States

**States** are a gameplay mechanic in Dead In Vinland. Each of the states can be considered a sort of Health bar. They start at 0 and cap at 100. When any of the states reach 100%, the survivor will die. If this survivor is one of the four family members, you lose the game.

# Depression

Depression is an indicator of the survivor's current mental health. As the survivor's depression increases, they suffer penalties to their *Mental* skills (Charisma, Courage, Intelligence and Wisdom). In total, the penalties are:

* Reduced skill XP gains
* Reduced  Depression decreases when resting at the Tavern
* Increased  Fatigue gains when using the Healing Tent
* Increased  Depression gains when acting as the medic at the Healing Tent, or when using the Fishing Camp or The Shipwreck.

## Depression Sources

Depression can be increased through multiple sources, and unlike  Fatigue, does not recover from sleeping. Pay special attention to the actions that result in Depression increases, especially during the early game before you've obtained a method to recover from Depression.

The most common sources of Depression are using camp stations (Fishing Camp, Healing Tent, Lumber Camp, and Mining Camp). Additionally, almost all Exploration Events can inflict Depression -- and it's not exclusive to failing checks, either. Monitor survivors using the above camp stations, and when choosing who to use for an exploration event, make sure to check their depression values.

Below are exhaustive lists of the available sources of Depression, both repeatable and not.

 Repeatable Sources

* Scavenging from The Shipwreck
* From using the following camp stations:

* Lumber Camp
* Fishing Camp
* Mining Camp

* From critically failing while using any camp station.

 Non-Repeatable Sources (Non-Exploration)

* Blodeuwedd, Eirik, Kari and Moira gain some Depression after the events that take place Day 2, Afternoon.
* Blodeuwedd gains some Depression during the dialogue following the completion of the Mining Camp
* Moira gains some Depression during the dialogue following the completion of the Healing Tent

 Exploration

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## Depression Recovery

 Repeatable Recovery Sources

* Resting at the Tavern
* Using the following consumables

* Angelica Ointment
* Angelica Potion
* Angelica Powder
* Beer
* Kola Potion
* Mead
* Sage Potion

* If you have the The Vallhund DLC installed and enabled, and the Vallhund has at least 40% energy, you can request him to play with whichever survivor has the highest depression, decreasing their depression by between 4 to 8 (6 to 10 with upgrades).

 Non-Repeatable Recovery Sources (Non-Exploration)

* Blodeuwedd, Eirik, Kari and Moira lose some Depression during the dialogue that occurs after completing the Tavern

 Exploration Recovery Sources

* ???

# Fatigue

Fatigue is perhaps the most important state to manage. It is increased by nearly every camp station and exploration event, but thankfully, it isn't difficult to recover and you start the game with access to a means to decrease it. As the survivor's Fatigue increases, they suffer penalties to  **all** of their skills, both *innate* (Agility, Charisma, Constitution, Courage, Intelligence, Stealth, Strength, Wisdom) and *acquired* (Beast Handling, Cooking, Crafting, Exploration, Fishing, Forestry, Gardening, Harvesting, Healing, Hunting, Mining, Scavenging). In total, the penalties are:

* Reduced skill XP gains
* Increased  Depression gains when acting as the medic at the Healing Tent, or using the Lumber Camp, Mining Camp or The Shipwreck
* Increased  Fatigue gains when using the Expedition Camp, Fishing Camp, Forge, Garden, Harvesting Camp, Healing Tent, Herbalist, Hunting Camp, Lumber Camp, Mining Camp, Pens, The Shipwreck, Water Supplies and Workshop
* Increased  Injury gains when using the Hunting Camp
* Increased chances of combat encounters while using the Expedition Camp.

## Fatigue Sources

As mentioned earlier, Fatigue is increased through nearly every activity that survivors can perform, and is inflicted by almost every exploration event, even on successful checks. The only camp stations that *don't* increase Fatigue are: Cooking Pot, Dryer, Rest Area, Shelter and Tavern.

Below are exhaustive lists of the available sources of Fatigue, both repeatable and not.

 Repeatable Sources

* Scavenging from The Shipwreck
* From using the following camp stations:

* Expedition Camp
* Fishing Camp
* Forge
* Garden
* Harvesting Camp
* Healing Tent
* Herbalist
* Hunting Camp
* Lumber Camp
* Mining Camp
* Pens
* Water Supplies
* Workshop

 Non-Repeatable Sources (Non-Exploration)

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 Exploration

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## Fatigue Recovery

 Repeatable Recovery Sources

* Each night, every survivor will recover some fatigue. The amount recovered depends on the current weather conditions and upgrades made to the shelter.
* Taking a break at the Rest Area or in the Shelter
* Using the following consumables

* Kola Potion
* Sage Potion
* Wormwood Ointment
* Wormwood Potion
* Wormwood Powder

 Non-Repeatable Recovery Sources (Non-Exploration)

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 Exploration Recovery Sources

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## Hunger Sources

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Below are exhaustive lists of the available sources of Hunger, both repeatable and not.

 Repeatable Sources

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 Non-Repeatable Sources (Non-Exploration)

* ???

 Exploration

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## Hunger Recovery

 Repeatable Recovery Sources

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 Non-Repeatable Recovery Sources (Non-Exploration)

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 Exploration Recovery Sources

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## Injury Sources

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Below are exhaustive lists of the available sources of Injury, both repeatable and not.

 Repeatable Sources

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 Non-Repeatable Sources (Non-Exploration)

* ???

 Exploration

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## Injury Recovery

 Repeatable Recovery Sources

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 Non-Repeatable Recovery Sources (Non-Exploration)

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 Exploration Recovery Sources

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## Sickness Sources

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Below are exhaustive lists of the available sources of Sickness, both repeatable and not.

 Repeatable Sources

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 Non-Repeatable Sources (Non-Exploration)

* ???

 Exploration

* ???

## Sickness Recovery

 Repeatable Recovery Sources

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 Non-Repeatable Recovery Sources (Non-Exploration)

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 Exploration Recovery Sources

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