Status Effects
Preview of all status effects (buffs and debuffs) that can affect the player character.
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: Stops bleeding immediately
- 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: +1.5 fatigue per move
- HP damage: 12% chance of -0.8 HP/hour
- Morale loss: -0.4/hour (12% chance)
- Action limitations
- Treatment: Splint (Wood + Cordage + Fabric)
- Fatal: Yes - untreated fractures can kill
- Duration: Until splinted and healed
Injury (General)
- Cause: Various accidents, combat, environmental hazards
- Effect:
- Morale drain: +0.08/hour per injury level
- Infection risk if conditions are poor
- Levels: 0-100 scale
- Treatment: Rest, medicine, bandaging
- Recovery: Gradual with rest and proper care
Infections & Diseases
Wound Infection
- Cause:
- Injuries in wet conditions (precip > 1.5)
- Injuries when cold (warmth < 45)
- Chance: 8% + (injury×0.2%) per hour
- Effect:
- HP loss: -0.4/hour
- Thirst drain: -0.5/hour (fever)
- Hunger drain: -0.3/hour
- Treatment:
- Antibiotics: Instant cure
- Rest in clean house: Chance-based recovery
- 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(0-3) - Levels:
- Stage 0: No infection
- Stage 1: Mild infection
- Stage 2: Moderate infection
- Stage 3: Severe infection → Sepsis risk
- Progression: Worsens without treatment
- Treatment: Antibiotics, rest, hygiene
Sepsis
- Cause: Advanced infection (stage 3+)
- 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: 2× risk (40%)
- 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: Similar to stomach bug - severe dehydration
- Treatment: Rest, clean water, medicine
- Fatal: Yes - through dehydration
Malaria
- Cause: Stagnant water consumption (3% chance)
- Effect: Recurring fever, weakness
- Treatment: Specific medication
- Fatal: Potentially
Environmental Extremes
Frostbite
- Variable:
frostbite(0-100) - Cause: Extended exposure to extreme cold (warmth ≤ 0)
- Effect:
- Tissue damage
- Mobility reduction
- Progressive worsening
- Permanent damage if severe
- Treatment:
- Immediate warming
- Medical attention
- Fire/shelter
- Prevention: Maintain warmth > 0, proper clothing
- Fatal: Can lead to death if combined with hypothermia
Heat Stroke
- Variable:
heatStroke(0-100) - Cause:
- Excessive heat exposure
- Dehydration in hot conditions
- Overexertion in heat
- Effect:
- Severe dehydration
- HP damage
- Confusion/disorientation
- Treatment:
- Immediate cooling
- Hydration
- Rest in shade
- Prevention: Hydrate, avoid exertion, seek shade
- Fatal: Yes - can be deadly without intervention
Mental & Psychological
Sleep Deprivation
- Variable:
sleepDeprivationLevel(0-100) - Cause: No sleep for 36 hours (24h with Light Sleeper perk)
- Effect:
- Fatigue snaps to 100
- Hallucinations at high levels
- Disorientation
- Impaired judgment
- Variable:
hallucinating(boolean) - Treatment: Sleep
- Fatal: Indirectly (through accidents, poor decisions)
Low Morale
- Threshold: < 30
- Effect:
- 22% chance of disorientation when moving
- Reduced efficiency
- Slower HP recovery
- Negative mental state
- Causes: Multiple factors (see mechanics_survival.md)
- Recovery: Good food, shelter, success, rest
Loneliness
- Variable:
loneliness(0-100) - Cause: Extended isolation without NPC contact
- Effect: Mental health degradation
- Mitigation:
- Companion presence (-0.5 drain bonus)
- NPC interactions
- Successful activities
- Fatal: No, but affects survival ability
Trauma
- Variable:
trauma(0-100) - Cause: Violent encounters, witnessing death, combat
- Effect: Mental health impact, morale penalties
- Recovery: Time, safe environment, positive experiences
- Fatal: No, but impairs survival
Cabin Fever
- Variable:
cabinFever(0-100) - Cause: Extended time indoors without variety
- Effect: Morale penalties, restlessness
- Recovery: Outdoor activity, exploration, variety
- Fatal: No
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: Fatigue ≥ 95
- Chance: 30% per action
- Effect:
- Lose 0.5 hour
- 20% chance of injury
- Temporary blackout
- Prevention: Rest before fatigue reaches 95
- Fatal: Can cause dangerous situations
Disorientation
- Triggers:
- Fatigue > 80 (22% chance)
- Morale < 30 (22% chance)
- Sleep deprivation/hallucinations
- Effect:
- Movement in random directions
- Lost time
- Failed actions
- Recovery: Rest, improve triggering condition
- Duration: Single action (sporadic)
Poor Hygiene Effects
- Threshold: Below ~50-60
- Effect:
- 6% infection risk per hour
- Skin infection risk
- Morale penalty
- Restoration: Wash (+4 hygiene)
- Prevention: Regular washing, avoid dirty activities
Positive Status Effects (Buffs)
Companion Bonus
- Source: Having a recruited NPC companion
- Effect:
- Morale: +0.5/hour
- Loneliness: Reduced
- Combat assistance
- Potential skill bonuses
- Duration: 7 days after recruitment
- Stacking: No (one companion at a time)
House Completion Bonus
- Source: Building and staying in a complete house
- Effect:
- Warmth drain: -55% reduction
- HP regen: +0.35 bonus
- Morale: +0.25 bonus
- 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: Consumes wood over time
Well-Fed Status
- Source: Eating high-quality, cooked food
- Effect:
- Morale bonus
- Better HP recovery
- Improved condition
- Duration: Hours after eating
- Nutrition impact: Balanced diet provides best effects
Rested Status
- Source: Full sleep/rest with low fatigue
- Effect:
- Improved action efficiency
- Better morale
- Clearer thinking/decisions
- Duration: Until fatigue builds up
- Optimal state: Fatigue < 30
Achievement Bonuses
- Source: Unlocking achievements through gameplay
- Effect: Permanent stat bonuses
- Types:
- Max HP increases
- Resistance bonuses
- Skill improvements
- Reduced drain rates
- Duration: Permanent
- Stacking: Yes (multiple achievements)
Successful Action Streak
- Source: Consecutive successful actions
- Effect:
- Morale boost (+2-2.5 potential)
- Confidence/efficiency
- Trigger: Random (3% chance per hour)
- Duration: Temporary morale boost
Perks (Permanent Buffs)
See perks.md for complete list. Positive perks include:
- Fast Healer: +50% HP regeneration
- 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
Status Effect Interactions
Compounding Conditions
Some effects make others worse:
- Bleeding + Infection: Infection harder to fight
- Fracture + Over-Encumbrance: Extreme fatigue
- Cold + Wet: Accelerated hypothermia
- Starvation + Infection: Rapid death
- Low Morale + Sleep Deprivation: Severe disorientation
Beneficial Combinations
- House + Fire: Maximum warmth recovery
- Rested + Well-Fed: Optimal performance
- Companion + Good Shelter: Best morale
- Achievement Bonuses + Perks: Powerful synergies
Treatment Priority
Immediate Life-Threatening:
- Bleeding (tourniquet/bandage)
- Sepsis (antibiotics)
- Critical starvation/dehydration (food/water)
- Hypothermia (fire/shelter)
High Priority:
- Fractures (splint)
- Infections (antibiotics/disinfectant)
- Stomach bug (rest + clean water)
- Heat stroke (cooling + hydration)
- Frostbite (warming)
Medium Priority:
- Skin infection (improve hygiene)
- Sleep deprivation (sleep)
- Low morale (good food, shelter, success)
- Over-encumbrance (drop items)
Low Priority/Maintenance:
- Hygiene (wash regularly)
- Mental health (variety, social contact)
- Condition recovery (rest, good nutrition)
Prevention Strategies
- Hygiene: Wash regularly, especially after dirty activities
- Injury Prevention: Avoid risks, don't push fatigue
- Food Safety: Cook all meat/fish, boil water
- Warmth: Dress properly, maintain fires, build shelter
- Rest Management: Sleep before fatigue reaches 80
- Weight Management: Stay under 60% capacity
- Weather Awareness: Shelter during storms
- Medical Supplies: Stock medicine, bandages, antibiotics
- Morale Maintenance: Good food, shelter, success
- Regular Check-ups: Monitor all stats frequently