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Armor sits above a Living's health as a second layer, wears down as it absorbs damage, and is maintained with reusable tongs or single-use plates.
Health is a flat 100 for every Living and can only be restored with Medicine, split between slow reusable Bloodbags and fast single-use Ampoules.
Cosmetics permanently change how a Living, their weapons and their bags look. Every one starts as a Schema that must be brought home, redeemed and then crafted.
The Stash is a Living's secure storage at the Chateau, reached through Louis in the Outer Ramparts and expanded by equipping bags.
Quests are the spine of progression in HUNGER, unlocking Chateau districts and their systems, teaching mechanics, and rewarding gear, recipes and cosmetic Schemas.
The Expedition Map is where a party in HUNGER picks its destination, waits out matchmaking, and commits to a run into the mainland.
Masteries are HUNGER's talent trees, spending Mastery Points across tiered branches to specialise a Living toward ranged, melee, survival or physical builds.
How HUNGER's character screen, inventory panel, toolbelt, equipment slots and on-screen HUD are organised, based on the studio's own interface captures.
Looting in HUNGER covers containers, loose loot, corpses and the infected, plus rummage time, identification speed, locked containers, bags and dropped bags.