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Afflictions icon

Afflictions are mostly temporary conditions that affect the player's ability to survive.

Overview

Afflictions can be acquired by the player through gameplay, and any current active Afflictions can be viewed in the menu.

There are two types of afflictions. Positive afflictions, referred to in-game as Benefits, confer favorable effects and are identifiable by a green status icon; negative afflictions, referred to simply as Afflictions, inflict harmful effects and are represented by a yellow or red status icon.

Benefits

Benefits are temporary status effects that provide positive effects to the player. They are gained by consuming certain foods, drinks, or recipes, wearing specific accessories, or by avoiding starvation.

There are currently 8 different Benefits.

Image Affliction Cause Effect Duration
Armoured icon Armoured Equipped

Ballistic Vest icon Ballistic Vest

While wearing the Ballistic Vest
Energy Boost icon Energy Boost Consume

Go! Energy Drink icon Go! Energy Drink Emergency Stim icon Emergency Stim

  • Go! Energy Drink
    • 50% Fatigue and Stamina replenished immediately.
    • 50% Fatigue is lost when effect ends.
  • Emergency Stim
    • +100% Fatigue and Stamina
    • Fatigue and Stamina do not decay (meaning you can sprint for as long as this effect lasts)
    • -100% Fatigue (0% "Exhausted") when duration ends.

30 minutes (Go! Energy Drink)

15 minutes (Emergency Stim)

Fatigue reduced icon Fatigue Reduced Consume:

Cup of Acorn Coffee icon Cup of Acorn Coffee

Cup of Coffee icon Cup of Coffee

Go! Energy Drink icon Go! Energy Drink

Emergency Stim icon Emergency Stim

30 minutes (Acorn Coffee)

1 hour (Coffee)

45 minutes (Go! Energy Drink)

15 minutes (Emergency Stim)

Improved rest icon Improved Rest Consume

Cup of Herbal Tea icon Cup of Herbal Tea

  • Additional +2% Condition restored per hour while sleeping (1% for Interloper) per hour.
6 hours of sleep

or

12 hours

Restore Condition icon Restore Condition Consume

Birch Bark Tea icon Birch Bark Tea

  • +2.5% Condition per hour.
  • Note: Effect continues in addition/despite other Condition altering effects (0% Needs, Blood Loss, passive Condition restoration, etc).
2 hours
Sure Footing Sure Footing Wearing

Crampons icon Crampons Improvised Crampons icon Improvised Crampons

While wearing Crampons/Improvised Crampons
Warming up icon Warming Up Consume Hot food/drinks
  • Significantly slows Warmth loss when 'feels like' is negative.
1 hour
Well fed icon Well Fed

Calories must not hit 0 for at least 72 hours

  • +5% maximum Condition (for 105% total maximum)
  • Increases carrying capacity by 5kg (11lbs).

Until starving

Benefit-Like Causing Items

The following items have positive secondary effects associated with them that give Benefit-like effects when equipped/used, despite no Affliction being present in the Stats menu. These Benefits are not immediately obvious, but gameplay altering effects do occur once these items are used/worn.

Affliction Cause Effect Duration
Reduced Rifle Weight EquippedSecurity Chief's Rifle Holster icon Security Chief's Rifle Holster
  • Halves the weight of 1 Hunting Rifle in the player's inventory
While wearing the Security Chief's Rifle Holster
Reduced Tool Weight EquippedForeman's Tool Belt icon Foreman's Tool Belt
  • Halves the weight of up to 3 specific tools in the player's inventory
While wearing the Foreman's Tool Belt
Wildlife Deterring Effect EquippedWolfskin Coat icon Wolfskin Coat
  • Wolves have a chance to flee upon seeing the player.
While wearing the Wolfskin Coat
Wildlife Deterring Effect EquippedBearskin Coat icon Bearskin Coat
  • Wolves have a chance to flee upon seeing the player.
While wearing the Bearskin Coat
Wildlife Deterring Effect EquippedBear Skin Bedroll icon Bear Skin Bedroll
  • Wolves have a chance to flee upon seeing the player.
When deploying/carrying a Bear Skin Bedroll
Wildlife Deterring Effect ConsumePumpkin Pie icon Pumpkin Pie 6 hours

Afflictions

Afflictions are temporary or permanent status effects that cause Condition loss or detrimental effects to the player. Most afflictions are treatable, however treatments may require multiple doses (and time between each dose) to cure. Treatments are mostly affliction-specific, and when taken must be selected to treat affliction for their effect.

There are 22 different afflictions, which can be sorted into two categories: injuries and diseases (physical or psychological).

Injuries

Injuries are Afflictions that cause instantaneous damage to the player, and can be caused by falling, animal struggles, exposure to the elements, and steep terrain. Frostbite is a notable exception, being a permanent injury that occurs after the "Frostbite Risk" reaches 100%.

Image Affliction Cause Effect Duration Treatment
Blood Loss icon Blood Loss

Struggles with Wolf, Bear, Poisoned Wolf, or Timberwolf attacks, and falling

Until treatment 1Bandage icon Bandage
Broken Ribs icon Broken Ribs Struggle with Moose
  • -50% Maximum Stamina
  • -25% Carrying capacity
  • Note: Additional applications of Broken Ribs do not stack effect, but last longer (120 hours, 168, 216, etc).
Until treatment 2Bandage icon Bandage + 4Painkillers icon Painkillers (or 2Rose Hip Tea icon Rose Hip Tea) and 5 days (120 hours) of Sleep
Burns icon Burns Walking over a lit Campfire or into any open fire

Walking into electrified wires/water during an Aurora

Not throwing a litNoisemaker icon Noisemaker

  • Maximum Condition set to 75%.
  • When Burned, all Condition above 75% is lost immediately
  • In addition to burns, contact with fires/electrified wires causes constant and rapid Condition loss
30 hours or until treatment 1Bandage icon Bandage + 2Painkillers icon Painkillers (or 1Rose Hip Tea icon Rose Hip Tea)
Frostbite icon Frostbite Frostbite Risk reaches 100%. (body part exposed to sustained 0°C or colder temperatures (head, hands, feet etc), or body part is wearing frozen clothing Permanent No Treatment
Laceration icon Laceration Struggles with Wildlife Immediate effect Status effect disappears shortly after injury
Major Bruising icon Major Bruising Struggles with wildlife, falling Immediate effect Status effect disappears shortly after injury
Minor Bruising icon Minor Bruising Struggles with wildlife, falling Immediate effect Status effect disappears shortly after injury
Pain icon Pain Struggles with Wildlife, falling, sprains
  • Blurred vision, distorted sounds

Four hours or until treatment

1Bandage icon Bandage + 2Painkillers icon Painkillers (or 1Rose Hip Tea icon Rose Hip Tea)

Wait 4 hours

Sprained Ankle icon Sprained Ankle Struggles with wildlife, falling, walking on uneven or steep terrain (increased chance below 50% Fatigue, or when encumbered) Four hours of rest or until treatment 1Bandage icon Bandage

or 4 hours of Sleep

Sprained Wrist icon Sprained Wrist Struggles with Wildlife, falling, walking on uneven or steep terrain (increased chance below 50% Fatigue, or when Encumbered)

Two hours of rest or until treatment

1Bandage icon Bandage or 2 hours of Sleep
Suffocation icon Suffocation Being inside polluted air found in Last Prospect and Langston Mine.
  • Deteriorating vision, loss of hearing.
  • Instant Death after the timer reaches 0
Length of the timer (30-60 real life seconds) Exit the polluted air

Wear aRespirator icon Respirator withCanister icon Canister

Torn Clothing icon Torn Clothing Struggles with wildlife, falling
  • Small amount of condition loss for a random piece of clothing
Immediate effect Status effect disappears shortly after injury

Diseases

Diseases are Afflictions that build up as a visible yellow "Affliction Risk" and then physically deteriorate the body once the meter is full, with most diseases requiring some form of treatment in order to heal the player (though some will pass over time.) Though rare, some diseases are purely psychological in nature, but can be just as detrimental to a player's survival as a physical disease.

Players are able to view the percentage of any existing risk of disease in the Status Menu. This risk may cause disease either by reaching 100% or through a dice roll based on the current risk percentage at a certain point in time (Ex. Dysentery, Intestinal Parasites, Scurvy)

Actions that increase risk of disease include drinking unsafe water, consuming raw, spoiled, or predator-based food, and spending too much time indoors or in freezing cold. Players must be aware of these risks and how to manage them in order to avoid the Afflictions they may cause. 

Image Affliction Cause Effect Duration Treatment
Cabin Fever icon Cabin Fever

Spending more than 113 hours indoors over the last 6 days (daily average of 18.83 hours). (On Stalker or Interloper)

  • Cannot Sleep indoors for 24 hours
Until treated Spending time outside
Chemical Poisoning icon Chemical Poisoning

Walking through Chemical Hazard Patches without a Respirator or footwear

Struggles with Poisoned Wolf

  • Maximum Condition set to 75%.
  • Note: When Poisoned, all Condition above 75% is lost immediately.
72 hours or until treatment 1Emergency Stim icon Emergency Stim
Dysentery icon Dysentery Drinking Water (Unsafe)   Until treated 2Antibiotics icon Antibiotics (or 1Reishi Tea icon Reishi Tea/1Burdock Tea icon Burdock Tea) and 2.0 LWater (Potable) icon Water (Potable) and 10 hours of Sleep.
Food Poisoning icon Food Poisoning Eating raw meat or spoiled food.
  • Condition above 15% of maximum cannot be restored.
  • -85% Condition over 12-24 hours (will not reduce Condition below 15% maximum).
  • Note: most food poisoning sources become safe at 5 Cooking Skill.
12 - 24 hours or until treated 2Antibiotics icon Antibiotics (or 1Reishi Tea icon Reishi Tea/1Burdock Tea icon Burdock Tea) and 10 hours of Sleep

Waiting 12-24 hours.

Headache icon

Headache

DrinkingGo! Energy Drink icon Go! Energy Drink, consuming certain recipes
  • Vision is blurred
  • All Stamina is instantly lost

20 minutes

Wait until Affliction passes.
Hypothermia icon Hypothermia Freezing for an extended period of time
  • Condition loss from Freezing is doubled (-20% Condition per hour, increased to -40% per hour).
  • Fatigue is lost at 200% rate.
Until treated Affliction heals while Warmth is above 0% (not "Freezing") until cured (6 hours on Pilgrim, 12 on Voyageur, 18 on Stalker, and 24 on Interloper)
  • Note: While Hypothermic, Freezing again (0% Warmth) will fully reset the timer to maximum.
Infection icon Infection Blood Loss from a Struggle with wildlife Until treated 2Antibiotics icon Antibiotics (or 1Reishi Tea icon Reishi Tea/1Burdock Tea icon Burdock Tea) and 8 hours of Sleep.
Insomnia icon Insomnia Exposure to Glimmer Fog for too long
  • Rest is frequently interrupted, denying the player the full benefits of sleeping for long periods of time
18 - 36 hours Wait until Affliction passes.

Affliction can be mitigated by drinking Cup of Herbal Tea icon Cup of Herbal Tea before Resting.

Intestinal Parasites icon Intestinal Parasites Consuming Bear or Wolf Meat (on Stalker or Interloper mode)

Until treated

2Antibiotics icon Antibiotics (or 1Reishi Tea icon Reishi Tea/1Burdock Tea icon Burdock Tea) once a day for 10 days (240 hours) on Stalker; 20 days (480 hours) on Interloper
Scurvy icon Scurvy

Not eating enough foods rich in Vitamin-C

  • Carry Capacity debuff of 5 Kg
  • Stamina drain multiplier of 1.5
  • Fatigue multiplier of 1.5
  • Lose 1 point of Condition per hour until the affliction is cured or until death
Until treated Eat foods high in Vitamin-C

Darkwalker Afflictions

The following Afflictions can only be encountered in the Challenge Escape the Darkwalker.

Image Affliction Cause Effect Duration Treatment
Anxiety icon Anxiety Being within 200m (~656 feet) of the Darkwalker
  • Sleep and Pass Time is disabled, unless also in an active ward glyph's area of effect
  • Increasingly bloodied screen the closer one becomes to the Darkwalker
Immediate effect Moving further than 200m from The Darkwalker
Fear icon Fear Being less than 50m (~164 feet) from The Darkwalker Immediate

effect

Moving further than 50m from The Darkwalker
Toxic Fog icon (severe) Toxic Fog Staying within a Region after Toxic Fog reaches Level 3 (timer reaches 2 minutes or less)
  • All food and drink is instantly RUINED and provides 0 calories
  • Rapid loss of Condition
  • All Wildlife dies within the Region
Infinite Leave Region with Level 3 Toxic Fog

Wintermute Afflictions

The following Afflictions can only be encountered in Wintermute. Some Afflictions do not affect the player character but rather a Crash Survivor.

Image Affliction Cause Effect Duration Treatment
Burdened icon Burdened Astrid Greenwood is carrying a Crash Survivor
  • Cannot use Weapons
  • Cannot pick up objects
  • Cannot enter Vehicles
  • Sprinting disabled
While carrying Crash Survivor Place Crash Survivor
Concussion icon Concussion Plane crash has given this to a Crash Survivor None N/A None
Dehydration Risk icon Dehydration Risk Affects a Crash Survivor, Lack of water None Until Healed Drink Water (Potable)
Dehydrated icon Dehydrated Affects a Crash Survivor, Lack of water Loss of Condition Until Healed or Death Drink Water (Potable)
Gorged icon Gorged N/A N/A N/A N/A
Hyperglycemic Risk icon Hyperglycemic Risk Dimitri has Type-1 Diabetes and has low blood sugar Imminent Death N/A Insulin
Nourished icon Nourished N/A N/A N/A N/A
Unburdened icon Unburdened N/A N/A N/A N/A
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