Stalker

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Stalker is the 3rd Survival Mode Experience in The Long Dark. It is the standard "hard" difficulty setting.
Overview
Stalker features a more unforgiving Experience compared to Pilgrim or Voyageur, featuring a harder world, Needs that drain very quickly, and harsher Struggle mechanics. Stalker is the hardest standard game mode in the game, with Interloper and Misery being their own special level of difficulty.
Stalker introduces a new Affliction that makes it harder to survive in the game world: Intestinal Parasites.
Stalker Settings
- Great Bear Island is sparse with items.
- Limited and/or low quality starting supplies.
- Incomplete starting clothes; head will be exposed.
- High-quality items may spawn, but are rare.
- Firearms and ammunition may spawn infrequently.
- Needs erode quickly.
- Hostile Wildlife may spawn immediately, are more numerous, and are found in more locations.
- Detection radius for hostile wildlife is extremely large.
- Eating cooked or uncooked meat from predator animals has a chance to give the player Intestinal Parasites.
- Start will be outdoors: chance to start during night, poor weather, or in an inhospitable Region.
- Fast Decay of items.
- Fires do not automatically prevent freezing ("Feels Like" Temperature must be raised above 0° C).
- No automatic waking from Sleep when freezing.
- The player will automatically wake up once their Fatigue meter is fully rested, and they cannot go back to sleep until sufficiently tired.
- Scurvy is present and is much more harsh than Voyager difficulty.
- Sheltering indoors for too long will result in the Cabin Fever Affliction, with a quicker Risk buildup compared to Voyageur.
- The option to enable the Trader, Cougar, and Scurvy on or off is present.
- Allows 3 active Feats.
| DIFFICULTY | STALKER |
|---|---|
| GAME START | |
| Baseline resource availability | Medium |
| Starting time of day | Random |
| Starting weather | Heavy Fog |
| Indoor spawns permitted | No |
| Survivor monologue | Yes |
| ENVIRONMENT | |
| Length of day multiplier | 1x |
| Weather variability | High |
| Blizzard frequency | High |
| World gets colder over time | Medium |
| Wind variability | Medium |
| Aurora frequency | Medium |
| Fire overcomes ambient air temp | No |
| Endless night (v1.83) | No |
| HEALTH | |
| Calorie burn rate | High |
| Thirst rate | Medium |
| Fatigue rate | High |
| Freezing rate | High |
| At-rest condition recovery rate | High |
| Condition recovery rate | High |
| Hypothermia recovery time | High |
| Frostbite rate | High |
| Cabin fever | Yes |
| Intestinal parasites | Yes |
| Dysentery | Yes |
| Sprains | Yes |
| Food poisoning | Yes |
| Broken ribs | Yes |
| Rest as a resource | Yes |
| Scurvy - Vitamin-C drain rate | High |
| Fires prevent freezing | No |
| Wake up player when freezing near a fire | No |
| Birch bark tea crafting (v.1.64) | Yes |
| GEAR | |
| Item decay rate | High |
| Loose item availability | Medium |
| Empty container chance modifier | Medium |
| Stick, branch, and stone respawn frequency | Medium |
| Starting gear allocation | Medium |
| Rifle availability | Yes |
| Revolver availability (v.1.64) | Yes |
| Harvestable plant availability | High |
| Reduce container item density | Low |
| WILDLIFE SPAWNS | |
| Cougar spawn chance | Medium |
| Wolf spawn chance | Very High |
| Timberwolf spawn chance | Very High |
| Deer spawn chance | Medium |
| Rabbit spawn chance | Medium |
| Bear spawn chance | Very High |
| Moose spawn chance | Very High |
| Time to wildlife respawn | Medium |
| Reduce wildlife population over time | Medium |
| Wolf spawn distance | Close |
| Predator grace period | No |
| WILDLIFE BEHAVIOUR | |
| Wildlife smell range | High |
| Scent increase from Meat/Blood | Medium |
| Passive wildlife | No |
| Wildlife attacks during rest | Yes |
| Wolf fear | Medium |
| Timberwolf morale | Low |
| Wildlife detection range | Medium |
| WILDLIFE STRUGGLE | |
| Struggle bonus | Low |
| Struggle condition damage modifier | None |
| Struggle clothing damage modifier | Low |
| Struggle damage severity | High |
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