Traits

Characters in Dead In Antares can suffer three kinds of negative conditions: diseases from food, water and contact; wounds from combat, accidents and the environment; and afflictions from mental and emotional strain. Each condition lasts 3 days and drags one or two of the character's stats, states or skill categories down while it's active. The "Combat passive" column shows which battle penalty category the condition slots into during fights.

Afflictions

Name Effects Combat passive
Anxiety
  • +10% Hunger gain
  • -20% Depression loss
Numbing (-1 Initiative)
Confusion
  • Mental skills -20%
Disruption (-1 Min Damage)
Craving
  • +10% Depression gain
  • +20% Hunger gain
Disruption (-1 Min Damage)
Disgust
  • -20% Hunger loss
  • -10% Sickness loss
Numbing (-1 Initiative)
Forgetfulness
  • Scientific skills -20%
  • -10% Injury loss
Inability (-1 Max Damage)
Laziness
  • Survival skills -10%
  • -20% Character & Skill XP gain
Numbing (-1 Initiative)
Nightmares
  • -10% Fatigue loss
Disruption (-1 Min Damage)
Renunciation
  • -20% Injury loss
  • -10% Character & Skill XP gain
Weakening (-1 Damage Res)
Restlessness
  • -20% Fatigue loss
Weakening (-1 Damage Res)
Self-Harm
  • -10% Depression loss
Weakening (-1 Damage Res)
Sorrow
  • Scientific skills -10%
  • -20% Sickness loss
Inability (-1 Max Damage)
Terror
  • Mental skills -10%
  • +20% Depression gain
Inability (-1 Max Damage)

Diseases

Name Effects Combat passive
Blurred Vision
  • Survival skills -20%
  • +10% Injury gain
Disruption (-1 Min Damage)
Chills
  • -10% Fatigue loss
  • -20% Sickness loss
Inability (-1 Max Damage)
Coughing
  • +20% Sickness gain
  • -10% Hunger loss
Weakening (-1 Damage Res)
Diarrhea
  • +10% Hunger gain
Inability (-1 Max Damage)
Fever
  • +20% Fatigue gain
  • -10% Depression loss
Numbing (-1 Initiative)
Headache
  • Scientific skills -20%
  • +10% Depression gain
Inability (-1 Max Damage)
Lightheadedness
  • Scientific skills -10%
  • -20% Character & Skill XP gain
Disruption (-1 Min Damage)
Malaise
  • -20% Depression loss
Numbing (-1 Initiative)
Palpitations
  • Physical skills -20%
  • +10% Fatigue gain
Numbing (-1 Initiative)
Sweating
  • +10% Sickness gain
Disruption (-1 Min Damage)
Vomiting
  • +20% Hunger gain
Weakening (-1 Damage Res)
Weakness
  • Physical skills -10%
  • +20% Injury gain
Weakening (-1 Damage Res)

Wounds

Name Effects Combat passive
Acoustic Trauma
  • +20% Depression gain
  • -10% Character & Skill XP gain
Disruption (-1 Min Damage)
Back Pain
  • +10% Injury gain
  • -20% Fatigue loss
Numbing (-1 Initiative)
Bleeding
  • +10% Fatigue gain
Weakening (-1 Damage Res)
Bone Fracture
  • Physical skills -20%
Inability (-1 Max Damage)
Burn
  • +10% Sickness gain
  • -20% Injury loss
Disruption (-1 Min Damage)
Contusion
  • +20% Injury gain
  • -10% Sickness loss
Numbing (-1 Initiative)
Gaping Wound
  • +20% Sickness gain
Weakening (-1 Damage Res)
Head Trauma
  • Mental skills -20%
  • -10% Hunger loss
Numbing (-1 Initiative)
Infection
  • -10% Injury loss
Weakening (-1 Damage Res)
Jaw Dislocation
  • Mental skills -10%
  • -20% Hunger loss
Disruption (-1 Min Damage)
Joint Pain
  • Survival skills -10%
  • +20% Fatigue gain
Inability (-1 Max Damage)
Torn Ligament
  • Physical skills -10%
  • Survival skills -20%
Inability (-1 Max Damage)

Injury and Wound after Battle

The Injury gauge picks up a flat amount at the end of a fight, scaled by how much HP the character lost. The cap is +18 per battle. The formula is:

Injury gained = ceil(18 × (HP lost / max HP))

Example: a character with 44 max HP loses 10 HP in a fight. 18 × (10 / 44) = 4.09, rounded up to 5, so the character gains 5 Injury.

And in addition to Injury, you can get a Wound, if you finish a fight with 75 % HP or less:

HP remaining at end of battleRisk to get a wound
76 to 100 %0% (safe)
51 to 75 %33%
26 to 50 %67%
0 to 25 %100% (guaranteed wound)

If you do get wounded, the specific wound is chosen uniformly at random from the 12 Wounds in the table above. Every wound has the same weight, so Bleeding is just as likely as Joint Pain no matter how you got hurt.