Status Effects

This document catalogs all status effects (buffs and debuffs) that can affect the player character. For detailed survival needs, see mechanics_survival.md.

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 (restore 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)

Perks (Permanent Buffs)

See perks.md 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
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