This page covers the survival numbers behind movement and combat: how stamina is spent and refilled, how health behaves, what sleeping does and what the on-screen stress bar means. There is no separate energy or hunger meter; food and drink act as short buffs and stamina refills (see Consumables Catalog).
Contents: Stamina · Carrying weight · Health · Sleeping · The stress bar · Not found in the game files
Stamina
| Rule | Value |
|---|---|
| Base stamina use | 2.8 per second |
| Base stamina regeneration | 25 |
| Swimming | 2.8 per second |
| Parkour manoeuvre | 15 each |
| Breaking down a door | 1 each |
| Low-stamina slowdown | Below 35% of the bar, movement speed penalty grows from 0% up to 60% as stamina reaches zero |
| Clothing effect on stamina use | Up to ±15%, depending on your clothing build |
| Clothing effect on speed | Multiplier between 0.7 and 1 |
The stamina pool is 100 (the player Blueprint's default stamina level). The time base of the drain and regeneration numbers is not stored in the tables, so the flag values are given as they are. Snake bites also knock 25 points off your stamina.
Items that restore stamina
| Item | Stamina change |
|---|---|
| Beer, Lulada | +10 |
| Tequila, Ron Viejo de Isla Sombra, Ethanol | +50 |
| White wine, Red wine | +30 |
| Water | +30 |
| Limonada de Coco | +30 |
Cartel setting multipliers
| Preset | Stamina drain | Stamina regain |
|---|---|---|
| Default DDS2 | 1 | 1 |
| Economic | 0.8 | 1.3 |
| Gangsta | 1.15 | 0.95 |
| Chillout | 0.7 | 1.2 |
Carrying weight
The weight of everything you carry affects movement once it passes a lower threshold, reaching its maximum effect at an upper threshold. The stamina-use multiplier scales from x1 at the lower threshold up to the maximum at the upper one. The tables only document the stamina effect; the extent of the movement effect is set in code. Item weights are stored in grams. More in Inventory & Special Slots.
| Rule | Value |
|---|---|
| Lower weight threshold | 21 kg (21,000 g) |
| Upper weight threshold | 65 kg (65,000 g) |
| Stamina-use multiplier at maximum overload | x1.6 |
Health
| Rule | Value |
|---|---|
| Health pool | 100 |
| Regeneration | 0.3 per second |
| Critical level | 10 HP: below this, health stops regenerating and slowly gets worse (0.13 per second) |
| Bleeding | 0.8 HP per second for 30 seconds |
| Medical items | Restored health is added at 2.5 HP per second (a first aid kit restores 30 HP over about 12 seconds) |
| Tear gas | Base damage 3 |
| Beaten player | Loses consciousness after 30 seconds |
Medical items
| Item | Health restored | Stops bleeding |
|---|---|---|
| Sausage, Chocolate bar | 5 | No |
| Bandage | 5 | Yes |
| First aid kit | 30 | Yes |
A developer hint says that losing all health from a fall, a snake bite or a beating sends you to the nearest medical point, but no hint-table row references that text, so treat it as unconfirmed. See Saving, Death & Respawn. Combat damage settings are in Cartel Settings & Difficulty Presets and weapons in Melee Weapons & Combat.
Sleeping
Sleeping is how you end the day. At any time during the night you can use a bed in a hideout to sleep until morning and start the next sales day; trying earlier tells you it is too early to sleep. In multiplayer, every player has to use a bed.
Beds add to the hideout Comfort value (a single bed 1 to 3, a double bed 2 to 6, depending on the model). No table gives a sleep-quality multiplier for beds, and there is no exhaustion stat that sleeping recovers.
Well-being and the wanted level. The balance table has a sleep well-being bonus (SLEEP-WELL-BEING-BONUS = 50). Editors who checked the player Blueprint report that sleeping applies this bonus and takes a chunk off your wanted-level cool-down. The exact conversion is not confirmed. See Wanted Level, Militia Raids & Arrests and Day-Night Cycle & Time.
The stress bar
A small stress bar appears on screen when you are trespassing, in a bad neighbourhood, breaking in, being chased, or caught in a hideout raid — five separate stress events, each with its own rate (see the table below). Editors report that it works as a warning that enemies are after you and that it has no other noticeable effect. The tables define stress events, each adding stress per second while it lasts:
| Stress event | Stress per second |
|---|---|
| Trespassing | 1.5 |
| Bad neighbourhood | 0.5 |
| Being chased | 1.8 |
| Hideout raid | 6 |
| Breaking in | 1.5 |
Stress comes from stress areas placed in the world (each is a volume, 1,000 x 1,000 x 400 units by default, tied to a stress event) and from live events such as police chases and raids. The player controller keeps one stress level and a running total stress rate, which is what the HUD shows per second. Base stress fall rate is 2.5, hideouts add a stress-regeneration bonus of 2, and the base total of well-being points is 1,000. These come from the flag table; what the bar does when it fills is not documented.
Not found in the game files
There is no energy stat, no exhaustion debuff beyond the low-stamina slowdown, no sleep requirement and no bed-quality multiplier in the game files.
Source: game DataTables (BalanceFlagsDatabase, UsageEffectsDatabase, StressEventDatabase, HideoutEquipmentDatabase, GameHintDatabase strings). Values are as stored in the current Steam build; bolivars are written with a leading B.