Status Effects

Every hour in Last State can push you closer to collapse or pull you back from it. This guide is synced to the active status systems, so you can spot warning signs early, make the right stabilization call and keep your survivor alive through escalating pressure.

Negative Status Effects (Debuffs)

Injuries & Physical Damage

Bleeding

  • Cause: Combat injuries, accidents, falls, animal attacks
  • Effect:
  • HP loss: 0.9 + (bleeding * 0.6) HP/hour (max 4.5 HP/hour)
  • Morale penalty: -0.6/hour
  • Natural Recovery: -0.25 bleeding/hour (slow)
  • Treatment:
  • Bandage: Strongly reduces bleeding (can stop it if remaining bleed is low)
  • Tourniquet: Emergency bleeding stop
  • Fatal: Yes - can bleed to death if HP reaches 0
  • Duration: Until treated or naturally stops

Fracture (Broken Bones)

  • Cause: Falls, heavy combat, accidents, crushing injuries
  • Effect:
  • Movement penalty (broken bones): -2 fatigue per broken bone when moving
  • HP damage: 12% chance of -0.8 HP/hour
  • Morale loss: -0.4/hour (12% chance)
  • Limb status penalties can restrict performance until stabilized
  • Treatment:
  • set_splint: 1 wood + 1 cordage (or 1 Paracord), clears global fracture
  • apply splint: consumes a Splint item for limb-level fracture status
  • Medkit/medical actions may also clear fracture based on treatment roll/skill
  • Fatal: Yes - untreated fractures can kill
  • Duration: Until splinted and healed

Injury (General)

  • Cause: Combat hits, falls, wildlife attacks, and environmental hazards
  • Core mechanic:
  • Current injury flow is driven by addInjury(...), which applies limb damage first
  • Limb trauma can chain into bleeding, fracture, and infection states based on severity and rolls
  • Hourly pressure (tickHour):
  • If legacy p.injury > 0, morale loss gets an additional flat +0.08 pressure term
  • If injury and infection are both active, infection-stage escalation is more dangerous over time
  • System model in practice:
  • Legacy/global tracker: p.injury (still used by parts of UI and balancing)
  • Primary active model: limb statuses (Crippled, Fracture, Splinted, Infected) plus global flags (bleeding, fracture, infection)
  • Treatment priority: Stop immediate failure states first (bleeding, fracture, infection), then restore stability with medicine, hygiene, rest, and sleep
  • Recovery model: Recovery is subsystem-based (limb healing, splint progression, infection control, sleep/rest recovery), not a single linear injury decay bar

Infections & Diseases

Wound Infection

  • Cause:
  • Triggered primarily through limb trauma in addInjury(...)
  • Infection roll scales with wound severity (limbDmg) and first-aid skill
  • Base infection chance is 0.25, reduced to 0.15 with first-aid skill >= 40, then increased by limbDmg * 0.002
  • Effect:
  • HP loss: -0.4/hour
  • Thirst drain: -0.5/hour (fever)
  • Hunger drain: -0.3/hour
  • Treatment:
  • Antibiotics: High cure chance and direct infection-state clearing paths
  • Sleep/rest: Base recovery chances, with extra house sleep recovery chance (0.25) in complete house
  • Disinfectant: Preventive/treatment
  • Fatal: Yes - can die from infection
  • Progression: Worsens if untreated

Skin Infection

  • Cause: Low hygiene (< threshold)
  • Effect:
  • HP loss: -0.2 every 5 hours
  • Morale loss: -0.3 every 5 hours
  • Recovery: 20% chance per 5 hours when hygiene > 65
  • Prevention: Maintain hygiene through washing
  • Fatal: Yes - if severe and untreated
  • Duration: Until hygiene improves

Infection Stage (Progressive)

  • Variable: infectionStage (0-4)
  • Levels:
  • Stage 0: No infection
  • Stage 1: Mild infection
  • Stage 2: Moderate infection
  • Stage 3: Severe infection
  • Stage 4: Critical infection (sepsis)
  • Progression: Worsens without treatment
  • Treatment: Antibiotics, rest, hygiene

Sepsis

  • Cause: Advanced infection (infectionStage >= 4)
  • Effect: Critical life-threatening condition
  • Treatment: Urgent medical intervention required
  • Fatal: Yes - high mortality without treatment
  • Severity: Most dangerous infection state

Gastrointestinal

Stomach Bug (Food Poisoning)

  • Cause:
  • Raw food: 20% base chance
  • Contaminated water: Variable risk
  • Spoiled food
  • Iron Stomach perk: -75% risk
  • Sensitive Stomach perk: 4x risk
  • Effect:
  • Severe dehydration: -5.0 thirst/hour
  • Appetite loss: -4.0 hunger/hour (paradoxical drain)
  • HP loss: -2.5/hour
  • Morale loss: -2.0/hour
  • Vomiting messages every 4 hours
  • Recovery: 28% chance during rest or sleep
  • Fatal: Yes - dehydration can kill
  • Duration: Until recovery event triggers

Dysentery

  • Cause: Contaminated water (15% if contaminated source)
  • Effect:
  • Thirst drain: -1.2/hour
  • Hunger drain: -0.8/hour
  • HP damage: +0.5/hour
  • Treatment: Supportive recovery through safer hydration, rest, and infection management; progression can clear over time
  • Fatal: Yes - through dehydration

Malaria

  • Cause: Stagnant water consumption (3% chance)
  • Effect:
  • Recurring fever/chills events (15% hourly roll), including warmth drop (-15)
  • HP damage: +0.3/hour
  • Fatigue loss: -2/hour
  • Treatment: Supportive management and time/progression-based recovery (can clear after prolonged progression checks)
  • Fatal: Potentially

Environmental Extremes

Frostbite

  • Variable: frostbite (0-100)
  • Cause: Extreme cold exposure when ambient temperature is below -15 and warmth is below 30
  • Effect:
  • Progressive worsening while trigger conditions persist
  • Warning onset around stage 25 (numbness warning)
  • Additional HP damage pressure at stage >= 50
  • Condition degradation at stage >= 75
  • Treatment:
  • Raise warmth and keep it stable (fire, shelter, insulation, clothing)
  • Recovery checks occur when warmth is above 50
  • Prevention: Avoid prolonged exposure in deep-cold weather and maintain strong warmth buffer
  • Fatal: Can contribute to death through accumulated damage and condition collapse if unmanaged

Heat Stroke

  • Variable: heatStroke (0-100)
  • Cause:
  • Primary trigger checks run in extreme daytime heat (tempC > 35, day)
  • Risk escalates when heat exposure stacks with poor hydration/endurance state
  • Effect:
  • Progressive heat-stress accumulation over time
  • At heatStroke >= 40: extra thirst drain (-1.5) and HP damage (+0.3)
  • At heatStroke >= 70: additional condition degradation
  • Treatment:
  • Immediate cooling and hydration discipline
  • Reduce exposure (shade/shelter, shorter action chains)
  • Recovery checks improve in cooler conditions (tempC < 25) or at night
  • Prevention: Hydrate early, pace exertion in heat, and avoid long exposed daytime pushes
  • Fatal: Can contribute to death through cumulative damage and condition collapse if unmanaged

Mental & Psychological

Sleep Deprivation

  • Variable: sleepDeprivationLevel (staged; computed as floor(hoursSinceSlept / 12))
  • Cause: Extended time since last proper sleep; severe thresholds trigger sleep-debt penalties (36h baseline, 24h with light_sleeper)
  • Effect:
  • At sleep-debt trigger threshold, fatigue crashes to 0 until sleep recovery
  • At moderate/high deprivation stages, focus and reliability drop
  • Hallucinations can trigger at higher deprivation stages
  • Extreme deprivation can cause collapse events (time loss, HP loss, and injury risk)
  • Variable: hallucinating (boolean)
  • Treatment: Sleep
  • Fatal: Indirectly (through accidents, poor decisions)

Low Morale

  • Threshold: < 30
  • Effect:
  • 22% move disorientation risk when morale is low (shared trigger with very low fatigue)
  • Reduced decision reliability under pressure (more route/positioning mistakes)
  • Compounds broader mental strain and other survival failures
  • Causes: Multiple factors
  • Recovery: Good food, shelter, success, rest

Trauma

  • Variable: trauma (0-100)
  • Confirmed trigger in current code: On hunting counter-hits, if return damage is > 8, trauma increases by +4..+10
  • Effect:
  • When trauma > 40, hourly mental health drain gets an extra +0.20 penalty
  • When trauma > 50, UI shows a critical State: Trauma status chip
  • Recovery: No direct trauma-decay/recovery rule is explicitly applied in current game.js
  • Fatal: No direct trauma death flag is defined, but trauma worsens survivability through mental-pressure systems

Physical Condition States

Over-Encumbrance

  • Cause: Carrying > 60% of weight capacity
  • Effect:
  • Fatigue: +(overEffort×0.08)/hour
  • Hunger drain: -(overEffort×0.02)/hour
  • Thirst drain: -(overEffort×0.03)/hour
  • Injury risk: 10% chance of +1 injury if overEffort > 20
  • Treatment: Drop items, increase carry capacity
  • Prevention: Manage inventory weight

Microsleep

  • Trigger: Severe exhaustion state (fatigue <= 5) during push actions
  • Chance: 10% per trigger check
  • Effect:
  • Lose 1 to 3 hours
  • 20% chance of injury
  • Temporary blackout
  • Prevention: Rest/sleep before fatigue enters exhaustion range
  • Fatal: Can cause dangerous situations

Disorientation

  • Triggers:
  • Fatigue < 20 (22% chance)
  • Morale < 30 (22% chance)
  • Effect:
  • Movement in random directions
  • Wrong-turn movement (random cardinal direction on trigger)
  • Recovery: Rest, improve triggering condition
  • Duration: Single move check (sporadic 22% roll while trigger conditions are active)

Poor Hygiene Effects

  • Threshold: Severe neglect (hygiene < 25) on daily rollover checks
  • Effect:
  • 6% daily chance to trigger skinInfection
  • Low hygiene also increases broader infection pressure in other systems/events
  • Active skinInfection applies periodic morale loss (-0.3 every 5 hours)
  • Restoration: wash at a valid water source fully cleans to 100 hygiene
  • Prevention: Regular washing, avoid dirty activities

Positive Status Effects (Buffs)

Companion Bonus

  • Source: Active companion support and legacy timed companion state
  • Effect:
  • Legacy timed companion grants passive morale gain: +0.5/hour
  • Combat assistance
  • Skill/perk-based bonuses (tracking, hunting, medicine efficiency, carry, stealth/survivability modifiers)
  • Duration:
  • Legacy NPC encounter companion: 7 days
  • Settlement companion roster: persistent until dismissed/unassigned
  • Stacking: One active follower at a time

House Completion Bonus

  • Source: Building and staying in a complete house
  • Effect:
  • Warmth drain: -55% reduction
  • HP regen: +1.0/hour bonus
  • Morale: +1.0/hour bonus
  • Morale loss pressure also reduced by 40% (morale drift multiplier 0.6)
  • Fatigue recovery: +1.4× multiplier
  • Condition recovery: +0.3/hour
  • Insulation: ×2.5 multiplier
  • Wolf protection: 95% reduction in attacks
  • Duration: While inside house
  • Stacking: With other bonuses (multiplicative)

Fire Presence

  • Source: Standing on tile with active fire
  • Effect:
  • Warmth: +25/hour
  • Morale: Prevents night penalty
  • Cooking ability
  • Light/visibility
  • Duration: Up to 18 hours per fire
  • Fuel: Wood/tinder are consumed when creating/adding fire; active fire duration then ticks down over time

Rested Status

  • Source: Rest and Sleep actions (actRest, actSleep)
  • Effect:
  • Rest: +25 fatigue, +3 morale, +5 mental health, partial sleep-debt recovery
  • Sleep: fatigue set to 100 (fully fresh), +3 morale, +8 mental health, +2 HP
  • Sleep debt pressure is reduced when resting/sleeping (lastSleepH, sleepDeprivationLevel)
  • Better reliability is indirect: avoiding low-fatigue penalties (disorientation/microsleep risk)
  • Duration: No standalone timed rested buff; benefits persist until stats degrade again
  • Optimal state: High fatigue value (freshness), ideally near 100; low values are dangerous

Achievement Bonuses

  • Source: Unlocking achievements through gameplay
  • Effect: Permanent stat bonuses
  • Types:
  • Max HP increases
  • Resistance bonuses
  • Skill improvements
  • Progression/economy bonuses (e.g., reputation gain, trade prices, build/craft speed, durability)
  • Duration: Permanent
  • Stacking: Yes (multiple achievements)

Perks (Permanent Buffs)

See PERKS for complete list. Positive perks include:

  • Fast Healer: +50% HP regen chance
  • Thick Skinned: -15% damage taken
  • Strong Back: +20kg carry capacity
  • Keen Eye: +15 tracking/gathering
  • Iron Stomach: -75% food poisoning risk
  • Cold Adapted: -30% warmth drain
  • Efficient Eater: -20% hunger drain
  • Water Conservator: -20% thirst drain
  • Optimist: -25% morale drain
  • Night Owl: No night penalties

Treatment Priority

Immediate Life-Threatening:
  1. Bleeding (tourniquet/bandage)
  2. Sepsis (antibiotics)
  3. Critical starvation/dehydration (food/water)
  4. Hypothermia (fire/shelter)
High Priority:
  1. Fractures (splint)
  2. Infections (antibiotics/disinfectant)
  3. Stomach bug (rest + clean water)
  4. Heat stroke (cooling + hydration)
  5. Frostbite (warming)
Medium Priority:
  1. Skin infection (improve hygiene)
  2. Sleep deprivation (sleep)
  3. Low morale (good food, shelter, success)
  4. Over-encumbrance (drop items)
Low Priority/Maintenance:
  1. Hygiene (wash regularly)
  2. Mental health (variety, social contact)
  3. Condition recovery (rest, good nutrition)

Prevention Strategies

  1. Hygiene: Wash regularly, especially after dirty activities
  2. Injury Prevention: Avoid risks, don't push fatigue
  3. Food Safety: Cook all meat/fish, boil water
  4. Warmth: Dress properly, maintain fires, build shelter
  5. Rest Management: Sleep before fatigue gets low (especially below 30)
  6. Weight Management: Stay under 60% capacity
  7. Weather Awareness: Shelter during storms
  8. Medical Supplies: Stock medicine, bandages, antibiotics
  9. Morale Maintenance: Good food, shelter, success
  10. Regular Check-ups: Monitor all stats frequently