Paranoid

The Paranoid Afflictions is one of the Quirks in Darkest Dungeon.

Description
"Wolves lie in wait behind every tree; Diseases are in every meal; Avarice behind every friend..."

Effects
When heroes are inflicted with Paranoid, they will suspect everyone and everything around is plotting against them and is actively trying to kill them. While in this state, heroes have a chance to automatically perform the following actions:
 * Denying the use of healing abilities on them.
 * Getting damaged instead of healed when using Food during camping.
 * Denying the use of any kind of buff or healing Respite ability on them during camping.
 * Refusing to use Respite abilities during camping, wasting limited camping actions.
 * Using abilities of their own choosing during combat (to keep the enemies guessing).
 * Skipping a turn during combat.
 * Refusing to use an item during or outside combat.
 * Changing positions during combat.
 * Stopping an ally from changing positions with them during combat.
 * "Commenting" on an ally's performance when getting/avoiding a hit, increasing the ally hero's stress.
 * "Commenting" on self performance when getting/avoiding a hit, increasing stress.
 * Preventing a retreat from combat.

Base Stats - Affects
The following changes were made in the Build 8920 of the game (Early Access) - To be verified -
 * MAX HEALTH POINTS "-10%"
 * DODGE "+10"
 * SPEED "+2"
 * DAMAGE "-25%"

Resistances - Affects
The following changes were made in the Build 8920 of the game (Early Access) - To be verified -
 * Stun "-15%"
 * Blight "-15%"
 * Disease "-15%"
 * Move "-15%"
 * Bleed "-15%"
 * Debuff "-15%"
 * Trap Disarm "-15%"

Affliction Effects
Paranoid is one of the most disastrous and annoying Afflictions in the current game. It can easily lead to a dead character, mostly because of how hard it is to keep the afflicted healthy.
 * When attempting to heal a Paranoid companion, be prepared for failure. It is perhaps advised not to attempt to heal them UNLESS they are on Death's Door Status. (They have not refused healing while they are on that state, unsure if it was coincidental.)
 * Try to move them to the back of the Formation and protect them, since healing is not an option. You basically have to save them from themselves.
 * Do not try to use camp skills on them and neither make them use theirs on other allies as there is a chance the afflicted hero will refuse, wasting valuable camp time.
 * Even though paranoid heroes can refuse to use an item, a good way to keep them alive, outside of combat, is to feed them any extra food you can spare. The hero may refuse at first, but you can still make them use the item until you are successful.