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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

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:


Depression Sources

Depression can be increased through multiple sources, and unlike Fatigue 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


Non-Repeatable Sources (Non-Exploration)


Exploration
  • ???


Depression Recovery


Repeatable Recovery Sources
  • Resting at the Tavern
  • Using the following consumables
  • 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)


Exploration Recovery Sources
  • ???


Fatigue 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:

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


Non-Repeatable Sources (Non-Exploration)

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Exploration
  • ???


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


Non-Repeatable Recovery Sources (Non-Exploration)

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Exploration Recovery Sources
  • ???


Hunger Hunger

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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
  • ???


Non-Repeatable Sources (Non-Exploration)
  • ???


Exploration
  • ???


Hunger Recovery


Repeatable Recovery Sources

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Non-Repeatable Recovery Sources (Non-Exploration)

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Exploration Recovery Sources
  • ???


Injury Injury

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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
  • ???


Non-Repeatable Sources (Non-Exploration)
  • ???


Exploration
  • ???


Injury Recovery


Repeatable Recovery Sources

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Non-Repeatable Recovery Sources (Non-Exploration)

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Exploration Recovery Sources
  • ???


Sickness Sickness

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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
  • ???


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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