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 as the survivor will stagger around uncontrollably even when crouched.
Mechanics
Injuries instantly subtract a percentage of the player's condition. Incidents such as a short fall or a Laceration from a struggle with a Wolf can cause minor to moderate injuries. The associated condition loss is immediate and usually does not have any long-lasting effects beyond the condition loss itself.
On the other hand, certain Afflictions such as Blood Loss or Infections drain the player's condition until either the affliction is treated or the player slips into the Long Dark. However, a few 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.
Need | Daily drain rate | Hourly drain rate |
---|---|---|
Warmth | -450.0% | -18.75% |
Fatigue | -25.0% | -1.04% |
Thirst | -50.0% | -2.08% |
Hunger | -25.0% | -1.04% |
Afflictions that damage Condition
Instant Damage
Some Afflictions cause Condition damage. Falling through Weak Ice, Bruises (from Falling) and Lacerations (from Struggles) cause instant Condition damage based on Survival Mode (or length of fall). Falls above 50m are instantly lethal on contact with the ground, as are Falls/entering a killbox (e.g. attempting to climb beneath the Raven Falls Trestle (The Ravine) or the gorge below Mackenzie's Crashed Plane (Mountain Town) see Environmental Hazard). Torn Clothing affects the Condition of worn Clothing, rather than the player's Condition.
Image | Affliction | Condition Instantly Lost |
---|---|---|
Torn Clothing | N/A (To Clothing Condition) | |
Major Bruising | -10% | |
Minor Bruising | -5% | |
Laceration | -10% to -15% |
Misery Afflictions are unique to this game mode only, but many can cause Condition loss
Image | Affliction | Condition Instantly Lost |
---|---|---|
Rheumatic Joints | -2% from Sprains | |
Broken Body | +100% more Condition loss from any damage source |
Damage over time
Other Afflictions cause damage over a period of time, and often take longer periods to heal both lost Condition and the Affliction itself.
Image | Affliction | Daily drain rate | Hourly drain rate | Minute drain rate |
---|---|---|---|---|
Food Poisoning | -85.0% | -3.5% | -0.058% | |
Blood Loss | -720.0% | -30.0% | -0.5% | |
Dysentery | -96%30 | -4% | -0.067% | |
Infection | -120% | -5% | -0.083% | |
Freezing
while Hypothermic |
-960.0% | -40.0% | -0.66% | |
Fear | -72,000.0% | -3,000.0% | -50.0% | |
Burns | -2,851,200.0% | -118,800.0% | -1980.0% |
- Note 1: Intestinal Parasites affects maximum Condition.
- Note 2: Food Poisoning is non-lethal, and cannot lower Condition below 15%.
- Note 3: Food Poisoning and Dysentery do not allow Condition to be recovered while the Affliction persists, even during Sleep.
- Note 4: Burns (from Electrified Wires or Water during an Aurora or from contact with a lit Campfire/large open fires found in Wintermute) causes 33% Condition damage per second.
Afflictions that change Condition Bar
While most Afflictions damage Condition, which can be recovered with enough rest, some Afflictions reduce or increase the overall size of the Condition bar, increasing or simply preventing Condition recovery up to a certain point.
Positive
Well Fed is acquired after Calorie Store is kept above 0 calories for 3 days, and increases max carrying capacity by 3kg (6.6lb) and increases Condition by 5%, but is lost if Calorie Store reaches 0 calories. Unburdened temporarily increases max Condition by 10% for 3 hours. If both Afflictions are acquired, this can make the maximum length of the Condition bar stretch to 115%, the highest it can possible be.
A "+" Plus symbol and the color blue is used to denote any condition gained when the player's Condition passes 100%. If either previously mentioned Positive Affliction is lost, extra Condition over 100% is instantly lost as well, sending the player's condition back to 100% if they were already over it.
Image | Affliction | Condition increase |
---|---|---|
Well Fed | Temporarily increases Condition bar by 5% | |
Nourished | Temporarily increases Condition bar by 10% |
Negative
Frostbite afflictions lower the maximum Condition bar by 10% per instance, and is the only Affliction with no treatment (making its effects permanent). Up to 5 instances of Frostbite can be present at once on one body part (reducing maximum Condition by 50%), with up to 10 (11 temporarily with the extra 15% acquired from Well Fed and Unburdened, until Unburdened wears off) instances resulting in death.
Burns and Chemical Poisoning reduce maximum Condition to 75% and will not allow condition to heal above this threshold until each instance of said Afflictions are healed. Intestinal Parasites permanently reduces the Condition bar by 2% per day until cured (minimum of 20% per 10 days on Stalker, minimum of 40% per 20 days on Interloper.
Theoretically, the largest Condition Bar debuff would be -325% acquired from all 5 body parts having 5 instances of Frostbite, plus one instance of either Burns or Chemical Poisoning.
A "-" Minus symbol and the color red is used to denote any Condition on the bar that cannot be recovered if currently suffering from these 4 Afflictions:
Image | Affliction | Condition decrease |
---|---|---|
Frostbite | Permanently decreases Condition bar by 10% per instance | |
Cheated Death Penalty | Temporary or Permanent Condition loss | |
Burns | Immediately reduces max Condition bar to 75% of its Condition | |
Chemical Poisoning | Reduces max Condition bar by 20% (per Affliction) | |
Intestinal Parasites | Permanently reduces max Condition bar by 2% daily until cured |
Recovering Condition
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. Cup of Herbal Tea can also help the player achieve a more restful sleep. For more detailed info on this vital mechanic, have a look at the sleep page.
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 negatively 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.
Positive Recovery
The following items positively affect Condition recovery:
Image | Name | Condition Restored |
---|---|---|
Breyerhouse Pie | Instantly restores 10% of Condition
Provides the Nourished Affliction for 3 hours | |
Camber Flight Porridge | Instantly restores 10% of Condition
Provides the Nourished Affliction for 3 hours | |
Dockworker's Pie | Instantly restores 10% of Condition
Provides the Nourished Affliction for 3 hours | |
Ranger Stew | Instantly restores 10% of Condition
Provides the Nourished Affliction for 3 hours | |
Lily's Pancakes | Instantly restores 10% of Condition | |
Emergency Stim | Instantly restores 15% of Condition | |
Prepper's Pie | Instantly restores 25% of Condition | |
Birch Bark Tea | Grants the Restore Condition Affliction, Restoring 5% Condition for 2 hours |
The following foods grant the Improved Rest Affliction, restoring Condition gained while sleeping by an extra 2% (1% for Interloper) an hour while the benefit is still active. This benefit is used whenever sleeping, whether this be all at once or across multiple sleep sessions.
Food and Drink | Duration | |
---|---|---|
Cup of Herbal Tea | 6 hours | |
Stalker's Pie | 6 hours | |
Ptarmigan Stew | 3 hours | |
Ranger Stew | 3 hours | |
Rabbit Stew | 3 hours | |
Thomson Family Stew | 3 hours | |
Trout Stew | 3 hours | |
Venison Stew | 3 hours |
During the Challenge "As the Dead Sleep" (or Custom), passive healing and sleep healing are disabled, additionally Birch Bark Tea is disabled. This makes Herbal Tea and Cup of Herbal Tea strictly a food item and Birch Bark strictly tinder. The only way to heal during the challenge are with using rare and finite Emergency Stims.
- Frostbite permanently reduces maximum Condition by 10% per application (up to 5, to a maximum of 50%).
- Burns temporarily reduce maximum Condition by 15%.
- Food Poisoning and Dysentery temporarily lowers maximum Condition recovery to 0%.
Negative Recovery
The following Afflictions negatively affect Condition recovery.
Image | Affliction | Condition Recovery Penalty |
---|---|---|
Insomnia | Has a chance to interupt Rest | |
Weakened State | Halves Condition Recovery | |
Haunted Mind | -50% Condition healing from Rest | |
Broken Body | Disables all forms of Condition Recovery |
Death
“ | You faded into The Long Dark... In-game description
|
” |
Death occurs when the survivor's Condition reaches zero, providing a brief explanation for the cause of death:
- "YOU FADED INTO THE LONG DARK..." - typically occurs when the player dies from 1 or more Needs being empty/environmental damage (freezing to death while sleeping, or from Chemical Poisoning, Frostbite, or Hypothermia). Small falls that finish the player off via Major Bruising or Minor Bruising will also trigger this. Most other deaths generate this message by default.
- "YOU BURNED TO DEATH" - standing in a lit Campfire or open flames found in Wintermute will generate this message when the player dies.
- "YOU DIED FROM LOSS OF BLOOD AND SHOCK FROM A (WOLF/BEAR) ATTACK" - displays when the last point of damage occurs from a Wolf, Timberwolf, Poisoned Wolf, or Bear struggles. A bite from a passing Timberwolf will also trigger this (via Laceration, Minor Bruising, or Major Bruising).
- "YOU DIED FROM INJURIES SUSTAINED FROM A MOOSE ATTACK" - appears after death by Moose Struggle.
- "YOU DIED FROM (Affliction)" - displays when the player dies from Blood Loss, Dysentery, Infection, Scurvy, Suffocation, or Food Poisoning while awake.
- "YOU DIED FROM (Affliction) WHILE SLEEPING" - Die from Blood Loss, Dysentery, Infection, Scurvy, Suffocation, or Food Poisoning while sleeping.
- "YOU DROWNED AFTER FALLING THROUGH CRACKED ICE" - occurs if the player dies while falling through Weak Ice.
- "YOU DIED FROM DROWNING" - occurs after falling into the large moving rivers in Blackrock or Far Range Branch Line.
- "YOU DIED FROM MASSIVE INTERNAL INJURIES AFTER FALLING" - falling from an extreme height or passing through an instant kill barrier will trigger this. Can also occur when stamina is too low and falling from a Rope Climbing section.
- "THE DARKWALKER HAS DEVOURED YOU" - if the Darkwalker in Escape the Darkwalker catches you, a cutscene will play before the player is killed and generate this message.
Wintermute
In addition to normal death screens, Wintermute has unique game over screens.
- "(Crash Survivor) HAS DIED FROM (Affliction)" - occurs in Episode 3: Crossroads Elegy when transporting the Crash Survivors Gwen, Ada, Logan, and Wade if they die from an Affliction (Blood Loss, Exposure, or Dehydration).
- "(Crash Survivor) HAS DIED FROM A WOLF ATTACK" - occurs if a Crash Survivor is killed by a Timberwolf in Episode 3.
- "YOU DIED FROM GUNSHOT WOUNDS" - occurs when shot by Convicts in the Blackrock Prison Yard at the end of Episode 4: Fury, Then Silence.
- "MISSON FAILED - THE CONVICTS RE-CAPTURED MACKENZIE" - occurs when Convicts break the 2 doors down at the end of Episode 4 and the player does not escape fast enough.
Death is different per game mode:
- If the player dies in Survival Mode, they have an option to Cheat Death (for 3 more extra lives) and continue their save, or chose to end their run and Die. If the later option is chosen, an option to "Save the journal" is available, which will add that save's journal statistics to the global statistics. In Challenges the Challenge ends in failure and must be restarted.
- In Wintermute (Story Mode) the player has the option to restart from a prior save/autosave checkpoint upon death.
Progress towards Feats, Achievements, and certain Badges persists even after death.
See also
Primary |
|
Needs |
Experience | |||||||||
Gameplay |
| ||||||||
Advanced Gameplay | |||||||||
Tales |