Status effects (Deadfire)

Status effects are abnormal states that may have positive or negative effects on party members' or creatures' attributes or actions. They can be gained from abilities, spells, potions, items, enemies, traps, etc. and can be healed by resting, certain ability/spells, or will heal automatically after some time.

In, attribute-affecting status effects are grouped by the attribute that they affect. Each attribute has 3 positive Inspirations, and 3 negative Afflictions, each with an increasing level of effect. Generally, all inspirations and afflictions give ±5 points to the attribute they apply to, with the 2nd and 3rd level effects applying more buffs/debuffs to the player than the last.

In addition to these, many of the same effects from have carried over to Deadfire, albeit with different stat changes.

Most status effects appear in the character sheet under "Current Effects". Permanent status effects are always applied through passive abilities, and appear in the "Abilities" section.

Afflictions
Afflictions are an overarching category covering status effects that have negative effects on the player.

Weakness to a type of affliction causes all applied afflictions of that type to affect the character worse, causing more detriment than usual. This is accomplished by upgrading the incoming affliction to the next tier. Incoming tier 3 afflictions are unchanged.
 * Weakness

Resistance to a type of affliction causes all applied afflictions of that type to be lessened in effect, causing less harm than usual. As the opposite of a Weakness, this is accomplished by downgrading the incoming affliction to one lower tier. Incoming tier 1 afflictions are cancelled out, and will fail to apply to the character.
 * Resistance

Other afflictions
These are negative effects that don't fit into the other categories. They are removed on rest, or are only applied to the character under certain conditions. See permanent effects below for negative permanent effects.

Injuries
Injuries can be afflicted by failing skill checks during scripted interactions, or upon being knocked out in combat. Injuries gained in combat are selected semi-randomly from the following list. Being knocked out by Fire, Frost or Shock damage tends to cause its corresponding injury.
 * If more than one of the same injury is applied, instead of doubling-up, the injuries "Major Injury" (2), "Critical Injury" (3) and "Maimed" are usually substituted.
 * If the character has 3 injuries, and receives another, they can be killed. This does not occur for injuries applied via scripted interactions, with few exceptions (such as Hohonu Lagoon)
 * Injuries cannot kill the player if the game is set to "Story Time" difficulty.

Curses
Curses are unique negative status effects that are applied by Sigils when a character steps within 8-10m of them. Most curses can be stacked up to 5 times. To avoid being cursed, the most effective move is to destroy the obelisk from a range. Otherwise, you can also use a sigil's Wardstone, which allows you to move past without being affected - removing any current curses in the process.

Inspirations
Inspirations are temporary buffs to Attributes in Pillars of Eternity II: Deadfire. They can be gained through the use of Abilities.

Gaining an Inspiration will cancel and grant immunity to any Afflictions that affect the same Attribute for it's duration. For example, a character that is Dazed that gains the Strong Inspiration will lose Dazed and become immune to Staggered, Dazed and Stunned for as long as they have that Inspiriation.

Higher tier Inspirations will override a lower tier one, and if the target is already benefiting from a more powerful Inspiration, then the newer Inspiration will have no effect.

Resting bonuses
Rest bonuses are gained from resting at certain rooms in inns. For the most part, the bonuses gained last until the next rest.

Prostitute bonuses
Can be gained by engaging in certain "services" with associated NPC's.

Misc bonuses
List of temporary miscellaneous bonuses and their effects. These bonuses will last until the next rest.

Permanent effects
There are a number of effects that can be permanently applied to the player, most of which are positive buffs gained via NPC training or as a quest reward. The NPCs that give you training are Backer created content.