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 |
|
Numbing (-1 Initiative) |
| Confusion |
|
Disruption (-1 Min Damage) |
| Craving |
|
Disruption (-1 Min Damage) |
| Disgust |
|
Numbing (-1 Initiative) |
| Forgetfulness |
|
Inability (-1 Max Damage) |
| Laziness |
|
Numbing (-1 Initiative) |
| Nightmares |
|
Disruption (-1 Min Damage) |
| Renunciation |
|
Weakening (-1 Damage Res) |
| Restlessness |
|
Weakening (-1 Damage Res) |
| Self-Harm |
|
Weakening (-1 Damage Res) |
| Sorrow |
|
Inability (-1 Max Damage) |
| Terror |
|
Inability (-1 Max Damage) |
Diseases
| Name | Effects | Combat passive |
|---|---|---|
| Blurred Vision |
|
Disruption (-1 Min Damage) |
| Chills |
|
Inability (-1 Max Damage) |
| Coughing |
|
Weakening (-1 Damage Res) |
| Diarrhea |
|
Inability (-1 Max Damage) |
| Fever |
|
Numbing (-1 Initiative) |
| Headache |
|
Inability (-1 Max Damage) |
| Lightheadedness |
|
Disruption (-1 Min Damage) |
| Malaise |
|
Numbing (-1 Initiative) |
| Palpitations |
|
Numbing (-1 Initiative) |
| Sweating |
|
Disruption (-1 Min Damage) |
| Vomiting |
|
Weakening (-1 Damage Res) |
| Weakness |
|
Weakening (-1 Damage Res) |
Wounds
| Name | Effects | Combat passive |
|---|---|---|
| Acoustic Trauma |
|
Disruption (-1 Min Damage) |
| Back Pain |
|
Numbing (-1 Initiative) |
| Bleeding |
|
Weakening (-1 Damage Res) |
| Bone Fracture |
|
Inability (-1 Max Damage) |
| Burn |
|
Disruption (-1 Min Damage) |
| Contusion |
|
Numbing (-1 Initiative) |
| Gaping Wound |
|
Weakening (-1 Damage Res) |
| Head Trauma |
|
Numbing (-1 Initiative) |
| Infection |
|
Weakening (-1 Damage Res) |
| Jaw Dislocation |
|
Disruption (-1 Min Damage) |
| Joint Pain |
|
Inability (-1 Max Damage) |
| Torn Ligament |
|
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 battle | Risk 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.