Health
Maximum health does not grow with level: it depends entirely on the food you have eaten. The base is 25, every dish adds its own amount of health, and the sum works as long as the dish lasts.
Three dishes are active at a time. The bonus of each one slowly fades, and when a dish’s icon starts to blink you can eat it again. If you let a dish run out completely, your maximum drops sharply.
Health regeneration depends on food and rest. Healing meads restore health within a few seconds but do not raise the maximum.
Stamina
Stamina is spent on attacks, blocking, dodging, running, jumping, swimming, chopping and digging. The base is small too, and food raises it, usually food that gives a lot of stamina and little health.
Regeneration stops for a few seconds after every expense, so nonstop running or a series of attacks drains you faster than it seems. Trained weapon skills reduce the cost of strikes.
If your stamina drops to zero in water, you start to drown and lose health.
Eitr
Eitr is the mana for magic. It comes only from food from the Mistlands and later biomes, and mage robes speed up regeneration.
Magic staves use eitr instead of ammunition, so the limit is your eitr reserve and how fast it regenerates. Blood-magic staves also consume health, so check the cost of each staff.
Rested and sleep
Rested is the state after a rest: +50% health regeneration, twice as fast stamina and eitr regeneration and +50% skill experience gain. It is the cheapest way to play more effectively.
It lasts 8 minutes plus one more minute for every level of comfort above the first: comfort 10 gives 17 minutes, 22 gives 29 minutes, and 24 (with the Maypole and the Yule Tree) gives 31 minutes.
To get rested, sit by a fire or stand by a fire under a roof; regeneration is also raised while you rest. Sleeping in a bed you have claimed also gives rest; you can only sleep at night and when no enemies are nearby.
Death
After death all your items stay in a tombstone at the point of death, and your character respawns in a bed or at the starting clearing.
With default death settings, death reduces each skill by 5% and resets progress toward the next level; this hurts the late levels, which take long to train. World modifiers can change the penalty.
After death the “No skill drain” effect lasts 10 minutes: if you die again during that time, your skills will not drop further. When you pick up your items from the tombstone, “Corpse run” appears: you run longer and take much less physical damage.
Skills
Every skill grows with use, up to 100. The level affects damage, stamina cost and extra effects. The first levels come quickly, then growth slows down noticeably.
Combat: Swords, Knives, Clubs, Axes, Spears, Polearms, Bows, Crossbows, Unarmed, Elemental Magic, Blood Magic, Blocking, Dodge.
Non-combat: Run, Jump, Sneak, Swim, Ride, Woodcutting, Pickaxes, Fishing, Cooking, Farming, Crafting.
With default settings every death takes 5% from every skill, unless No skill drain is active.
Swords
Knives
Clubs
Polearms
Spears
Axes
Bows
Elemental Magic
Blood Magic
Unarmed
Pickaxes
Crossbows
Fishing
Cooking
Farming
Crafting
Ride Forsaken powers
After defeating a boss, hang its trophy on the Sacrificial Stones in the starting clearing, and you get its power. One is selected at a time, and you can switch freely.
A power lasts 5 minutes and can be used again 20 minutes after you activate it, so you turn it on before a hard fight or a long road. What each power gives is in the cards below, and the bosses themselves are in the “Bosses” section.
Eikthyr power Running, jumping and swimming hardly tire you.
Elder power Chopping and mining become easier.
Bonemass power Physical damage hurts less, and blocking hardly tires you.
Moder power A tailwind and more strength to carry loads.
Yagluth power Strengthens your damage.
Queen power Eitr recovers faster and sneaking doesn’t tire you.
Fader power Fire resistance, and you’re harder to stagger.