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Darkest Dungeon

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Systems

Stress, virtues, and afflictions

Manage psychological damage inside and outside expeditions.

Updated 10/5/2026Source-backed editorial base · v1

Overview

Stress is a second survival bar. At the resolve check, a hero may become virtuous or suffer an affliction that changes behavior and affects the party. Extreme stress creates further danger.

Thresholds that change the expedition

StateConsequence
100 stressResolve check: affliction or virtue. Do not rely on a guaranteed virtue.
200, without virtueHeart attack: enters Death's Door; a hero already there can die outright.
200, with virtueThe virtue is lost and stress resets to zero instead of the ordinary heart-attack result.
Return to the HamletStress is not recovered like health; plan rest or treatment.

Before the expedition

  • Prioritize stress-dealing enemies during long missions.
  • Use camp and stress recovery before the crisis point.
  • Avoid pushing several heroes to the threshold together.
  • Reserve Hamlet treatment for heroes needed in the next rotation.

Visual reference