze" • "I feel my nose dripping" • "My nose feels congested" • "I have a runny nose" • "My throat is sore" • "I feel sore throat" • "My throat hurts"
Fever unknown -26% Water/sec, -0.5% Blood/sec, -1 Health/sec, -1 Shock/sec "I'm feeling hot" • "I'm burning up" • "I'm slick with sweat" • "My clothes are soaking with sweat" • "I feel cold" • "I start to shiver" • "I feel shivery" • "I'm shivering"
Terminal indefinite -52% Water/sec, -1% Blood/sec, -5 Health/sec, -5 Shock/sec "I'm feeling hot" • "I'm burning up" • "I'm slick with sweat" • "My clothes are soaking with sweat" • "I feel cold" • "I start to shiver" • "I feel shivery" • "I'm shivering"

Drowning

The character is drowning...

Death

The character has taken too much damage, losing all of their health and has passed away.


first-all-template-variant

Healing

Effects Health Indicators:
Healing
Healthy
Causes: Player must be sufficiently Hydrated, Fed and Warm.
Symptoms: Blood and Health regeneration, and "Healing" or notice will display in your Inventory Status. Once the player has reached full "Healthy" notice will display. "Healthy" is essentially an all-good indicator of nothing being wrong with the character in addition to being at full blood and full health.
Messages:
Treatment: N/A

Sick

Effects Health and Stomach Indicators:
Stuffed yellow
Stuffed orange
Causes: Can be caused by several different conditions:
  • Over eating: Eating too much food.
  • Over drinking: Drinking too much.
  • Light Food poisoning: 50% chance from eating rotten fruit or 75% from drinking Alcohol Tincture
  • Medium Food Poisoning: 5% chance from eating rotten fruit or 20% chance from Alcohol Tincture
  • Chemical Poisoning: 100% chance from consuming Disinfectant Spray
  • Blood Type Incompatibility: Having incompatible blood transfused into you.
Symptoms: It is possible to have several sickness effects stacked on top of each other:
  • Over eating: Vomiting
  • Light Food Poisoning: Blood loss and increased water loss.
  • Medium Food Poisoning:
    • Blood loss and increased water loss.
    • Vomiting
  • Chemical Poisoning:
  • Blood Type Incompatibility: Death
Messages:
Treatment: Different sicknesses have to be treated differently:
  • Over eating: Stop eating food for a few minutes. Until the vomiting passes. Roughly 30 min should be enough.
  • Food Poisoning: Consume charcoal tablets. The sickness status will remain for a few minutes, but the food poisoning effects will cease.
  • Chemical Poisoning: Making your character vomit will NOT cure the sickness. It has to be endured.
  • Blood Type Incompatibility: No treatment possible. Be sure to always test each other’s blood, before transfusing blood.

Thirst

Effects Hydration Symbols for thirst:
Hydrated light
Hydrated dark
Thirstyyellow
Thirsty orange
Causes: Low Hydration can be caused by natural dehydration, eating dry food etc
Symptoms: When water falls to 0, the Survivor loses 5 health/s and 1% blood/s.
Messages:
Treatment: Consume Drinks. Some other Food can also affect Water.
Note: to be careful not to eat or drink too much or you may end up #Sick.

Hunger

Effects Energy Symbols for hunger:
Energized light
Energized dark
Hungry yellow
Causes: By low Energy, due to not consuming enough Food,
Symptoms: When energy falls below 100, the Survivor begins to lose 1 health/s and 0.5% blood/s
Messages:
Treatment: Eat Food.
Note: Be careful not to drink or eat too much or you may end up Sick.

Bleeding

Effects Blood Symbol for bleeding:
Bleeding
Causes: Bleeding can occur after:
  • Being hit by Zombies
  • Being eaten by Zombies
  • Falling
  • Getting shot
  • Getting hit by an explosive
  • Having a player run into you
Symptoms: Blood will spurt out of the player, which can be seen by other survivors and the player themselves in third person. The screen color will slowly fade to gray (starting from the maximum of 5000 blood, and a minimum of 500 before the player falls unconscious.) as the amount of blood decreases.
Messages:
Treatment: This condition is cured with a Bandage. A bandage can be used on yourself or on other players using the action menu. It is recommended that you have at least two bandages in your inventory at all times.

Bleeding will sometimes stop on its own, without the need for a bandage. If you continue to bleed, it will not stop until you apply a bandage. If you are unable to apply a bandage you will fall unconscious, and unless someone applies a bandage to your unconscious body, and you regain over 500 blood, you will die. Gain "healthy/healing" status by eating and drinking enough food to regain your blood levels.

Unconscious

Causes: Causes of being Unconscious:
  • Dropping below 500 blood.
  • Having a shock value higher than your current blood.
  • Logging in with the Shock condition.
Symptoms: A black screen with the words "You are unconscious," and the inability to see or move.
Messages:
Treatment: An Epi-Pen or Defibrillator will fix this condition instantly, although defibrillators require a Battery to operate. However, if the player has low blood they may head straight back into unconsciousness. It is therefore advised to bandage and fix all other conditions before the player is treated. Remember that both treatments have to be used by another survivor, you cannot give yourself consciousness.

Pain

Causes: Pain is caused when the player takes damage, it has a chance to proc on any type of damage including falling, Zombie hits, or gun shot wounds.
Symptoms: Pain is accompanied by excessive screen shaking which makes aiming very difficult. Currently, shaking is only seen while in first person view. In third person view the screen will not shake, however the crosshairs and aiming are still affected. The player will also groan every few seconds.
Messages:
Treatment: Pain is cured by Painkillers.

Broken Bones

Effects Health
Causes: Trauma to the legs. Such as injuries sustained by zombies, fights or falls.
  • Being injured by other survivors
  • Being injured by zombies
  • Falling from a height
Symptoms: The player will lie prone, he will be able to stand,crouch and vault, but will fall if attempting to move.
Messages:
Treatment: Morphine Auto-Injectors are used to heal broken bones (instant after use) and using Splints.

Fracture

Effects Health Indicators:
Fracture
Causes: Trauma. Such as injuries sustained by zombies, fights or falls.
Symptoms: The character is constantly moaning, but he can still walk.
Messages:
Treatment: Morphine or Splint

Humidity

Symbols for humidity:
Damp
Wet
Soaked
Causes: Standing in the rain or swimming.
Symptoms: Currently no symptoms
Messages:
Treatment: Avoid water and rain for a while.
  • It might be a good idea to break down sickness.