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FIRST EXPEDITION · BASELINE

Player base stats before gear and skills

Use this baseline to understand health, stamina, movement, recovery, and defence before equipment, skills, temporary effects, or the exact hit change the result.

QUICK ANSWER

300 health, 200 stamina, and no innate armour layer.

Normal movement is 5 m/s. Base sprint speed before equipment and other modifiers is 10 m/s. When a hit is successfully registered as a parry, it takes 0.1× incoming damage—90% less. This is not permanent armour.

CORE

Health, stamina, and corruption

Health
300
Stamina
200
Corruption cap
100

RECOVERY & COST

Recovery and sprint cost before modifiers

Health regeneration
0 /s
Starts at zero; modifiers can add regeneration.
Stamina regeneration
7.5 /s
Skills can raise normal recovery to 15/s. Encumbrance, recovery delay and temporary boosts affect the actual rate.
Sprint stamina cost
7.5 /s
Encumbrance and modifiers can change it.

MOVEMENT

Base movement values

Normal speed
5 m/s
Base sprint speed
10 m/s
Before equipment and other modifiers; actual travel time also depends on movement and terrain.
Jump height
1.5 m
Acceleration
50 m/s²
Deceleration
20 m/s²
Turn speed
360 °/s

DEFENCE

No starting armour; parry is a separate state

0

Innate body armour

Normal body hit regions start without an innate armour layer. Before equipment and other modifiers, an unarmoured body uses a 1× incoming-damage multiplier.

0.1×

Damage taken on a successful parry

When this hit is successfully registered as a parry, it takes 0.1× incoming damage, or 90% less. This is not permanent armour.

Not listed

Fixed innate fire, poison, and magic resistance

This page does not list one fixed innate resistance for these damage types. Compare the resistance shown by equipment, skills and active effects instead.

TURN VALUES INTO DECISIONS

Use the baseline as a reference point, not a complete combat simulator

Health and recovery

The base character starts with 300 health and no innate health regeneration per second. Healing items, equipment, skills and temporary effects can still restore health. When comparing defence, look at maximum health, healing, armour, resistance, blocking and the body area being hit separately.

Stamina budget

At the listed baseline, 200 stamina divided by a 7.5-per-second sprint cost is about 26.7 seconds. Recovering 200 stamina at 7.5 per second also takes about 26.7 seconds. Treat both as rough planning numbers: equipment, encumbrance, skills, actions and recovery delay can change what you experience.

Movement values

Normal speed is listed as 5 m/s and unmodified sprint speed as 10 m/s, so the sprint baseline is twice the normal baseline. This does not mean you will cross every room in exactly half the time: acceleration, turning, collision, slopes and actions all shorten the distance covered.

Parry and armour are different layers

The 0.1× value applies when the hit is successfully registered by the parry hitbox. It describes that state, not a permanent 90% reduction on the whole character. Innate body armour health starts at zero, while equipped armour can protect particular body areas. Check an armour record for its covered regions and material result instead of applying one global defence number to every hit.

Before using these numbers in a build comparison

  1. Compare the same stat on both choices. If one side does not show it, leave that stat out.
  2. Keep base character stats separate from bonuses supplied by equipment, materials, skills and temporary effects.
  3. Use ratios to understand the difference, then test movement, stamina or damage with the equipment you actually use.
  4. If a resistance or interaction value is not shown, do not treat it as zero.

Example: if two loadouts both start from 300 health, compare the body areas their armour covers and the resistance each material actually shows. Do not invent a resistance for the piece whose page does not list one.

Example: sprint cost and stamina recovery are both listed as 7.5 per second, but sprinting for one second and resting for one second will not always cancel out. Recovery rules, actions, delay, encumbrance and modifiers can change the timing.

Example: a 10 m/s configured sprint baseline is useful for comparing it with the 5 m/s normal baseline, but multiplying 10 by the number of seconds does not create a reliable route distance. Starting acceleration, turns, collisions, slopes, doors, stamina state, and actions can all shorten the distance travelled. Use the ratio to understand the configuration, then use the map and the current game to judge an actual escape or search route.

A comparison only works when both choices show the stat you care about. If one armour page lacks a material result, compare coverage, weight, durability or another number that both pages provide instead.

How to read these numbers

These values describe the character before gear and other modifiers. Equipment, skills, temporary effects, encumbrance, the exact body area hit, armour, and blocking can change the result in a fight.