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Chained Beasts GUIDES

Chained Beasts Afflictions: Healing and Known Effects

Healing between rounds trades recovery for an affliction. Read the exact effect before choosing: Annoying, Impulsive and Infatuated change different parts of team play.

Updated 2026-10-20 · Steam launch build / official notes checked Oct 20, 2026 · Research & source notes

Three effects the developer actually described

The pre-launch developer article explains the recovery trade-off and names these examples. This is a short reference, not a complete database of every affliction or a ranking based on our own runs.

Affliction Documented effect Our planning question
Annoying Nearby allies are often made to attack Can the group leave you enough space while staying coordinated?
Impulsive A new skill is locked in every second level, and a purchase is forced at every shop Does your plan depend on delaying a choice or saving all your money?
Infatuated The camera follows a particular ally; their looking at you grants +10% damage Can you follow that ally's movement without losing track of your position?

Make the choice for the whole group

Our recommendation is to pause discussion at the choice screen and say what the effect changes: movement, camera, spending or action control. A drawback that sounds tolerable alone can interfere with somebody else's positioning in a chained team.

After choosing, test the unfamiliar behavior while the situation is readable. If a later failure occurs, note the exact affliction name alongside the weapon and group size; otherwise an unwanted action can look like a broken binding.

The official post mentions more names without explaining their effects. We have not filled in those unknowns or treated a name as proof of a mechanic. The current in-game description takes priority if a later balance patch changes one of these launch examples.

Sources

Evidence limits and unknowns are described above. We have not represented community reports as our own playtest.

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