Local is a passive, mental ailment that is present in all native companions recruited during an expedition (animal handlers, scouts, shamans, and warriors as well as Bedouins, Lizard Warriors and Lizard Shamans). A local has no symptoms, but will hesitate to stay with the group when leaving the current expedition unless they are at maximum Loyalty.
This ailment is only cured after the current expedition ends. The player must convince a local to stay in the party with a successful dice roll, or have the local at maximum Loyalty in order for them to journey with you back to London. A native who chooses to come with you will be cured.
Natives bought or rescued from slaver camps, as well as those who rescue the player's explorer or are rescued by them during events, do not start with this ailment.
Tips[]
- A Native Trinket is very helpful in raising a local's Loyalty, though the ailment will still be present until the current expedition concludes.
- There may be a rare event when resting in the open with a loyal local at high Sanity, in which the two characters bond and the native is prematurely cured of this ailment.
Mental | Acrophobia • Alcoholic • Angry • Cannibal • Claustrophobic • Cursed • Dendrophobia • Faithless (RIVALS only) • Kleptomania • Lepidopterophobia • Light Mental Exhaustion (RIVALS only) • Local • Medium Mental Exhaustion (RIVALS only) • Mercurial • Paranoid • Pyromaniac • Racist • Renounced • Sexist • Strong Mental Exhaustion (RIVALS only) • Superstitious |
Physical | Enemy Attention • Followed • Hallucinations • Hearing Loss • Infected Wound • Injured • Jungle Rot • Malaria • Overburden • Pneumonia • Rabies • Scurvy • Sprained Ankle • Strange Biting Mark • Viewing Loss |