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The Long Dark

Injuries & Afflictions

Health, condition, treatment priorities, medical supplies, and recovery

The Long Dark Injuries & Afflictions Guide

Afflictions are one of the fastest ways a strong run can fall apart. This guide explains condition, max condition, blood loss, infection risk, broken ribs, burns, sprains, frostbite, parasites, scurvy, suffocation, severe lacerations, helpful buffs, and how to recover safely.

Featured health basics video

This is the featured video because it explains condition, max condition, needs, recovery, and death before diving into the more complicated affliction list.

Start here

Quick survival priorities

When multiple problems hit at once, treat the thing that can kill you fastest before worrying about long-term recovery.

Stop blood loss first

Blood loss drains condition fast, stacks per wound, and increases scent. Use a bandage before doing almost anything else.

Treat infection risk

After animal attacks, infection risk can quietly become deadly later. Use antiseptic or old man's beard dressing before sleeping.

Get warm and safe

Cold can drain condition faster than hunger, thirst, or fatigue. Stabilize warmth before committing to repairs, cooking, or long recovery.

Do not sleep blindly

Food poisoning, infection, freezing, and severe lacerations can punish long sleeps. Check your status screen before resting.

Health basics

Condition, max condition, and need drain

Understanding the health bar matters more than memorizing every status effect. Some damage is temporary, while some reduces how much health you can recover.

Recoverable health

Current Condition

Your current condition is your active health bar. Falls, animal attacks, starvation, dehydration, exhaustion, freezing, and afflictions can reduce it.

Reaches zero = death
Recovered mainly by sleep
Requires needs to be managed
Can drop instantly or over time
Health cap

Maximum Condition

Some afflictions reduce the size of your health bar. These are more serious because normal rest cannot fully restore your condition until the cause is healed.

Burns can cap condition
Frostbite is permanent
Severe lacerations are dangerous
Well Fed can increase max condition
Survival meters

Need Drain

Warmth, thirst, fatigue, and hunger all matter, but cold is usually the most urgent because freezing can drain condition extremely quickly.

Warmth first
Then thirst
Then fatigue and hunger
Do not recover if needs are failing

Emergency order

Treatment priority

This is the simple order to follow after an animal attack, fall, burn, toxic area mistake, or bad travel decision.

Treat the run-ending problem first

Blood loss, infection risk, freezing, suffocation risk, and severe laceration timing can punish you quickly. Pain, minor bruises, headaches, and some debuffs are often less urgent. Check the status screen before sleeping, passing time, or committing to long tasks.

Rule of thumb: if it drains condition, blocks escape, caps max condition, or can kill you while sleeping, handle it before anything else.

1. Stop the bleed

Bandage blood loss immediately. Multiple blood loss instances stack, so check the status screen and treat each one.

2. Remove infection risk

Once bleeding is handled, use antiseptic or old man's beard dressing on infection risk before sleeping.

3. Stabilize warmth

Get indoors, build a fire, drink something hot, or change travel plans if freezing is still draining condition.

4. Plan recovery

Broken ribs, parasites, scurvy, and severe lacerations require time management, supplies, and safe rest.

Medical kit

The supplies you should carry

A few simple supplies cover most emergencies. The exact amount depends on difficulty and route, but these categories matter on every run.

Always carry

Bandages

Bandages are the most important medical item because they stop blood loss and are used for sprains, burns, and broken ribs.

Stop blood loss
Treat sprains instantly
Part of burn treatment
Part of broken rib treatment
Infection control

Antiseptic

Antiseptic or old man's beard dressing handles infection risk after animal struggles or wounds.

Treat infection risk
Use after predator attacks
Prepare before sleeping
Carry at least a few doses
Illness recovery

Antibiotics

Antibiotics or reishi tea help with illnesses like infection and food poisoning. Keep some ready before risky eating or long travel.

Treat infection
Treat food poisoning
Reishi tea can substitute
Useful before long sleeps
Use carefully

Pain Relief

Painkillers or rose hip tea help with burns, broken ribs, and sprains, but minor pain itself is often safe to wait out.

Rose hip tea can substitute
Needed for broken ribs
Useful for burns
Do not waste on minor pain

Injuries

Common injuries and what they mean

These are the injuries you are most likely to see from wildlife, falls, steep terrain, fire, cold, and dangerous travel.

Immediate danger

Blood Loss

Blood loss is one of the most urgent injuries. It drains condition quickly, can stack, and makes you smellier to predators.

Treat with bandage
Stacks per wound
Increases scent
Never sleep untreated
Moose injury

Broken Ribs

Broken ribs usually come from moose struggles. They reduce stamina and carry capacity and can block rope routes unless you use an emergency stim.

Needs bandages
Needs pain treatment
Requires long rest
Avoid rope-dependent routes
Fire / aurora

Burns

Burns can come from fire, noisemakers, or aurora electricity. The source can kill fast, so leave the hazard before thinking about treatment.

Move away first
Caps max condition
Treat with bandage and pain relief
Can heal naturally if safe
Terrain risk

Sprains

Sprains come from steep terrain, falls, wildlife, fatigue, and encumbrance. An ankle sprain blocks sprinting, while wrist sprains can block weapon use.

Avoid steep slopes
Travel unencumbered
Bandage or sleep
Crampons help reduce risk
Permanent penalty

Frostbite

Frostbite permanently lowers maximum condition. Prevention matters more than treatment, especially early in Interloper or when clothing is frozen.

Cover exposed skin
Dry frozen clothing
Warm near fire
Permanent max condition loss
Cougar threat

Severe Lacerations

Severe lacerations are one of the scariest injuries because they reduce max condition and can cause repeated blood loss later.

Keep bandages ready
Keep antiseptic ready
Track bleed timing
Do not sleep through danger windows

Run enders

Most dangerous afflictions

Some afflictions are annoying. These are the ones that deserve special planning because they can permanently weaken you, trap you, or kill you outright.

Slow collapse

Parasites

Parasites are tied to predator meat risk. Once active, you need daily treatment or the max condition and fatigue penalties can spiral badly.

Avoid risky predator meat
Take treatment daily
Build a routine
Dangerous in long runs
Indoor trap

Cabin Fever

Cabin Fever prevents indoor sleeping and passing time. It is managed by spending enough time outside, in cars, fishing huts, or outdoor shelters.

Track indoor time
Use outdoor shelters
Cars can help
Plan recovery locations
Vitamin C

Scurvy

Scurvy is a long-term vitamin C problem. Clearing the warning once is not enough; you need to rebuild vitamin C over time.

Eat vitamin C foods
Fish can help late game
Risk returns if barely cleared
Stamina penalty is dangerous
Instant death

Suffocation

Suffocation risk appears in toxic air areas. If the timer reaches zero, you die regardless of condition.

Do not enter tired
Do not enter encumbered
Leave toxic air quickly
Use respirator/canisters where needed
Delayed threat

Infection

Infection can be easy to forget after an animal struggle because bleeding and condition are more obvious. Treat infection risk before resting.

Treat infection risk
Use antiseptic or beard dressing
Use antibiotics if infection develops
Check status before sleeping
Avoidable illness

Food Poisoning / Dysentery

Food poisoning and dysentery are usually manageable, but they can ruin recovery if you are already weak, cold, or far from shelter.

Avoid unsafe water
Be careful with ruined food
Use antibiotics or reishi tea
Sleep safely after treatment

Recovery tools

Helpful buffs worth using

Not every affliction is bad. Some are useful buffs that help you recover condition, travel farther, avoid sprains, survive cold, or escape emergencies.

Herbal tea

Improved Rest

Drink herbal tea before sleeping to improve condition recovery during rest. It is one of the simplest ways to recover after a bad day.

Use before long sleep
Stronger on lower difficulties
Great after injuries
Needs safe rest conditions
Birch bark tea

Restore Condition

Birch bark tea restores condition over time and is valuable because it can help recover condition passively.

Condition over time
Great emergency recovery
Stack with good sleep planning
Useful after close calls
Hot food/drinks

Warming Up

Hot drinks and hot food can slow cold buildup, making travel safer during bad weather or cold region crossings.

Use before travel
Slows freezing
Pairs with torches/fire
Good for blizzard movement
Long-term buff

Well Fed

Well Fed rewards you for avoiding starvation. It increases max condition and carry capacity as long as you keep calories above zero.

Avoid starving for 72 hours
Adds carry capacity
Adds max condition
Strong for travel and hauling
Crampons

Sure Footing

Crampons help with sprains, rope climbing, and weak ice. They are especially useful for mountain travel and risky routes.

Reduces sprain risk
Improves rope routes
Helps on weak ice
Improvised version is weaker
Stim / energy drink

Energy Boost

Energy drinks and emergency stims can save your life, but the crash afterward can leave you exhausted and vulnerable.

Use for emergencies
Can escape danger
Expect a crash
Plan where you will recover

More videos

Supporting injury and affliction videos

Use these videos for deeper explanations of individual afflictions, dangerous status effects, recovery buffs, and older injury mechanics.

Every Single Injury and Debuff

A detailed reference for blood loss, broken ribs, burns, lacerations, sprains, severe lacerations, suffocation risk, torn clothing, pain, headache, burdened, and gorged.

Most Dangerous Afflictions

A focused breakdown of run-ending afflictions like parasites, broken ribs, cabin fever, frostbite, scurvy, severe lacerations, suffocation, infection, dysentery, and food poisoning.

Afflictions Guide Part 1: Benefits

Explains helpful afflictions and buffs like Armored, Energy Boost, Improved Rest, Restore Condition, Sure Footing, Warming Up, and Well Fed.

Afflictions Guide Part 2: Injuries

A classic injury reference covering blood loss, broken ribs, bruising, burns, frostbite, lacerations, pain, sprains, and suffocation.

Mistakes

Common health mistakes

Most medical problems become deadly because the player sleeps too long, ignores a warning, treats the wrong thing, or recovers in a bad place.

Sleeping with hidden danger

Do not sleep just because bleeding is gone. Check infection risk, freezing, food poisoning, and severe laceration timing first.

Ignoring frostbite risk

Frostbite is not just another temporary warning. Once it becomes frostbite, the max condition loss is permanent.

Using medicine too casually

Pain is often tolerable, while blood loss and infection risk are urgent. Save supplies for what can actually kill you.

Recovering in a bad location

Broken ribs, parasites, and scurvy are much easier to survive if you recover near food, water, firewood, and safe shelter.

Entering toxic air tired

Suffocation risk uses a short real-time timer. Do not enter toxic mine areas encumbered, exhausted, or unsure of the route.

Forgetting long-term nutrition

Scurvy is not solved by barely clearing the warning. Rebuild vitamin C with a longer plan, especially in late-game saves.

A safe recovery is part of survival

The Long Dark does not only punish bad fights. It punishes bad recovery. A survivor who stops bleeding but sleeps through infection, freezes in a bad bedroll spot, ignores frostbite risk, or tries to travel with broken ribs can still lose the run. Treat the emergency, check the status screen, then recover somewhere with warmth, water, food, fuel, and a way to wait safely.

Next guides

Prevent the next emergency

Health ties into warmth, food, hunting, travel, and crafting. These guides help prevent the injuries and afflictions before they happen.