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In 7 Days to Die, Alcohol Poisoning is a self-inflicted negative status that manifests as the Sick Drunk debuff. The duration depends entirely on how many beers you put away before the wellness meter started fighting back.

The effect sticks around for as long as the beers that caused it stay in your character's system. A single beer lasts one minute in game time, so the math is direct: more beers, longer recovery.
Quick note for returning players: since Alpha 20, every instance of Grain Alcohol has been replaced with regular Beer.
While the debuff is active, three penalties stack on top of each other:
Dying during the bender costs another 10 wellness on respawn. The apocalypse does not give refunds.
You need to push past 14 beers in a short window to trigger the full effect. The Sick Drunk status kicks in after just 3 beers, which is the game's way of telling you to slow the pace.

There is no medkit for this one. The only treatment is time. Park yourself in a base or any safe corner of the map and let the system metabolize. If you went all in with 14 beers, Alcohol Poisoning clears once your count drops to 9 beers in your system.
You are not done yet. From there you return to Sick Drunk, and then your character earns a 25 minute Hangover. That stage costs 1 stamina per second for its duration, so save heavy lifting or zombie combat for after it clears.

Used carefully, Beer is a real combat tool. It applies the Buzzed buff for one minute and provides:
These effects stack with additional beers consumed in close succession, which is also the exact path to the trouble described above.
Beer is crafted at the Chemistry Station using 4x Hops Flower and 1x Water. The recipe unlocks after reading 27x Home Cooking Weekly magazines. If you would rather skip the reading, Traders sell it at a base price of 300 Dukes.
Beer also doubles as a crafting ingredient for several useful items.
Chemistry Station
Campfire (requires a Cooking Pot)
Drink one or two before a fight, save the rest for crafting recipes, and your character keeps a clear head while still hitting harder.
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