The Long Dark

The Long Dark

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Game Mechanics "Know the world, to survive it."
By beowolfen
A nearly complete listing of every item and procedure in the game, how it is Harvested, Repaired, Crafted, Broken down and Degrades as of Version .349 (Clothing has been updated to version .393)

All information is based on observations from nearly 1000 hours of game play. Some values may be off or missing as reverifying every change between versions is very time consuming and difficult.

If you find information that I am missing, or that you would like to see added, please leave me comments and I will make the adjustments.

I will be continuing to add information as I determine it, and I hope this guide proves as useful to everyone else as it is for me.

Dark Gray Sections - Can not be done with Item.
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Clothing



Notes
I hope to have the clothing section completely filled out by the end of February, including in that the base degradation rate of clothes while worn.

Additional Information:
Clothing Degrades faster when worn. I do not yet have the specifics for degradation while worn, yet It appears to be about 10x faster than the normal rate as a base. So far it seems Clothes degrade at the rate listed only when carried, or stored. Clothes degrade even faster when effected by the enviromental conditions you wear them in. Wind can greatly effect clothes degredation. Clothes under other clothes (Sweaters, Underwear, Socks) and clothes carried but not worn are not effected by wind, and as such do not degrade as fast as worn outer clothes.

Also, as of Version .349, I have verified that tempature and being contained is not a factor in item degradation. For clothes, unlike food the rate they degrade is the same inside or outside.

Wolf Attacks:
Clothing damaged in a wolf attack, is only the outer most clothing. (If you have a jacket on, your sweater will not be damaged.)
Food & Non Degrade Items

As of Version .349, I have verified that tempature and being contained is not a factor in item degradation. The rate that food degrades is based only on if it is outside or inside.

I have removed the C/W RATIO (Calorie to Weight Ratio) as the information is not the best judge of items to carry, instead I offer the following opinion.
1. Eat lowest condition food first (No matter its degredation rate), as letting food get under 30% greatly increases the risk of food poisioning.
2. Then eat food that degrades quickly or requires tools.
3. Food that degrades slowest should be saved at base camps for late game consumption.
4. Plan the amount of water carried based on the hydration % of the food carried.
5. Raw meat can be cooked even after it is (Ruined), bringing its condition up to 50%

The times for melting snow and boling water are an average, as I have noticed differences depending on the type of stove/fire and the tempature that it is currently at. As I unravel the specifics I shall add more detailed information.
Health & Shelter
Fire & Harvesting

Per Use & Non Degrade
Skills
Updated as of .365, I am still working out the exact point levels of each skill so they match up with the books, and the specifics that raise Carcass Harvesting.

Archery
Actions to Raise Skill
• Successfully hit an animal with an arrow
• Craft an arrow
1 – Beginner (15 Actions to raise)
• Base Archery Skill.
2 – Novice (25 Actions to raise)
• Bow sway reduced by 25%
• Arrow damage increased by 10%
3 – Skilled (40 Actions to raise)
• Bow sway reduced by 50%
• Arrow damage increased by 10%
• Critical hit chance increased by 15%
4 – Expert (50 Actions to raise)
• Bow sway reduced by 75%
• Arrow damage increased by 10%
• Critical hit chance increased by 25%
• Bleed out time reduced by 25%
• Per-use condition loss reduced by 50%
5 - Master
• Bow sway reduced by 75%
• Arrow damage increased by 25%
• Critical hit chance increased by 50%
• Bleed out time reduced by 50%
• Per-use condition loss reduced by 50%
• Can fire bow when crouched

Carcass Harvesting
Actions to Raise Skill (Inconsistent results)
• Harvest animal skin.
• Harvest 10 guts (Verified only with bear)
• Harvest meat (About 12kg times current rank, half if bear)
1 – Beginner (0 – 20 Points)
1 point per action (20 Actions to raise)
• Base Carcass Harvesting Skill.
2 – Novice (21 – 35 Points)
1 points per action (15 Actions to raise)
• (Duration Bonus) Reduction in meat harvesting times.
3 – Skilled (36 – 55 Points)
1 point per action (20 Actions to raise)
• 25% Reduction in meat harvesting times.
• Can harvest 50% frozen carcasses by hand.
• 10% Reduction in Hide or Gut harvesting times.
4 – Expert (55 – 104 Points)
1 point per action (50 Actions to raise)
• 30% Reduction in meat harvesting times.
• Can harvest 75% frozen carcasses by hand.
• 20% Reduction in Hide or Gut harvesting times.
5 – Master (105 Points)
• 50% Reduction in harvesting times.
• Can harvest 100% frozen carcasses by hand.
• 30% Reduction in Hide or Gut harvesting times.

Cleaning (Rifle)
• Starts at 30
Skill Rank
% Repaired
Time (Minutes)
30 - 33
3
12
34 - 39
4
12
40 - 49
4
11
50 - 59
4
10
60 - 66
4
9
67 - 69
5
9
70 - 79
5
8
80 - 89
5
7
90 - 99
5
6
100
5
5

Cooking
Actions to Raise Skill
• Cook any meat
• Brew tea or coffee
1 – Beginner (0 – 20 Points)
1.25 points per action (25 Actions to raise)
• Base Cooking Skill.
2 – Novice (50 Actions to raise)
• +10% Calories from any cooked food item.
3 – Skilled (75 Actions to raise)
• +15% Calories from any cooked food item.
• No calorie loss when smashing open cans.
• Cooking times reduced by 10%.
4 – Expert (200 Actions to raise)
• +20% Calories from any cooked food item.
• No calorie loss when smashing open cans.
• Cooking times reduced by 20%.
5 - Master
• +25% Calories from any cooked food item.
• No calorie loss when smashing open cans.
• Cooking times reduced by 30%.
• Never get Parasites or Food Poisoning

Fire Starting
Actions to Raise Skill
• Start a fire
1 – Beginner (0 – 20 Points)
1 point per action (20 Actions to raise)
• 40% Chance to start fires.
2 – Novice (30 Actions to raise)
• 55% Chance to start fires.
• Fires last 10% longer.
3 – Skilled (50 Actions to raise)
• 65% Chance to start fires.
• Fires last 10% longer.
• Can start fires without tinder.
4 – Expert (100 Actions to raise)
• 75% Chance to start fires.
• Fires last 25% longer.
• Can start fires without tinder.
5 - Master
• 90% Chance to start fires.
• Fires start 50% faster.
• Fires Last 50% longer.
• Can start fires without tinder.

Ice Fishing
Actions to Raise Skill
• Catch a fish.
1 – Beginner (0 – 10 Points)
1 point per action (10 Actions to raise)
• Base Ice Fishing Skill.
2 – Novice (11 – 50 Points)
1 point per action (40 Actions to raise)
• Fishing time reduced by 0%.
• 8% chance of line break on catch.
3 – Skilled (51 – 150 Points)
1 point per action (100 Actions to raise)
• Fishing times reduced by 10%.
• 5% chance of line break on catch.
4 – Expert (151 – 249 Points)
1 point per action (100 Actions to raise)
• 0% to average fish weight.
• Fishing time reduced by 20%.
• 3% chance of line break on catch.
5 – Master (250 Points)
• 25% to average fish weight.
• Fishing time reduced by 30%.
• 1% chance of line break on catch.

Mending
Actions to Raise Skill
• Mend an item
1 – Beginner (25 Actions to raise)
• 50% Chance of successful repair.
2 – Novice (50 Actions to raise)
• 65% Chance of successful repair.
• Repair time decreased by 10%.
3 – Skilled (75 Actions to raise)
• 75% Chance of successful repair.
• Repair time decreased by 15%.
• 10% Greater item condition increase.
4 – Expert (200 Actions to raise)
• 85% Chance of successful repair.
• Repair time decreased by 25%.
• 15% Greater item condition increase.
• 25% Reduction of Sewing Kit wear
5 - Master
• 100% Chance of successful repair.
• Repair time decreased by 40%.
• 25% Greater item condition increase.
• 35% Reduction of Sewing Kit wear

Repair
• Starts at 60.
• Each repair raises the rank by 1
• Rank equals percentage chance of success.

Rifle Firearm
Actions to Raise Skill
• Successfully hit an animal with a bullet
1 – Beginner (0 – 10 Points)
1 point per action (10 Actions to raise)
• Base Rifle Skill.
2 – Novice (11 - 25 Points)
1 point per action (15 Actions to raise)
• Critical Hit chance increased by 10%.
• 2 Condition per repair action.
3 – Skilled (26 – 50 Points)
1 point per action (25 Actions to raise)
• Accuracy range increased by 20%.
• Critical Hit chance increased by 15%.
• 3 Condition per repair action.
4 – Expert (51 – 99 Points)
.8 points per action (60 Actions to raise)
• Damage increased by 10%
• Accuracy range increased by 30%.
• Critical Hit chance increased by 20%.
• 4 Condition per repair action.
5 – Master (100 Points)
• Per-use condition degradation reduced by 50%
• Damage increased by 20%
• Accuracy range increased by 40%.
• Critical Hit chance increased by 30%.
• 5 Condition per repair action.

Sharpen
• Starts at 30.
Skill
Sharpen Knife
Sharpen Hatchet
Rank
% --- Time
% --- Time
30 - 33
3 --- 17
3 --- 12
34 - 39
4 --- 17
4 --- 12
40 - 49
4 --- 16
4 --- 11
50 - 59
4 --- 15
4 --- 10
60 - 66
4 --- 14
4 --- 9
67 - 69
5 --- 14
5 --- 9
70 - 79
5 --- 13
5 --- 8
80 - 89
5 --- 12
5 --- 7
90 - 99
5 --- 11
5 --- 6
100
5 --- 10
5 --- 5
Research Books
All research books weigh as much as normal books - .5Kg (1.1Lbs)

Advanced Guns, Guns. Guns
• Improves Rifle Firearms Skill by 10 points
• Requires 25 Hours of Study

Field Dressing Your Kill, Vol. 1
• Improves Carcass Harvesting skill by 10pts
• Requires 10 Hours of Study

Frontier Shooting Guide
• Improves Rifle Firearm skill by 5points
• Requires 5 Hours of Study
• Not usable at Expert or Above

Survive the Outdoors
• Improves Fire Starting Skill by 10 points
• Requires 5 Hours of Study

The Frozen Angler
• Improves Ice Fishing skill by 10 points
• Requires 5 Hours of Study

Wilderness Kitchen
• Improves Cooking skill by 10 points
• Requires 5 Hours of Study
Item Breakdown
52 Comments
Lysergian 11 Oct, 2023 @ 5:25pm 
Amazing! didnt read the whole thing but read most of the text parts, and you seriously know what you're doing. one small thing, i think i saw somewhere that one hour of animal harvesting = 1
skill point, perhaps that could be fact checked then added to the chart if its true?
Zhivago 24 Nov, 2022 @ 1:43pm 
a really good guide to consult. good work, thanks.
sshanzberger 8 Oct, 2022 @ 5:25am 
Anyway of downloading these charts? Its a bit small for my eyes. Thanks
Jay8691x 3 Sep, 2017 @ 9:55am 
How much of this translates to 1.12? For example I see "Wheel" Workspace which is no longer a mechanic I assume?
Blitz4 2 Jul, 2017 @ 8:52am 
Brilliant work!

Extremely useful column to add for firewood: (burn-time/weight)

burn time (mins/kg)
book: 18.0
stick: 46.7* [no harvest time]
firelog: 60.0
fir: 100.0
cedar: 120.0
reclaimed: 120.0
coal: 200.0* [30min after firestarted-aka-1L of water]
---
FYI: I've gotten food poisioning in Hopeless Rescue eating something at 51% condition
Diveyoc 24 Mar, 2017 @ 10:11am 
I didn't see the snow fort if you wanted to add it.
beowolfen  [author] 14 Mar, 2017 @ 5:49am 
The Magnifying Lens does not degrade, and thank you for the info on the limb, I only just noticed that myself a few days ago.
Ramp[GER] 14 Mar, 2017 @ 4:47am 
let me add this. You can breakdown limbs with a hacksaw. I did this multiple times. Time to break is double the time the hatchet needs I think. For example Cedar Limb with hatchet = 45 Min, with hacksaw 90 Min.
Ramp[GER] 14 Mar, 2017 @ 4:44am 
Nice Guide. What about the Magnifying Lens? Does it degrade over time or per use?
beowolfen  [author] 13 Feb, 2017 @ 5:51pm 
Clothing has been updated to 393, I am still missing some information, and will update soon.