Curious Expedition Wiki

Ailments are negative in-game character attributes that may include an illness, sickness, disorder or affliction. Ailments also affect a character's ability to act during combat, events or encounters.

Mental Ailments[]

Mental ailments only affect humanoid companions. They affect both the loyalty and performance of the afflicted party member.


Ailment In-Game Description Effect
Acrophobia wiki
Acrophobia Scared of heights. Loses loyalty when climbing onto hill or plateau terrain.
Alcoholic Has a bad drinking habit. Loses Loyalty every ~20 days if not given whiskey. Restored with alcohol.
Angry Is in a volatile state of mind. Character may demand compensation (trading window) or even leave the group if provoked further.
Bipolar wiki
Mercurial Tends to swing between extreme feelings of loyalty or disloyalty. Randomly switches between severe loyalty or disloyalty.
Cannibal Eats human flesh. Will randomly eat another trek member if Sanity drops very low or when searching areas such as Old Camps.
Claustrophobic Fears being in closed or small spaces. May lose Sanity or even die while exploring caves, especially tight crevices inside certain caves.
DeathCurse wiki-0
Cursed Has been cursed. Will die after the end of the current expedition.
Dendrophobia wiki
Dendrophobia Scared of giant trees. Decreased loyalty if near giant trees or in a forest without a machete.
Enemy Attention Increased risk of an enemy attack Increased chance of triggering enemy aggro when crossing their territory.
Faithless Has lost hope to ever return from this expedition. Continuously loses loyalty. RIVALS mode only. The character will lose a point of Loyalty at regular intervals. Cannot be cleansed.
Kleptomania Cannot resist the constant urge to steal objects. Will randomly make items disappear from inventory. May steal from a village when resting overnight, losing Standing.
Lepidopterophobia Scared of butterflies and moths. Loses Loyalty if you collect a butterfly.
Local Will hesitate to follow you home after this expedition. At the end of the expedition you will need maxed-out Loyalty, or roll a Tactics, to not lose the trek member. Cannot be cleansed.
Light mental exhaustion
Light Mental Exhaustion You are very exhausted from exploring for such a long time. Increased sanity costs and reduced max sanity. RIVALS mode only. Maximum Sanity reduced by 10.
Medium mental exhaustion
Medium Mental Exhaustion You are very exhausted from exploring for such a long time. Increased sanity costs and reduced max sanity. RIVALS mode only. Travel base Sanity cost increased by 100%. Maximum Sanity reduced by 15.
Overburden The trek is overburdened with inventory. Adds +10 Sanity-cost of travel for every tile while overburdened with inventory.
Paranoid Suffers from a general distrust of others. May cause events that lead to Sanity loss, a trek member becoming angry, or Standing loss during rest in a village.
Pyromaniac Has an eerie fascination for fire. Randomly starts fires.
Racist Is prejudice against and shows aggressive behavior towards members of another race or cultural heritage. May start argue with natives if you sleep in a village, losing Standing. May fight with other companions.
Renounced wiki
Renounced Has renounced any support to you after anding this expedition Will abandon the party after the end of the current expedition.
Sexist Is prejudiced against people of the opposite sex. Loses Loyalty if a native asks you which sex is superior, and you answer "wrong". May fight with other companions.
Strong mental exhaustion
Strong Mental Exhaustion You are very exhausted from exploring for such a long time. Increased sanity costs and reduced max sanity. RIVALS mode only. Travel base Sanity cost increased by 200%. Maximum Sanity reduced by 25.
Superstitious Suffers from irrational fear of what is unknown or mysterious. Loses loyalty if you use Stone Circles, steal from Stone Statues, or attempt to loot shrines or tombs.

Physical Ailments[]

Most physical ailments can affect both explorers and humanoid companions. Temporary ailments' icons appear fuscia and typically subside after 20-30 days (if the afflicted character doesn't succumb to their illness). The only ailments that animals can develop are injuries, infected wounds, and rabies.


Ailment In-Game Description Effect
Followed You have the feeling you are being watched... Natives will accost you after looting any stone statues or shrines and demand tribute. Refusal triggers a battle with Angry Natives, unless successfully rolling a Tactics.
Hallucinations Suffers from seeing locations that are not really there. Sets false location markers.
Hearing Loss Suffers from a temporary hearing loss which affects combat. -1 dice roll in combat.
Infected Wound An infected wound is a serious threat. If not treated properly very soon, it will lead to certain death. Continuously drains health, causing death after a number of days without treatment. Chance of death increases with lower Sanity.
Injured Is suffering from a wound. Even though this will heal by time, an injury can become infected and turn into a serious problem. If left untreated, will turn into an Infected Wound.
Jungle Fever Symptoms include nausea, diarrhea, vomitting and headaches. -75% Health Regeneration.
Jungle Rot Suffers from a foot wound. -1 Max Health.
JungleRot wiki
Malaria Symptoms include fever, fatigue, vomitting, and headaches. +25% Sanity-cost of travel, -50% Health Regeneration, Chance of death.
Pneumonia Inflammation of the lung. -5 Max Health
Rabies Symptoms include violent movement, fear of water, confusion, aggression. Affected animals and characters may attack the group. May cause death.
Scurvy Symptoms include weakness, feeling tired, sore limbs -1 Max Health. Can be cured by eating Mangos, Coca Leaves, Red Berries, or Muktuk.
Sprained Ankle A foot injury that really hurts. -1 Carrying Capacity.
Strange Biting Mark Has a strange biting mark that seems to be infected. Will turn the companion into an Abomination after a few days.
Viewing Loss Suffers from impaired vision and perception. -40% View Distance.