Disease

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The Disease system has been overhauled in Black Reliquary. But still works much the same as it did in Darkest Dungeon at its core.

Changes

Enemies, Curios, Trinkets and Traps can no longer give Heroes Diseases directly, instead they will contract a Symptom. Symptoms still have negative effects and most have a predefined Disease that they will evolve into after a certain amount of turns.

One Symptom will be completely removed if a Disease Kit Provision is used. Diseases can only be treated using Disease Kits, mitigating their effects.

There are also Implant Diseases which cannot be removed but offer notable positive effects and have unique visuals.

Behaviour

A Hero can only have 3 normal Symptoms/Diseases at a time, if they contract another one at this limit nothing will happen. Diseases give mostly Debuffs but some also have minor Buffs as well.

Upon contracting a Symptom a timer usually between 12 and 16 turns is set, which when finished causes it to evolve into a Disease, most of the time this is not random, with the Disease in question depending on the version of the Symptom.

Similarly, once a Disease is tended with a Disease Kit a timer typically between 81 and 100 turns will begin, once this ends it will revert back to normal.

A week on The Flameseeker is equivalent to 20 turns.

Removing

Most Diseases and Symptoms can still be removed at the Clinic like normal. Diseases can still be removed by certain Camping skills however some skills that previously removed them were changed to instead give Disease Kits or have completely different effects such as Grave Robber's Snuff Box. Symptoms can be removed by anything that removes Disease and Disease Kits.

List of Diseases/Symptoms

Symptoms

Name Effects Progresses Into
Anxiety +15% Stress Received
-5 ACC
The Worries, Bad Humours, Hysterical Blindness
Anorexia -50% Food Consumed
-100% Healing Received from Eating
-5 DODGE
Wasting Sickness, Spasm of the Entrails, Bulimic, Scurvy
Convulsions -8 ACC
-5 DODGE
Vertigo, Bad Humours, Spasm of the Entrails, The Fits
Fatigue -8 ACC
-2 SPD
The Ague, The Black Plague, Lethargy, Scurvy, Tetanus
Headache -5% CRT
-3 ACC
The Ague, Bad Humours, The Fits, Vertigo, The Runs
Tachycardia -10% DMG
+10% Stress Received
The Worries, Rabies, The Red Plague, Spouting Sores
The Sweats -15% MAX HP
-2 SPD
Rabies, The Black Plague, The Red Plague, Spotted Fever, Tetanus, The Runs, The Ague
Cough -5 ACC
-10% Symptom/Disease Resist
Creeping Cought, The Ague, Tetanus
Hallucinations +33% Horror Duration Received
On Turn Start: Self: Receive 4 Stress (6% Chance)
The Worries, Ennui, Hysterical Blindness, Rabies, Vampiric Spirits
Nausea -15% Healing Received
-20% Move Resist
The Black Plague, The Ague, Bulimic, The Red Plague, Spasm of the Entrails, Tapeworm, The Runs, Wasting Sickness
The Rash -20% Stress Healing Received
-5% MAX HP
Syphilis, Bad Humours, The Red Plague, Spouting Sores, Spotted Fever
Tinnitus -30% Stress Healing Done
Self: Suffer 4 Stress (6% Chance)
Cochlear Rot

Diseases

Name Effects Effects (Tended)
The Worries +20% Stress Received +10% Stress Received
Bad Humours -20% MAX HP
-10% All Resistances
-10% MAX HP
-5% All Resistances
Hysterical Blindness -5 ACC per 25 Stress (Caps at 75)
+15% Stress
-3 ACC per 25 Stress (Caps at 75)
+5% Stress
Wasting Sickness -40% Symptom/Disease Resist -20% Symptom/Disease Resist
Spasm of the Entrails -50% Healing Received while Camping
-25% Stress Healing Received while Camping
+15% Stress Received while Camping
-25% Healing Received while Camping
-10% Stress Healing Received while Camping
+5% Stress Received while Camping
Bulimic +100% Food Consumed
-100% Healing Received
-10% Symptom/Disease Resist
+50% Food Consumed
-50% Healing Received
-5% Symptom/Disease Resist
Scurvy -40% Healing Received
-10% MAX HP
-20% Healing Received
-5% MAX HP
Vertigo -40% Move Resist -20% Move Resist
The Fits -10 ACC
-8% CRT
-5 ACC
-4% CRT
The Ague -15% DMG
-15% MAX HP
-14% Death Blow Resist
-5% DMG
-5% MAX HP
-7% Death Blow Resist
The Black Plague -75% Blight Resist
-10% MAX HP
-6 SPD
-30% Blight Resist
-5% MAX HP
-3 SPD
Lethargy -4 SPD
-10 DODGE
-2 SPD
-5 DODGE
Tetanus -15% CRT
+8% Crits Received
-5% CRT
+3% Crits Received
The Runs -20 DODGE
-10% MAX HP
-10 DODGE
-5% MAX HP
Rabies +15% DMG
-10 ACC
+5% DMG
-5 ACC
The Red Plague -75% Bleed Resist
-10% MAX HP
-5% CRT
-30% Bleed Resist
-5% MAX HP
-2% CRT
Spouting Sores -40% Bleed Resist
On Turn Start: Bleed Self: 4 pts/tn for 3 tns (140% base) (8% Chance)
-20% Bleed Resist
Spotted Fever -40% Blight Resist
On Turn Start: Blight Self: 4 pts/tn for 3 tns (140% base) (8% Chance)
-20% Blight Resist
Creeping Cough -20% DMG
On Turn Start: Debuff Random Ally: -10 DODGE/-3 SPD (8% Chance)
-10% DMG
Ennui +15% Virtue Chance
-8 SPD
+5% Virtue Chance
-4 SPD
Vampiric Spirits -40% Debuff/Mark Resist
On Turn Start: Self: Receive Random Debuff (8% Chance)
-20% Debuff/Mark Resist
Tapeworm +200% Food Consumed
Steals from Food-related Curios (60% Chance)
+100% Food Consumed
Syphilis -5 ACC
-25% Stress Healing Received
-20% MAX HP
-10% Stress Healing Received
-10% MAX HP
Cochlear Rot +30% Chance Party Surprised
-40% Stress Healing Done
Inspiring Tune: -75% Stress Healing Received
-75% Stress and Horror Amount Received from Sound-Based Attacks
+15% Chance Party Surprised
-20% Stress Healing Done
-25% Stress and Horror Amount Received from Sound-Based Attacks

Ascendancy

Coming in 1.0

Special

Symptoms/Diseases that cannot be gained by normal means.

Implants

Gained from the Augmented Mercenaries Town Event. Only found on Heroes, not gained. Untreatable.

Name Effects Notes
Allsicht Implant Immune to Symptom/Disease
+10% Stress Received
+5 ACC
+5% Scouting Chance
Allsicht is German for "All Sight".
Eisenleib Implant Immune to Symptom/Disease
+10% Stress Received
+5% MAX HP
+5% All Resistances
Eisenleib is German for "Iron Body".
Hastwirbel Implant Immune to Symptom/Disease
+10% Stress Received
+4 SPD
+5 DODGE
Hastwirbel is German for "Hasty Vertebrae".

Ghoul Fever/Plague

Gained from the Ghoulserum Injection Contraband.

Name Effects Progresses Into Effects (Tended)
Ghoul Fever Immune to Symptom/Disease
+100% Food Consumed
+10% Stress Received
+5% Ghoul Encounter Chance
Ghoul Plague -
Ghoul Plague Immune to Symptom/Disease
+10% PROT
+100% Food Consumed
+20% Stress Received
+10% Ghoul Encounter Chance
- Immune to Symptom/Disease
+5% PROT
+50% Food Consumed
+10% Stress Received
+5% Ghoul Encounter Chance

Rictus Imperfectus/Mortis

Gained from the Parasite Zero Contraband.

Name Effects Progresses Into Effects (Tended)
Rictus Imperfectus Immune to Symptom/Disease
-25% Stress Healing Received
On Turn Start: Party: Receive 4 Stress (8% Chance)
On Hexer Corruption Vial Consumption: Buff Self: +2 SPD, +2% CRT per Vial Consumed
Rictus Mortis -
Rictus Mortis Immune to Symptom/Disease
-50% Stress Healing Received
On Turn Start: Party: Receive 4 Stress (15% Chance)
On Hexer Corruption Vial Consumption: Buff Self: +3 SPD, +4% CRT per Vial Consumed
- Immune to Symptom/Disease
-15% Stress Healing
On Turn Start: Party: Receive 4 Stress (5% Chance)

Disease/Symptom Resistance

Heroes' resistance to Symptoms/Disease is one of two resistances that isn't increased by Resolve Level, the other being Death Blow resistance.

The list of heroes by their Symptoms/Disease resistance, from highest to lowest:

Symptom/Disease Resistance
Veiled Plague Doctor Flagellant Occultist Thrall Arbalest
VeiledIncluded as an Add-on Plague Doctor Flagellant Occultist ThrallIncluded as an Add-on Arbalest
60% 50% 40% 40% 40% 30%
Crusader Grave Robber Hellion Hexer Highwayman Houndmaster
Crusader Grave Robber Hellion HexerIncluded as an Add-on Highwayman Houndmaster
30% 30% 30% 30% 30% 30%
Man-at-Arms Musketeer Philomath Shieldbreaker Vestal Abomination
Man-at-Arms Musketeer PhilomathIncluded as an Add-on Shieldbreaker Vestal Abomination
30% 30% 30% 30% 30% 20%
Antiquarian Bounty Hunter Dredge Jester Judicator Leper
Antiquarian Bounty Hunter Dredge Jester Judicator Leper
20% 20% 20% 20% 20% 20%

Enemy Attacks that can Cause Symptoms

Curios that can Cause Symptoms