Decay

Revision as of 13:22, 28 February 2026 by imported>ChelodojMolovek
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Most items will gradually decay over time in The Long Dark. Tools degrade only when used, while Food And Drink, Clothing, and some Materials decay over time.

All materials, tools, clothing, and food items have a condition amount ranging from *100-0%.

  • A white number signifies item decay ranging from *100-50.00%
  • yellow for *49-10.01%
  • red for *10-0%

Items with *0% decay will feature a red RUINED message in the inventory menu and cannot be repaired. Ruined items can only broken down for materials or disposed of (although food items can still be eaten at the risk of Food Poisoning).

Items that are Ruined while in the player's inventory and are then placed inside containers WILL DISAPPEAR from the game world forever, unless they can be harvested. This can be useful to remove Ruined repair items (Sewing Kits, Whetstones, Fishing Tackles) or other commonly found tools (Flare, Canister, ect.)

How fast items decay over time depends on the item, outdoors or indoors, whether a clothing item is worn or not, and the selected difficulty. Typically, food stored outdoors will decay slowest, whereas the opposite (indoors) will decay the fastest. Notable exceptions are canned food and soda.

Using Stalker difficulty as a base, items decay at 80% on Voyageur and 25% as fast on Pilgrim. Interloper items decay at 200%. The corpses of animals killed by the player will decay in three days, no matter the difficulty level.

The decay values in the tables below are based on Stalker difficulty and are extracted from the game files.

Food and Drink

Food decays at different rates, depending on whether it is stored outside or inside. Currently, the game also considers sheltered locations without a loading screen, such as the Mountaineer's Hut, the Forestry Lookout or caves, to be outside.

Food items feature a unique status title next to the item names that is determined by the following decay ranges:

Canned

  • Brand New - *100-70%
  • Dusty - *69-40%
  • Banged Up - *39-20%
  • Rusty - *19-5%
  • Ruined - *4-0%

Packaged Food

This only shows up next to Chocolate Bar and Granola Bar

  • New - *100-71%
  • Stale- *70-20%
  • Mouldy- *19-5%
  • Ruined - *4-0%

Raw/Cooked Meat

Meat slowly grows more spoiled in color over time to reflect age (ex see Rabbit (Cooked))

  • Fresh - *100-90%
  • Gamey - *89-70%
  • Mouldy - *69-40%
  • Rancid - *39-5%
  • Ruined - *4-0%

Recipes

  • Gourmet - *100-70%
  • Elegant - *69-40%
  • Acceptable - *39-20%
  • Crude - *19-5%
  • Ruined - *4-0%

Eating food with yellow or red decay ranges can inflict Food Poisoning upon the player if they have low Cooking Skill.

Name Decay inside (%/day) Decay outside (%/day) Best stored
Acorns (Cooked) 0.000 0.000 Any
Acorns (Cooked - Large Portion) 0.000 0.000 Any
Airline Food - Chicken 0.055 0.028 Outside
Airline Food - Vegetarian 0.055 0.028 Outside
Animal Fat 16.667 1.667 Outside
Beef Jerky 0.100 0.010 Outside
Birch Bark Tea 0.000 0.000 Any
Burdock Tea 0.000 0.000 Any
Burbot (Cooked) 3.125 0.313 Outside
Burbot (Raw) 8.333 0.833 Outside
Bear Meat (Raw) 6.250 0.625 Outside
Bear Meat (Cooked) 2.083 0.208 Outside
Chocolate Bar 0.250 0.025 Outside
Canned Pineapple 0.183 0.913 Inside
Cat Tail Stalk 0.000 0.000 Any
Cereal 0.075 0.038 Outside
Canned Corn 0.084 0.417 Inside
Canned Ham 0.067 0.333 Inside
Coho Salmon (Cooked) 3.125 0.313 Outside
Coho Salmon (Raw) 8.333 0.833 Outside
Cooked Potato 4.000 1.000 Outside
Condensed Milk 0.500 2.500 Inside
Cougar Meat (Cooked) 2.083 0.208 Outside
Cougar Meat (Raw) 5.000 0.500 Outside
Cup of Acorn Coffee 0.000 0.000 Any
Cup of Coffee 0.000 0.000 Any
Cup of Herbal Tea 0.000 0.000 Any
Cured Fish 0.100 0.010 Outside
Cured Meat 0.100 0.010 Outside
Dog Food 0.333 1.667 Inside
Dried Apples 0.075 0.038 Outside
Energy Bar 0.833 0.417 Outside
Go! Energy Drink 0.167 0.833 Inside
Granola Bar 0.333 0.033 Outside
Goldeye (Cooked) 3.125 0.313 Outside
Goldeye (Raw) 8.333 0.833 Outside
Ketchup Chips 0.250 0.025 Outside
Lake Whitefish (Cooked) 3.125 0.313 Outside
Lake Whitefish (Raw) 8.333 0.833 Outside
Maple Syrup 1.000 0.500 Outside
Military-Grade MRE 0.055 0.028 Outside
Moose Meat (Cooked) 2.083 0.208 Outside
Moose Meat (Raw) 5.000 0.500 Outside
Orange Soda 0.167 0.833 Inside
Peanut Butter 1.000 0.500 Outside
Pickles 0.200 0.050 Outside
Pinnacle Peaches 0.167 0.830 Inside
Pork and Beans 0.067 0.333 Inside
Prepared Burdock 0.067 0.007 Outside
Ptarmigan (Cooked) 3.125 0.313 Outside
Ptarmigan (Raw) 8.333 0.833 Outside
Rabbit (Cooked) 3.125 0.313 Outside
Rabbit (Raw) 8.333 0.833 Outside
Rainbow Trout (Cooked) 3.125 0.313 Outside
Rainbow Trout (Raw) 8.333 0.833 Outside
Red Irish Lord (Cooked) 3.125 0.313 Outside
Red Irish Lord (Raw) 8.333 0.833 Outside
Reishi Tea 0.000 0.000 Any
Rockfish (Cooked) 3.125 0.313 Outside
Rockfish (Raw) 8.333 0.833 Outside
Rose Hip Tea 0.000 0.000 Any
Salty Crackers 0.000 0.000 Any
Smallmouth Bass (Cooked) 3.125 0.313 Outside
Smallmouth Bass (Raw) 8.333 0.833 Outside
Stacy's Grape Soda 0.167 0.833 Inside
Summit Soda 0.167 0.833 Inside
Tin of Sardines 0.033 0.167 Inside
Tomato Soup 0.100 0.500 Inside
Venison (Cooked) 2.500 0.250 Outside
Venison (Raw) 5.000 0.500 Outside
Wolf Meat (Cooked) 2.500 0.250 Outside
Wolf Meat (Raw) 8.333 0.833 Outside
Water (Unsafe) 0.000 0.000 Any
Water (Potable) 0.000 0.000 Any

Recipes

Name Decay inside (%/day) Decay outside (%/day) Best stored
Acorn Bannock 20.000 5.000 Outside
Acorn Pancakes 20.000 5.000 Outside
Bannock 20.000 5.000 Outside
Breyerhouse Pie 20.000 5.000 Outside
Broth 0.667 0.167 Outside
Camber Flight Porridge 20.000 5.000 Outside
Coastal Fishcakes 20.000 5.000 Outside
Dockworker's Pie 20.000 5.000 Outside
Lily's Pancakes 20.000 5.000 Outside
Pancakes 20.000 5.000 Outside
Peach Pie 20.000 5.000 Outside
Pemmican Bar 4.000 0.800 Outside
Porridge 20.000 5.000 Outside
Ptarmigan Pie 20.000 5.000 Outside
Ptarmigan Stew 20.000 5.000 Outside
Prepper's Pie 20.000 5.000 Outside
Rabbit Pie 20.000 5.000 Outside
Rabbit Stew 20.000 5.000 Outside
Ranger Stew 20.000 5.000 Outside
Rose Hip Pie 20.000 5.000 Outside
Stalker's Pie 20.000 5.000 Outside
Thomson Family Stew 20.000 5.000 Outside
Trout Stew 20.000 5.000 Outside
Venison Pie 20.000 5.000 Outside
Venison Stew 20.000 5.000 Outside

Ingredients

Name Decay inside (%/day) Decay outside (%/day) Best stored
Burdock Root 0.100 0.100 Any
Carrot 0.000 0.000 Any
Cooking Oil 0.000 0.000 Any
Old Mill Flour 0.125 0.125 Any
Running River Oats 0.200 0.200 Any
Salt 0.000 0.000 Any
Potato 0.500 0.500 Any

Quartering

Name Decay inside (%/day) Decay outside (%/day) Best stored
Bear Quarter 10.000 10.000 Any
Cougar Quarter 10.000 10.000 Any
Deer Quarter 10.000 10.000 Any
Moose Quarter 10.000 10.000 Any
Ptarmigan Carcass 10.000 10.000 Any
Rabbit Carcass 10.000 10.000 Any
Wolf Quarter 10.000 10.000 Any

Clothing

Clothing items have three different decay speeds: when stored (in- or outside), when worn inside and when worn outside. Clothes gradually offer less protection from the cold the more they decay, making it important to keep one's clothes in good condition.

The overall item condition will affect the status next to the clothing name, which will be:

  • New - *100-90%
  • Decent - *89-80%
  • Worn - *79-40%
  • Torn - *39-30%
  • Ragged - *29-10%
  • Ruined - *9-0%

Clothes can also rapidly decay from blizzards, wolf attacks, and falling.

Wintermute Clothing

Name Decay when stored (%/day) Worn inside (%/day) Worn outside (%/day)
Astrid's Boots
Astrid's Gloves
Astrid's Jacket
Astrid's Jeans
Astrid's Sweater
Astrid's Toque
Mountaineering Boots 0.040 0.100 0.400
Mackenzie's Boots 0.067 0.067 0.333
Mackenzie's Parka 0.040 0.100 0.200
Mackenzie's Toque 0.000 0.250 0.500
Mackenzie's Pants 0.100 0.250 0.500
Mackenzie's Shirt 0.250 0.250 0.500
Mackenzie's Sweater 0.250 0.250 0.500

Hats and Scarves

Name Decay when stored (%/day) Worn inside (%/day) Worn outside (%/day)
Aviator Cap 0.025 0.063 0.250
Balaclava 0.100 0.250 1.000
Baseball Cap 0.333 0.833 3.333
Cotton Scarf 0.133 0.333 1.333
Cotton Toque 0.500 1.000 2.000
Cougar Hide Wrap 0.017 0.0425 0.170
Fleece Cowl 0.125 0.313 1.250
Hardhat 0.029 0.071 0.286
Improvised Head Wrap 1.000 2.000 4.000
Long Wool Scarf 0.067 0.167 0.667
Rabbitskin Hat 0.067 0.167 0.667
Technical Balaclava 0.050 0.125 0.500
Wolfskin Hat 0.022 0.055 0.22
Wool Scarf 0.100 0.250 1.000
Wool Toque 0.133 0.333 1.333

Gloves

Name Decay when stored (%/day) Worn inside (%/day) Worn outside (%/day)
Driving Gloves 0.500 1.000 2.000
Fleece Mittens 0.333 1.000 1.333
Gauntlets 0.125 0.375 0.500
Improvised Hand Wraps 0.500 1.000 2.000
Rabbitskin Mitts 0.050 0.125 0.500
Ski Gloves 0.167 0.333 0.667
Tactical Gloves 0.020 0.200 0.400
Wool Mittens 0.250 0.750 1.000
Work Gloves 0.167 0.333 0.667

Shirts and Sweaters

Name Decay when stored (%/day) Worn inside (%/day) Worn outside (%/day)
Cowichan Sweater 0.033 0.083 0.333
Dress Shirt 0.333 1.000 1.333
Festive Sweater 0.033 0.083 0.333
Fisherman's Sweater 0.040 0.100 0.400
Hockey Jersey 0.033 0.083 0.333
Hoodie 0.100 0.250 1.000
Plaid Shirt 0.250 0.750 1.000
Sweatshirt 0.250 0.750 1.000
Thick Wool Sweater 0.050 0.125 0.500
Thin Wool Sweater 0.067 0.167 0.667
T-Shirt 0.500 1.500 2.000
Wool Shirt 0.167 0.500 0.667

Coats, Vests, and Jackets

Name Decay when stored (%/day) Worn inside (%/day) Worn outside (%/day)
Bearskin Coat 0.133 0.033 0.133
Down Vest 0.250 0.750 1.000
Expedition Parka 0.063 0.188 0.250
Flight Jacket 0.025 0.063 0.250
Light Shell 0.167 0.333 0.667
Mackinaw Jacket 0.083 0.250 0.333
Mariner's Pea Coat 0.071 0.071 0.286
Military Coat 0.071 0.214 0.286
Miner's Jacket 0.029 0.071 0.286
Moose-Hide Cloak 0.033 0.027 0.133
Old Fashioned Parka 0.083 0.250 0.333
Simple Parka 0.100 0.300 0.400
Ski Jacket 0.067 0.167 0.667
Sport Vest 0.333 0.667 1.333
Tactical Jacket 0.017 0.210 0.290
Urban Parka 0.200 0.600 0.800
Windbreaker 0.333 1.000 1.333
Wolfskin Coat 0.020 0.050 0.200

Underwear

Name Decay when stored (%/day) Worn inside (%/day) Worn outside (%/day)
Thermal Underwear 0.200 0.500 2.000
Wool Longjohns 0.100 0.250 1.000

Pants

Name Decay when stored (%/day) Worn inside (%/day) Worn outside (%/day)
Cargo Pants 0.067 0.167 0.667
Combat Pants 0.067 0.167 0.667
Deerskin Pants 0.029 0.071 0.286
Jeans 0.100 0.500 1.000
Miner's Pants 0.050 0.125 0.500
Snow Pants 0.080 0.200 0.800
Wolfskin Pants 0.020 0.050 0.200
Work Pants 0.050 0.250 0.500

Socks

Name Decay when stored (%/day) Worn inside (%/day) Worn outside (%/day)
Climbing Socks 0.100 0.250 1.000
Sports Socks 0.625 1.875 2.500
Wool Socks 0.133 0.333 1.333

Shoes and boots

Name Decay when stored (%/day) Worn inside (%/day) Worn outside (%/day)
Chemical Boots 0.050 0.0625 0.250
Combat Boots 0.067 0.067 0.667
Deerskin Boots 0.033 0.033 0.333
Insulated Boots 0.125 0.250 0.500
Leather Shoes 0.167 0.167 0.667
Mukluks 0.040 0.100 0.400
Running Shoes 0.250 0.250 1.000
Ski Boots 0.050 0.100 0.200
Trail Boots 0.067 0.067 0.667
Work Boots 0.050 0.125 0.500

Accessories

Name Decay when stored (%/day) Worn inside (%/day) Worn outside (%/day)
Ballistic Vest 0.000 0.000 0.120
Crampons 0.010 0.020 0.010
Foreman's Tool Belt 0.017 0.017 0.017
Improvised Crampons 0.020 0.020 0.010
Improvised Insulation 0.100 0.000 0.050
Moose-Hide Satchel 0.010 0.010 0.010
Security Chief's Rifle Holster 0.010 0.010 0.010
Wool Ear Wrap 0.133 0.333 1.333

Medical supplies

Only painkillers, antibiotics and water purification tablets decay over time. Fortunately, there are craftable alternatives (Reishi Tea, Rose Hip Tea) that do not decay, and otherwise, one may trade for them with the Trader. Antiseptic only decays when used, similar to tools.

Storing these supplies inside does not alter the rate of decay. Ruined meds may still be used through the Radial Menu, and will not stack if dropped and picked up.

Name Decay over time (%/day)
Antibiotics 0.100
Painkillers 0.100
Prepared Burdock 0.067
Water Purification Tablets 0.200

Tools

Tools will only decay condition when they're used. Once their condition goes below a set threshold, they gain a chance to break on use that increases linearly as the condition falls below the threshold.

Note that these decay values are not affected by the difficulty multiplier.

Tool Decay Per Action

Name Decay per action (%) Breaking threshold (%)
Hunting Knife 2.000 15
Improvised Knife 3.000 30
Cougar Claw Knife 2.000 15
Survival Knife 0.750 15
Scrap Metal Shard
Hatchet 2.000 15
Improvised Hatchet 3.000 30
Hacksaw 5.000 25
Heavy Hammer 0.667 10
Prybar 1.600 20
Simple Tools 3.333 20
Quality Tools 2.000 10
Whetstone 5.000 20
Firearm Cleaning Kit 5.000 20
Sewing Kit 5.000 20
Fishing Tackle 10.000 20
Firestriker 2.000 10
Torch

Tool decay from use over time

Tools used to craft recipes, harvest carcasses, and clear ice holes will decay condition over time.

Name Crafting (%/hour) Harvesting animals (%/hour) Clearing ice fishing hole (%)
Quality Tools 1.000
Simple Tools 1.667
Sewing Kit 5.000
Fishing Tackle 10.000
Heavy Hammer 0.667 1.333
Hacksaw 1.000
Hatchet 1.000 1.000 5.000
Hunting Knife 1.000 1.000 5.000
Improvised Hatchet 1.500 1.500 10.000
Improvised Knife 1.500 1.500 8.000
Cougar Claw Knife 1.000 1.000 5.000
Survival Knife 0.500 0.500 2.500
Scrap Metal Shard

Weapons

Weapons decay, but only when fired. Once their condition goes below a set threshold, they gain a chance to break on use that increases linearly as the condition falls below the threshold.

Rifles

Name Decay per action (%) Breaking threshold (%)
Barb's Rifle 1.125 10
Hunting Rifle 1.325 10
Curator's Rifle 1.325 10
Vaughn's Rifle 2.000 10
Bunker Rifle 4.000 10

Pistols

Name Decay per action (%) Breaking threshold (%)
Revolver 1.000 10
Warden's Revolver 1.000 10
Hunter's Revolver 1.000 10
Forester's Revolver 0.750 10
Distress Pistol 4.000 10

Bows

Name Decay per action (%) Breaking threshold (%)
Survival Bow 2.000 15
Bushcraft Bow 1.600 50
Sport Bow 1.250 15
Woodwright's Bow 1.000 15

Arrows

Simple Arrows, Manufactured Arrows, and Fire Hardened Arrows decay, but only when they're used. Total arrow durability is variable and depends on a material table to determine it's condition loss; with the hardness of the material and the angle at which the arrow impacts the target determining the amount of degradation received. After a hit takes an arrow's condition below 0% it will turn into it's broken variant then fall to the ground where it may be retrieved.

Arrow Condition Decay on Impact

Arrow Type Snow Flesh Wood Stone/Metal
Simple Arrow 4% 24% 30% 55%
Fire Hardened Arrow 7.5% 47.5%* 59.5% 100%*
Manufactured Arrow 2% 12% 15% 27.5%

*Full condition fire hardened arrows break instantly upon hitting medium and larger wildlife, but may still survive hard impacts with stone/metal at glancing angles.

Bedrolls

Bedrolls both decay over time and when used.

Name Decay per day (unused) Decay per day (used)
Bedroll 0.200% 1.644%
Bear Skin Bedroll 0.274% 2.400%
Improvised Down Bedroll 0.300% 2.600%

Tales from the Far Territory

Tales from the Far Territory tools.

Name Decay when stored (%/day)
Travois 0.125
Insulated Flask 0.010
Respirator 0.000

Materials

Fresh Hides, Pelts, and Guts stop decaying once they've cured completely. All other materials not mentioned here don't decay.

Name Decay over time (%/day)
Flare Shell 0.067
Fresh Cougar Hide 2.857
Fresh Black Bear Hide 3.333
Fresh Deer Hide 3.333
Fresh Gut 5.000
Fresh Moose Hide 2.857
Fresh Rabbit Pelt 6.667
Fresh Wolf Pelt 5.000

Update history

* {{#switch:update|update=UPDATE|hotfix=HOTFIX|hidden=HIDDEN}} 27 May 2025{{#if:The Long Dark/Changelog#2.42| (Update)|}}:
  • Re-tuned food decay values for canned goods and meat. Canned goods decay reduced by 1/2, all meat decay is now 1/4 its previous value.

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