Condition is a player statistic that represents health as the total amount of damage that can be taken before dying. Condition can be lost immediately through Injuries, indirectly through Afflictions, or through deficiencies in Needs.
When the player falls below 10% condition, the display becomes blurred and begins to sway, with visibility decreased and sound muffled except for the sound of a heartbeat. As condition drops lower and lower, these effects are made more and more pronounced. Movement is still possible at a normal rate, but can be more challenging.
Mechanics[edit | edit source]
Injuries instantly subtract a percentage of the player's condition, such as a short fall or a Laceration from a Wolf struggle. This Condition loss is immediate and does not have any long-lasting effects beyond the condition loss.
Certain Afflictions such as Blood Loss or Infections drain the player's condition until treatment is complete or death; other Afflictions limit the maximum condition that the player can reach. Most Afflictions last until treated fully, including rest if required; after the affliction has been removed condition may be restored normally.
When a Need reaches 0, the player begins to lose condition. Failing to satisfy needs will consistently drain condition until the need meter is brought above zero. When the player has not had sufficient rest, nutrition, or hydration, condition loss is relatively slow. If the player does not have sufficient warmth, condition loss is very rapid and requires the player to quickly react to prevent death. See below for the condition drain rates when a need reaches 0.
Frostbite afflictions lower maximum Condition by 10% per instance, and are the only Affliction with no treatment making them permanent. Up to 5 instances of Frostbite can be present at once (reducing maximum Condition by up to 50%).
Well-Fed status effect is the only way to increase maximum condition, up to 105%. Additionally it increases the maximum carrying capacity by 5kg (11lbs).
|Need||Hourly drain rate|
Recovering condition[edit | edit source]
Condition normally restores to 100% but can be limited to less by certain afflictions. Players can restore lost condition using four different methods.
Sleep is the most common method of restoring condition. All four needs must be met for the player to restore condition during sleep. The rate of return is dependent on the bed used and the number of hours slept, with longer periods granting higher returns. Herbal Tea can also help the player achieve a more restful sleep.
Condition is restored at a rate of 25% each day, or just over 1% every hour as long as all four Needs are above 0 and the player has no Afflictions which affects condition (such as Food Poisoning). This passive regeneration improves the player's condition while awake, but is slower than the condition recovery from sleeping.
Using an Emergency Stim will instantly restore 15% of the player's condition when used.
Drinking Birch Bark Tea restores 5% condition over the course of 2 hours.
During the As the Dead Sleep Challenge (or if healing is disabled in Custom Survival mode): passive healing and sleep healing are disabled, additionally Birch Bark Tea is disabled. This makes Herbal Tea strictly a food item and Birch Bark strictly a tinder, since neither has medical uses. This leaves only the rare and finite Emergency Stims as the only means of healing during the Challenge.
Death[edit | edit source]
|“||You faded into The Long Dark...
Death occurs when a player's condition reaches zero. The player is given a brief explanation for the cause of death.
In Survival mode, after the player's death, the saved game is marked and cannot be loaded again. Effectively, the character who died can never be restored. This is commonly referred to as "Permadeath" since death is the permanent end of the save file. However, the player is given the option to "Save the journal," which will add that game's journal's statistics to the global statistics.
In Story Mode, the player is given an option to restart from their last save or checkpoint prior to death.
See also[edit | edit source]
|Primary||Condition • Stamina • Encumbrance|
|Needs||Warmth • Fatigue • Hunger • Thirst|