Afflictions | Game mechanics Darkest Dungeon Guide
Last update: Wednesday, May 11, 2016
Life of the treasure hunters is not by any means easy and it is full of stress, threats and disappointments. When a hero reaches his stress limit, he gets the Affliction. The negative afflictions usually influence not only its bearer, but also other companions. Most of the effects appear during the fight, but some of them may appear also along with the exploration by increasing the stress level of other heroes, losing the treasures or activating the traps.
Oppositely to the Quirks, the Afflictions are not permanent and they usually disappear when the stress reaches the lowest rate. The 0 level of stress may be regained by using the Tavern or Abbey.
Here is the list of the negative afflictions:
- Abusive - a hero starts to be mean to other companions, thus increasing their stress level
- Fearful - it turns a hero into a coward. He may be passing his turns during the fights, or he may move back at end of the formation. He also may use abusive language.
- Hopeless - a hero gets rid of the rest of the hope he used to have. He may become pessimistic, thus increasing the party's stress ratings. Sometimes he may also deal some damage to himself or reject the healing.
- Irrational - a hero starts to mumble without any sense increasing the stress ratings in the party by doing so.
- Masochistic - a hero takes pleasure in experiencing the pain and suffering. He may move to the front of the formation. He may also reject some attempts of healing. Sometimes he may increase the stress of the party or deal some damage to himself.
- Paranoid - A very dangerous affliction which increases the suspicions of the bearer. It may lead to rejecting the healing attempts, passing the turns or rejecting the camp abilities.
- Selfish - A hero becomes more egoistic and greedy. He may reject healing the companions, or using some attacks during the fight. He may also take some of the treasure for himself.