The Stress System is a core mechanic designed to cap player expedition times in Tier 3+ regions by introducing escalating risks and negative effects as players accumulate sanity damage while exploring, killing monsters, and gathering resources. Stress creates dynamic risk/reward tradeoffs between continuing a run and going back to cash in any loot found, and makes adventuring in higher tier regions a risky endeavor that can turn on a dime, for better or worse.

Stress

A persistent player resource from 0 to 200, that starts out at 0. Stress damage is gained passively while out in dangerous regions, with a likelihood rolled every 30s. The following also directly increase Stress:

100+ Stress

Once hitting 100 Stress, the player will hit a Resolve test / dice roll, becoming either Tormented (75% chance) or a Exalted (25% Chance). This Tormented or Exalted status persists on the player until death or on entering a SAFE or T2 region.

Tormented (Debuffs)

There are a variety of afflictions that can be gained, that do things like lower all resistances by 15%, reduce player accuracy by 25%, reduce max HP by 10%, etc.

Exalted (Buffs)

Resets the player’s Stress level to 40. The player also takes 35% reduced Stress damage from all sources until their expedition ends. Exalted players also get one of several possible buffs (healing, stat increase, etc.)

200+ Stress

Upon reaching 200 stress, the player loses the ability to run, and immediately begins taking critical damage until they either die or make it back to a SAFE or T2 region. Stress cannot be reduced after hitting 200, only reset upon returning.

Reducing Stress