Darkest Dungeon Wiki
We can suffer no sickness on this pilgrimage.
~ The Academic.
Leperdiseasedd2

Leper contracting "The Worries" after being attacked by a Lost Soul.

Diseases are negative conditions that heroes can contract during the an expedition in Darkest Dungeon II. Diseases are contracted mainly from enemies but can be contracted from other sources such as Academic's Studies and Inn items. The negative quirk Hypochondriac gives the affected hero a 5% chance to contract a random disease when hitting an enemy.

Diseases are harmful and their purpose is to incapacitate the hero and reduce them and their team's effectiveness. The player must learn to deal with the disadvantages and, if possible, get rid of the disease as soon as possible. However, diseases can occasionally have positive connotations for the player should they find trinkets that synergise with disease, such as the cultist trinket Sickening Silence.

Dealing with diseases[]

Diseases are mainly treated in The Field Hospital, where the player can cure any disease for the cost of 12 relics. They can also be treated with the inn items "Leeches" and "Experimental Remedy". In combat, the "Peculiar Pods" trinket also has a chance to cure a disease when attacking enemies, and the "Single Leech" combat item can be used to cure a disease quickly, at the cost of a moderate bleed. On the road, the Operating Table stagecoach item has a 10% chance to cure a disease with every node traveled.

The Chirurgeon mini-boss will also cure diseases on heroes with his Bloodletting attack, making a trip to the Chirurgeon's Table an appealing prospect if the Field Hospital is unaffordable or out of reach.

List of diseases []

Each hero can only contract one disease at a time. If a hero with a disease contracts another, it will simply replace the disease the hero already had.

Disease Effect
Algal Bloom
  • Turn Start: (5%) or 2 DMG (5%)
Bad Humours
  • -15% Max
Bloody Flux
  • -10% Max
  • -25% Healing received from Skills.
Brittle Bones
  • Combat Start: -5% Max
Cholera
  • -50% Healing recieved from Skills
  • Round start:
Creeping Cough
  • -20% Damage dealt
Diptheria
  • When Stress Damaged: 1 DMG or 2 DMG
  • Round start: (5%)
Dysentery
  • On Entering a region: -20% Max
Fainting Spells
  • -100% Resistance.
  • Round start: (5%)
Hemic Rot
  • Round start: (15%)
Hemorrhagic Fever
  • -20% Resistance.
  • When Moving: 1 (5%)
Leprosy
  • -4
  • Round start: (10%)
Periodic Paralysis
  • -3
  • Round start: (5%) or (15%)
Rabies
  • -5% Max
  • Round start: (7%) or (3%)
Smallpox
  • -20% max
  • Round start: Back 1 (5%), Back 2 (5%), Forward 1 (5%) or Forward 2 (5%)
Syphilis
  • Combat start: (15%), (15%) or (7%)
Tarantism
  • Turn start: Forward 1 (10%), Back 1 (10%) or (5%)
The Oozes
  • Turn start: 3 (15%, Ignores resistance)
The Runs
  • Combat start: 2 (50%)
The Worries
  • -50% Resistance.
Typhoid
  • Combat Start: -1% Max
  • Combat Start: If torch > 50: 2
Wasting Disease
  • -20% Max
  • -100% Road healing

See Also[]