Stress

The Stress Bar is the Character's Stress Level in Darkest Dungeon. In comparison to the Health Bar however, this goes up and once full gives Characters an Affliction which can sometimes be positive, but is most often negative. In addition to their normal effect, positive afflictions reduce stress to the entire party when received, while negative afflictions give additional stress to the rest of the party, and if a character's stress levels is extremely high, it can kill them.

Mechanics
Stress levels can be increased or decreased with certain actions, listed below. If a character's Stress points reaches 100 or above, their resolve will be tested, meaning they have a chance to receive an Affliction. If a character's Stress levels reaches 200, they will suffer a heart attack and die immediately.

Actions that build up stress

 * Walking through a dungeon, especially with low torch light and when walking backwards.
 * Not eating enough food.
 * Getting hit by a trap.
 * Getting hit by special enemy combat skills.
 * Interacting with things related to negative quirks possessed.
 * Removal of obstacles without a shovel.
 * Interacting with various objects.
 * A critical strike affecting you or, less often, another party member.
 * Having a party member that is currently under the effect of a negative affliction.
 * Retreating from a dungeon.

Actions that relieve stress

 * Landing a critical hit or being close to a party member landing a critical hit.
 * Killing an enemy (sometimes).
 * Disarming a trap.
 * Having a party member that is currently under the effect of a positive affliction.
 * Interacting with things related to positive quirks possessed.
 * Using certain combat skills.
 * Using certain camping skills.
 * Interacting with various objects.
 * Spending time at various activities in the Tavern or Abbey.
 * Each activity has different side-effects and can result in different Quirks.

Experiment to find the best for each hero, depending on their Quirks.

<!-- Stress Strings The following strings cover how the stress mechancic is handled in various ways.

effect: .name "BarkStress" .curio_result_type "negative" .chance 100% .stress 6		.on_hit true .on_miss false	.queue true

effect: .name "Stress 1" .curio_result_type "negative" .chance 100% .stress 10		.on_hit true .on_miss false	.queue true effect: .name "Stress 2" .curio_result_type "negative" .chance 100% .stress 15		.on_hit true .on_miss false	.queue true effect: .name "Stress 3" .curio_result_type "negative" .chance 100% .stress 25		.on_hit true .on_miss false	.queue true effect: .name "Stress 4" .curio_result_type "negative" .chance 100% .stress 50		.on_hit true .on_miss false	.queue true effect: .name "Stress 5" .curio_result_type "negative" .chance 100% .stress 100		.on_hit true .on_miss false	.queue true

effect: .name "MaggotStress" .curio_result_type "negative" .chance 100% .stress 5		.on_hit true .on_miss false	.queue true

effect: .name "AfflictedAllyStress" .curio_result_type "negative" .chance 40% .stress 8		.on_hit true .on_miss false	.queue true

effect: .name "Drum Stress 1" .curio_result_type "negative" .chance 70% .stress 6	.on_hit true .on_miss false	.queue true effect: .name "Drum Stress 2" .curio_result_type "negative" .chance 70% .stress 8	.on_hit true .on_miss false	.queue true effect: .name "Drum Stress 3" .curio_result_type "negative" .chance 70% .stress 10	.on_hit true .on_miss false	.queue true

effect: .name "HealSelfStress 1" .curio_result_type "positive" .chance 100% .healselfstress 5	.on_hit true .on_miss false .queue true

effect: .name "HealStressVirtued" .curio_result_type "positive" .chance 100% .healstress 15	.on_hit true .on_miss false .queue true effect: .name "HealStressVirtuedParty" .curio_result_type "positive" .chance 100% .healstress 4	.on_hit true .on_miss false .queue true

effect: .name "Heal Stress 1" .curio_result_type "positive" .chance 100% .healstress 4		.on_hit true .on_miss false .queue true effect: .name "Heal Stress 2" .curio_result_type "positive" .chance 100% .healstress 5		.on_hit true .on_miss false .queue true effect: .name "Heal Stress 3" .curio_result_type "positive" .chance 100% .healstress 6		.on_hit true .on_miss false .queue true

effect: .name "Heal Stress Chance 1" .curio_result_type "positive" .chance 67% .healstress 4	.on_hit true .on_miss false .queue true effect: .name "Heal Stress Chance 2" .curio_result_type "positive" .chance 67% .healstress 5	.on_hit true .on_miss false .queue true effect: .name "Heal Stress Chance 3" .curio_result_type "positive" .chance 67% .healstress 6	.on_hit true .on_miss false .queue true

effect: .name "InspiringTune 1" .curio_result_type "positive" .chance 60% .healstress 3	.on_hit true .on_miss false .queue true effect: .name "InspiringTune 2" .curio_result_type "positive" .chance 70% .healstress 3	.on_hit true .on_miss false .queue true effect: .name "InspiringTune 3" .curio_result_type "positive" .chance 60% .healstress 4	.on_hit true .on_miss false .queue true effect: .name "InspiringTune 4" .curio_result_type "positive" .chance 70% .healstress 4	.on_hit true .on_miss false .queue true effect: .name "InspiringTune 5" .curio_result_type "positive" .chance 60% .healstress 5	.on_hit true .on_miss false .queue true

effect: .name "Eldritch Altar Heal Stress" .curio_result_type "positive" .chance 100% .healstress 30 .curio 1 .on_hit true .on_miss false	.queue true

effect: .name "ConfessionBoothHealStress" .curio_result_type "positive" .chance 100% .healstress 20 .curio 1 .on_hit true .on_miss false	.queue true effect: .name "ConfessionBoothHealStress2" .curio_result_type "positive" .chance 100% .healstress 30 .curio 1 .on_hit true .on_miss false	.queue true

effect: .name "HolyFountainEffects" .curio_result_type "positive" .chance 100% .healstress 10 .cureself 1 .healself 5	.on_hit true .on_miss false .queue true .curio 1 effect: .name "HolyFountainEffectsSuper" .curio_result_type "positive" .chance 100% .healstress 20 .cureself 1 .healself 12	.on_hit true .on_miss false .queue true .curio 1

effect: .name "PristineFountainHealStress" .curio_result_type "positive" .chance 100% .healstress 20	.curio 1 .on_hit true .on_miss false .queue true effect: .name "PristineFountainHealStress2" .curio_result_type "positive" .chance 100% .healstress 30	.curio 1 .on_hit true .on_miss false .queue true -->