* [[:games:sc13|Return to the SC13 Main Page]] * [[:games:sc13:guides|Return to the SC13 Guides Page]] ====== Diseases, Viruses, and Infections ====== There are many diseases that can affect you in space! The following will come in handy for virologists, traitors, or any unfortunate soul who's come down with a case of brain rot. =====Virology 101===== Virology is sealed from the rest of the station. It is not on the disposals network, nor does it share the same atmos system. This is for good reason. The first, and most important way to prevent 99% of infections, is proper hazard wear, and knowing how to keep the infection from spreading. ====The Clothes==== The following will protect you from the dangerous infections of space, each giving more and more (till total) protection against infection: * Level-3 Bio Hood * Level-3 Bio Suit * Jumpsuit (virologist, CMO, geneticist, chemist, doctor, nurse suit, scrubs, Research Director) * Latex Gloves * Sterile mask * Shoes (White shoes and Galoshes are the best) * Private (clean) Internals ====Isolation==== If you or another crew member is infected, do not spread the infection further. Seek the isolation bay of the medical wing, or head to a room no one will enter but yourself and other infected. ====Sterilization==== Cleaning blood spills from the ground will prevent contact contamination, make sure blood is cleaned from the floor at all time. Any blood splatter out there could hold a dreaded space infection. Contact a janitor if you see blood on the floor, do not interact with the blood if you suspect possible infection chance. Any object or floor that has infected blood on it can infect anyone who handles or touches it. ====Sanitization==== Corpses that are outside the morgue's trays and bags generate Miasma as they decompose, which depending on the atmospheric concentration can cause nasty diseases that can override your own viruses if their Transmission is higher than your virus' Resistance. Always ensure doctors take the irrecoverable bodies to the Morgue for proper storage or ask the AI or Atmospheric Technicians to set your air alarms to Contaminated mode, or at least bring you a Portable Scrubber to scrub out all the Miasma from the air. ====Methods of Infection==== The following are the various ways a disease can spread, keep this in mind at all times: * Airborne - The most dangerous and quick spreading, if you are anywhere within the breathing area of the infected crew member, you have a chance to be infected unless you use internals. * Touch - Requires you to touch, have been touched, or be extremely close to the source of the infection. Hugging someone or switching places with someone has a chance to spread the infection. The infection will be spread by the skin and bodily fluids of an infected person, but will not survive long in the air. * Fluid - Lets you infect someone by splashing them with the virus culture or using smoke. Works even if they have internals on. Does not work through hardsuits. * Blood - The infection will only be spread by ingesting or injecting infected blood. * Special - The disease is not normally contagious and the affected crewman has been infected by a non-human vector source. You can work with the infected without risk yourself unless they expose you to the same vector source that infected them. Any higher level infection method can infect using any lower level methods. For example, an airborne virus can spread to people with internals on by hugging them. ====Curing an infection==== Every infection is vulnerable to one substance (or combination of two). To find it, you can put an infected blood sample in the PanD.E.M.I.C 2200 machine or use a health analyzer on an infected patient. Administering the substance to the patient (may require multiple injections) should cure him. Alternatively, if you have produced a vaccine, a simple injection should cure the patient. ====PanD.E.M.I.C 2200==== This machine creates vaccines from the blood of people who have been cured. ===How to create a vaccine=== * Take a blood sample from an already cured person, with a syringe. * Inject that blood sample into a beaker or bottle. * Load the beaker into the machine. * Select the vaccine you wish to produce. * Take vaccine bottle it produces. Additional uses: Reveals the cure to any infected blood sample, even if the virus is stealthy and don't show up on medical huds. =====Simple Diseases===== Thankfully, humanity has managed to cure and eliminate almost all of the diseases that plagued its infancy. However, the vast reaches of space have been found to harbor new illnesses that can affect the unprepared staff on research stations and starships. ^ Disease Name ^ Vector Name ^ Source ^ Description ^ Spread ^ Cure ^ | Alien Parasite | Xenomorph | Alien facehugging | A facehugger has implanted an embryo inside of the body of the victim, which will grow until it kills and destroys the body while spawning a larva. | Special | Surgery | | Anxiety | Excess Lepidopticides | Virus crate | Will cause feelings of anxiety and cause the victim to cough butterflies. | Contact | Ethanol | | Brain Rot | Cryptococcus Cosmosis | Virus crate, random events | An infection that causes mental degradation. | Contact | Mannitol | | Cold | XY-Rhinovirus | Virology, random events | Still around since the dawn of man, this disease is relatively harmless, causing fatigue and a runny nose. Will progress to the Flu when untreated. | Airborne | Rest and Spaceacillin | | Cold 9 | ICE9-Rhinovirus | Admin fuckery | A rare disease that will progressively lower the victim's body temperature in addition to respiratory symptoms. | Contact | Spaceacillin | | 'Fake' GBS | Gravitokinetic Bipotential SADS- | Fake 'GBS' virus cultures | A somewhat neutered version of the GBS+ virion. Early stages will mimic flu symptoms, but advanced stages are notably devoid of serious harm to the patient. | Contact | Sulfur and Synaptizine | | Flu | H13N1 Flu Viron | Virology, random events | A common illness, causes fatigue, high fever, and muscle toxicity. Rarely fatal, quickly spread. | Airborne | Spaceacillin | | Fungal Tuberculosis | Fungal Tubercle bacillus Cosmosis | Nuke Ops Uplink, Strange Seeds | A rare highly transmittable virulent virus. Few samples exist, rumoured to be carefully grown and cultured by clandestine bio-weapon specialists. Causes fever, vomiting, lung damage, weight loss, and fatigue. | Airborne | Perfluorodecalin and Spaceacillin | | GBS | Gravitokinetic Bipotential SADS+ | Admin fuckery | An extremely dangerous illness caused by contagious micro-singularities that will cause the human body to be torn apart from the inside. The initial phase begins in the lungs and mimics flu symptoms. | Contact | Sulfur and Synaptizine | | Gondola Transformation | Tranquility | Raw Gondola meat | Consuming the flesh of a Gondola comes at a terrible price. Produces Pax within the victim's body resulting in pacifism, lessened motor control of the arms, and eventually turning the victim into a Gondola. | Special | Condensed Capsaicin (pepperspray) | | Heart Disease | N/A | Random event | The game categorizes it as a virus, and it progresses in stages, like a virus, so it's listed here. | N/A | Corazone, Electric Shocks, Heart Replacement Surgery | | Jungle Fever | Kongey Vibrion M-909 | Admin fuckery | One of the most feared diseases in the galaxy, this is a disease carried by primates. A single bite or scratch is enough to fully infect a human. The result is spontaneous genetic reversion, and the affected individual will also become a monkey. | Special | Clown Tears | | Magnitis | Fukkos Miracos | Virus crate, random events | An infection of magnetic bacteria that build up in the body. As the disease progresses any metallic items not bolted down near the infected person will be pulled toward them, even objects as large as canisters. Ingested iron will draw the bacteria to it and allow them to be excreted normally. | Contact | Iron | | Pierrot's Throat | H0NI<42 Virus | Virus crate, random events | A brain disease that was brought back with the original explorers of Clown Planet that damages the basal ganglia, victims will have an uncontrollable urge to HONK. | Airborne | Bananas | | Retrovirus | N/A | Admin fuckery | A DNA-altering retrovirus that will constantly mutate the genetic code of the host. Symptoms vary wildly from blindness to incredible fits of strength and green skin. | Contact | Rest or Mutadone | | Robotic Transformation | R2D2 Nanomachines | Roburgers, odd pizzas | A rare infection that slowly transforms the infected into a cyborg. | Special | Copper | | Sleepy Virus | SLPY Viron | Virus crate, random events | A rare illness that causes slight vision loss and stamina damage. During the later stages, you will end up unable to stay awake. | Airborne | Spaceacillin | | Space Retrovirus | S4E1 Retrovirus | Random events | A DNA-altering retrovirus that will copy the DNA of the first infected and apply it to every other infected. | Contact | Mutadone | | Spanish Flu | 1nqu1s1t10n Flu Viron | Admin fuckery | A rare and deadly form of flu that causes an incredibly high fever. Those infected will die of internal burns without treatment or religious conversion. | Airborne | Spaceacillin | | Wizarditis | Rincewindus Vulgaris | Hacked MagiVend | A rare illness, causes spontaneous robe growth, randomly speaking incantations, and finally random teleportation. | Airborne | Manly Dorf | | Xenomorphic Transformation | Rip-LEY Alien Microbes | Admin fuckery | A rare infection caused by xeno-microbes, changing the infected's DNA to that of a xenomorph. Symptoms include severe pain and progressive insanity. | Special | Glycerol and Spaceacillin | | Zombie Infection | Romerol | Syndicate Uplink | A rare infection, which lies dormant in the victim. If the victim dies before it is cured, it will rise as an aggressive zombie, who will then transfer the infection to anyone it manages to scratch. The infection exists in a tumor located inside the head. | Special | Surgery | (Add Lycanthropy and Vampirism as potentially curable in early-onset period?) =====Advanced Diseases===== You are able to create your own advanced disease with different symptoms, which can have buffs, debuffs and other effects. You can only be infected with one advanced disease at a time, but you can also have several simple diseases at the same time as an advanced. You will start out with two advanced diseases, the cold and the flu. The cold will have the sneeze symptom and the flu will have the cough symptom. They have almost no effect if they infect people, but you need them to acquire more symptoms. The Pandemic can create culture bottles (basically copies) of existing viruses, so you won't run out while experimenting. ====Modifying Symptoms==== To obtain a new symptom you need to mutate an existing virus. This involves adding a chemical to the virus, which will generate a new symptom. Rarer and harder to acquire chemicals will yield more potent symptoms. You will start with enough chemicals to create a powerful disease, as long as you use them carefully. You can also insert an isolated symptom into your main virus, by moving 1 unit of the isolated culture to the main mix with a dropper. It will not work every time and may need to be repeated a few times. ====Basic chemicals==== These are the basic chemicals for virus mutation. You can either add them directly to a virus to obtain a random level symptom, or mix them with other ingredients to get advanced chemicals, that will give you a specific level symptom. * Virus Food: You can make virus food with Water and Milk. Virology lab has its own Virus Food Dispenser. Mixing this with a disease will give that disease a symptom of level 1 to 2. * Unstable Mutagen: You can use mutagen to mutate your disease and give it a symptom of level 2 to 4. Virology starts with a 30u bottle of mutagen. * Liquid Phoron: Phoron can be used to mutate your disease to give it a symptom of level 4 to 6. Phoron in liquid form is generally in very limited supply, unless mining and chemistry cooperates with you. Virology starts with a 30u bottle of liquid Phoron, and in some station layouts with extra Phoron bars. ====Advanced Chemicals==== Using these will allow you to both save time and resources when trying to acquire the symptoms you want. * Virus rations: Virus rations can be used to mutate your disease and give it a level 1 symptom. It is made by depleting Virus food with Synaptizine. * Mutagenic Agar: Mutagenic agar can be used to mutate your disease to give it a level 3 symptom. It is made by mixing Unstable mutagen and virus food together. * Sucrose Agar: Sucrose agar can be used to mutate your disease to give it a level 4 symptom. It is made by mixing Sugar or Saline Glucose Solution and Mutagenic agar together. * Weakened Virus Phoron: Weakened virus Phoron can be used to mutate your disease and give it a level 5 symptom. It is made by weakening virus Phoron using Synaptizine. * Virus Phoron: Virus Phoron can be used to mutate your disease and give it a level 6 symptom. It is made by mixing liquid Phoron with virus food. ====Uranium Gels==== These chemicals require large quantities of liquid uranium (obtained by grinding uranium bars). You'll require the help of mining to make these. * Uranium: Uranium itself can be used to mutate your disease and give it a level 5 or 6 symptom. * Decaying Uranium Gel: Decaying Uranium Gel can be used to mutate your disease and give it a level 6 or 7 symptom. It is made by combining 1 virus food with 1 liquid Uranium. * Unstable Uranium Gel: Unstable Uranium Gel can be used to mutate your disease and give it a level 7 symptom. It is made by combining 1 virus Phoron with 5 liquid Uranium. * Stable Uranium Gel: Stable Uranium Gel can be used to mutate your disease and give it a level 8 symptom. It is made by combining 1 Phoron with 10 parts liquid Uranium and 10 parts liquid silver or gold. ====Synaptizine==== Synaptizine, aside from being a base chemical, will remove one random symptom to any virus it comes in contact with. It's important if you intend to isolate a specific symptom. For example, if you mutate your Cold virus and it acquires the Toxic Filter symptom, you can try and add synaptizine to it to create a virus which only has the Toxic Filter symptom. ====Formaldehyde==== Formaldehyde will neuter one random symptom when mixed with a virus. This disables its effects while keeping the attributes intact. This is useful for meeting threshold values without making the virus deadly. =====Tips and Techniques===== ====Dropper==== When you're adding a chemical to a virus, you only need to add a single unit of it. This means you can use a dropper to add a single unit at a time, instead of using a syringe and wasting 5 units at a time. Since Liquid Phoron and Mutagen are in limited supply, it is a smart move to conserve your chemicals. Remember, you have to use the dropper in your hand once to set its transfer value to 1 unit. ====Mixing in Beakers==== While your first instinct may be to create a new culture bottle, add a chemical to it and scrap the whole bottle if it's not the symptom you want, it is a slow process due to the Pandemic's cooldown. A better way is to instead keep a culture bottle, an empty beaker, and a bottle of your desired chemical; add one unit of culture to the beaker and then mutate it with the chemical, and check the result. Then repeat until you have to replicate the culture bottle: this allows for 20 uninterrupted tries before having to make a copy. ====Isolating Symptoms==== When you get the symptom you want, you can choose to isolate it, by making a new culture bottle with the symptom's name on and storing it in your fridge. You can then move 1 unit of the blood containing the isolated symptom into your work mix to add it. Doing this can make it much easier to build different viruses with the symptoms you have, instead of being locked in a single combination. Even better is if you use synaptizine to remove the base symptom, so you have the pure symptom ready to use. ====Multiple symptoms==== A virus can have up to six symptoms. Having more symptoms can sometimes make the virus less resistant and less likely to spread. ====Understanding stats==== After you're done mixing your disease, stats from the symptoms are added together to make disease stats. Viruses have a default of 0 in every stat. Stealth: If stealth is 2 or higher your disease will be hidden from MedHUD and Health analyzers. Generally it will also hide the warning signs of symptoms before they activate. Transmission: Improves the chance each tick to spread the virus, increases the amount of protection you need to prevent infection, determines the infection vector, and is needed to override other viruses. The infection vector is calculated with (disease's transmission - amount of symptoms). 2 or less is blood, 3 is fluid contact, 4 is skin contact, 5 is airbone. The Sneezing symptom forces sporadic airborne spreads, but does not otherwise affect this. When infecting someone who already has a virus, if the infecting virus' Transmission is higher than the other virus' Resistance, the latter will be overridden by the former. Stage speed: Increases the chance of advancing a stage each tick. It will be 2% or stage speed, whichever is higher. Resistance: Makes the virus harder to cure; determines the required chemical to cure, decreases the chance of it being cured each tick when in contact with the cure, and defines how resistant the virus is to being overridden by other viruses. Severity: A hidden statistic. The symptom with the highest severity defines the virus' severity; it affects the color of the MedHUD icon, ranging from blue for positive viruses, to flashing red for extremely deadly diseases. The chance of it being cured every tick is 15 - resistance, but always between 10 and 20. The cure is determined by [resistance - (amount of symptoms / 2)]. One chemical from the tier is randomly picked. ^ Resistance tier ^ Possible cures ^ | 1 or less | Copper, Silver, Iodine, Iron, Carbon | | 2 | Potassium, Ethanol, Lithium, Silicon, Bromine | | 3 | Table salt, Sugar, Orange juice, Tomato juice, Milk | | 4 | Spaceacillin, Saline-glucose solution, Epinephrine, Charcoal | | 5 | Oil, Synaptizine, Mannitol, Space drugs, Cryptobiolin | | 6 | Phenol, Inacusiate, Oculine, Antihol | | 7 | Leporazine, Mindbreaker toxin, Corazone | | 8 | Pax, Happiness, Ephedrine | | 9 | Lipolicide, Salicyclic acid | | 10 | Haloperidol, Aranesp, Diphenhydramine | | 11 or more | Modafinil, Anacea | =====Symptoms Table===== Hover over the thresholds to see the effects of each. ^ Symptom ^ Stealth ^ Resistance ^ Stage speed ^ Transmission ^ Level ^ Required Chemical ^ Effect ^ Threshold ^ | Acute Respiratory Distress Syndrome | -2 | 0 | -1 | -2 | 7 | Unstable Uranium Gel | Causes heavy suffocation damage, while giving a small chance of heart attacks. Becomes even more lethal if the mob has more than 120 suffocation damage. | Stage Speed 8: Additionally synthesizes pancuronium and sodium thiopental inside the host. \\ Transmission 8: Doubles the damage done by the symptom. | | Alopecia | 0 | 1 | 2 | 2 | 4 | Unstable Mutagen/Sucrose Agar | Causes rapid hair loss. | None | | Alkali perspiration | 2 | -2 | -2 | -2 | 7 | Unstable Uranium Gel | Causes the affected mob to burst into flames periodically, while also giving them small doses of Napalm and Chlorine Trifluoride. If wet when bursting into flames, the victims will also explode. Explosions can happen in stage 4 and stage 5. | Resistance 9: Doubles the intensity of the immolation effect, but reduces the frequency of all of this symptom's effects. \\ Stage Speed 8: Increases explosion radius and explosion damage to the host when the host is wet. \\ Transmission 8: Additionally synthesizes chlorine trifluoride and napalm inside the host. More chemicals are synthesized if the resistance 9 threshold has also been met. | | Analgesia | 2 | -2 | 0 | -2 | 5 | Phoron/Weakened Virus Phoron | Attacks pain receptors in the host making them unable to feel injuries. | Resistance 8: You effectively have lowered ANA (Anatomy) stat, causing extra damage when hurt. \\ Transmission 6: Your health indicator always reads 100% until you enter critical. \\ Stealth 4: The symptom remains hidden until active. | | Autophagocytosis Necrosis | -2 | -2 | 1 | -2 | 7 | Unstable Uranium Gel | Causes the mob's cells to decay rapidly, causing brute damage, constant bleeding and elevated hunger. | Stage Speed 7: Synthesizes Heparin and Lipolicide inside the host, causing increased bleeding and hunger. \\ Stealth 5: The symptom remains hidden until active. | | Benign Tumor | 0 | 4 | -4 | -4 | 3 | Unstable Mutagen/Mutagenic Agar | Causes a benign growth on a random part of your body. There's a 0.25% chance per tick of the tumors spreading to other parts of your body, and causes 0.125 toxic damage per tick. | Transmission 7: Doubles chances of tumors spreading. \\ Stealth 4: The symptom remains hidden until active. \\ Resistance 8: Doubles toxin damage. | | Chills | 0 | 2 | 3 | 3 | 2 | Virus Food | Cools down your body. Won't reach damaging levels unless thresholds are met. | Stage Speed 5: Increases cooling speed; the host can fall below safe temperature levels. \\ Stage Speed 10: Further increases cooling speed. | | Choking | -3 | -2 | -2 | -4 | 3 | Unstable Mutagen/Mutagenic Agar | Causes spikes of oxygen deprivation. Deals damage based on stage speed and stealth. | Stage Speed 8, Stealth 4 | | Coughing | -1 | 3 | 1 | 2 | 1 | Virus Food/Virus Rations | Causes coughing. Spreads the virus if it's airborne. | Resistance 11, Resistance 15, Stage Speed 6, Stealth 4 | | Confusion | 1 | -1 | -3 | 0 | 4 | Unstable Mutagen/Sucrose Agar | Makes the affected mob be confused for short periods of time, making them walk in random directions. | Resistance 6, Transmission 6, Stealth 4 | | Deafness | -1 | -2 | -1 | -3 | 4 | Unstable Mutagen/Sucrose Agar | Causes intermittent loss of hearing. | Resistance 9, Stealth 4 | | Dizziness | 0 | -2 | -3 | -1 | 4 | Unstable Mutagen/Sucrose Agar | Shakes the affected mob's screen for short periods. Displays an annoying message. | Transmission 6, Stealth 4 | | Disfiguration | 2 | 0 | 3 | 1 | 5 | Plasma/Weakened Virus Plasma | Causes the host's face to crumble and cave in, disfiguring the host to appear as "unknown" to others until cured. | None | !Dormant DNA Activator | -2 || -3 || 0 || -3 || 6 || [[Plasma]]/[[Guide_to_chemistry#Decaying Uranium Gel|Decaying Uranium Gel]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#ff0000"| The virus bonds with the DNA of the host, activating random dormant mutations within their DNA. When the virus is cured, the host's genetic alterations are undone.||Resistance 8, Resistance 14, Stage Speed 10, Stealth 5 | Eternal Youth | 3 | 4 | 4 | -4 | 5 | Phoron/Weakened Virus Phoron | Makes you never physically older than young adulthood and prevents death by old age. Should be used for buffing your disease. | None | | Facial Hypertrichosis | 0 | 3 | 2 | 1 | 4 | Unstable Mutagen/Sucrose Agar | Makes you grow a massive beard, regardless of gender. | None | | Fever | 0 | 3 | 3 | 2 | 2 | Virus Food | Heats up your body. Will not reach damaging levels of heat unless resistance thresholds are met. | Resistance 5, Resistance 10 | | Hallucigen | -2 | -3 | -3 | -1 | 5 | Phoron/Weakened Virus Phoron | Makes the affected mob have hallucinations for short periods of time. Available in Virus Crates. | Stage Speed 7, Stealth 4 | | Headache | -1 | 4 | 2 | 0 | 1 | Virus Food/Virus Rations | Displays an annoying message! Should be used for buffing your disease. | Stage Speed 6, Stage Speed 9, Stealth 4 | | Hyphema | -1 | -4 | -4 | -3 | 5 | Phoron/Weakened Virus Phoron | Inflicts eye damage over time. Causes blindness if left unchecked. | Resistance 12, Stealth 4 | | Inorganic Biology | -1 | 4 | -2 | 3 | 5 | Phoron/Weakened Virus Phoron | The virus becomes able to affect inorganic species, such as Golems. Infecting them with blood transmission will still not work though since they don't have blood. Instead, having touch transmission or higher and hugging them can transmit the disease. | None | | Ionizing Cellular Emission | -3 | 2 | -1 | -1 | 6 | Phoron/Virus Phoron | Causes the host's cells to emit ionizing radiation. | Transmission 12, Stage Speed 8 | | Itching | 0 | 3 | 3 | 1 | 1 | Virus Food/Virus Rations | Displays an annoying message. Should be used for buffing your disease. Can do slight brute damage if the stage speed threshold is met. | Transmission 6, Stage Speed 7 | | Malignant Tumors | 0 | 4 | -4 | -4 | 7 | Unstable Uranium Gel | Causes a malignant growth on a random part of your body. There's a 1% chance of the tumors spreading to other parts of your body, and causes 0.5 toxic damage per second. | Transmission 7: Doubles chances of tumors spreading. \\ Stealth 4: The symptom remains hidden until active. \\ Resistance 8: Doubles toxin damage. | | Metabolic Boost | -1 | -2 | 2 | 1 | 7 | Unstable Uranium Gel | Doubles the host's metabolism speed, making them process chems much faster than normal, but also increasing their hunger tenfold. | Stealth 3, Stage Speed 10 | | Mind Restoration | -1 | -2 | 1 | -3 | 5 | Phoron/Weakened Virus Phoron | The virus strengthens the bonds between neurons, reducing the duration of any ailment of the mind. Heals brain damage, and can cure mild and heavy traumas if upgraded. | Resistance 6, Resistance 9, Transmission 8 | | Nano-symbiosis | 0 | 2 | 2 | -1 | 7 | Unstable Uranium Gel | The virus reacts to nanites in the host's bloodstream by enhancing their replication cycle. | Stage Speed 7, Transmission 5 | | Narcolepsy | -1 | -2 | -3 | -4 | 6 | Phoron/Virus Phoron | Makes the host drowsy and prone to falling asleep randomly. | Transmission 7, Resistance 10 | | Necrotic Metabolism | 2 | -2 | 1 | 0 | 5 | Phoron/Weakened Virus Phoron | The virus becomes able to affect corpses and undead races, instead of lying dormant. | None | | Necrotizing Fasciitis | -3 | -4 | 0 | -4 | 6 | Phoron/Virus Phoron | Causes brute damage over time, with more brute damage the less the virus' stealth is. Fatal if left untreated. | Resistance 7, Transmission 8 | | Nocturnal Regeneration | 2 | -1 | -2 | -1 | 6 | Phoron/Virus Phoron | Heals brute and burn damage if the host is not currently exposed to light. Heals brute damage more quickly than burn damage. | Stage Speed 8 | | Phoron Fixation | 0 | 3 | -2 | -2 | 8 | Stable Uranium Gel | The host absorbs Phoron in the air and in their bloodstream, using it to stabilize their temperature and heal brute, burn, and toxin damage. | Transmission 6, Stage Speed 7 | | Polyvitiligo | -1 | 3 | 1 | 2 | 5 | Phoron/Weakened Virus Phoron | The virus replaces the melanin in the skin with reactive pigment. | None | | Premalignant Tumors | 0 | 4 | -4 | -4 | 5 | Phoron/Weakened Virus Phoron | Causes a premalignant growth on a random part of your body. There's a 0.5% chance of the tumors spreading to other parts of your body, and causes 0.25 toxic damage per tick. | Transmission 7: Doubles chances of tumors spreading. \\ Stealth 4: The symptom remains hidden until active. \\ Resistance 8: Doubles toxin damage. | | Radioactive Resonance | -1 | -2 | 0 | -3 | 6 | Phoron/Virus Phoron | Heals brute, burn, and toxin damage while the host is irradiated. Higher radiation levels increase the healing speed. | Transmission 6, Resistance 7 | | Rapid Protein Synthesis | 0 | -2 | 2 | -2 | 6 | Phoron/Virus Phoron | Rapidly consumes nutrients and blood to heal wounds, but the consumption of blood can be fatal. | Resistance 9, Stage Speed 7 | | Regenerative Coma | 0 | 2 | -3 | -2 | 8 | Stable Uranium Gel | Causes the host to fall into a death-like coma when heavily damaged, then rapidly cures their wounds. | Stealth 2, Stage Speed 7 | | Revitiligo | -1 | 3 | 1 | 2 | 5 | Phoron/Weakened Virus Phoron | Makes the mob gain skin pigmentation. | None | | Self-Respiration | 1 | -3 | -3 | -4 | 6 | Phoron/Virus Phoron | Quickly heals oxygen damage, negating the need for air. | Resistance 8 | | Sensory Restoration | 0 | 1 | -2 | 2 | 4 | Unstable Mutagen/Sucrose Agar | Restores mob's senses by fixing eye and ear damage and curing hallucinations. | None | | Silicolysis | 0 | 4 | -1 | 1 | 7 | Unstable Uranium Gel | The virus reacts to nanites in the host's bloodstream by attacking and consuming them. | Stage Speed 5, Resistance 7 | | Sneezing | -2 | 3 | 0 | 4 | 1 | Virus Food/Virus Rations | Causes the mob to occasionally sneeze, spreading the virus to nearby mobs if they aren't protected. | Transmission 9, Stealth 4 | | Spontaneous Combustion | 1 | -4 | -4 | -4 | 6 | Phoron/Virus Phoron Sets your body on fire periodically, with amount of stacks based on stage speed. | Stage Speed 4, Stage Speed 8, Transmission 8, Stealth 4 | | Starlight Condensation | -1 | -2 | 0 | 1 | 6 | Phoron/Virus Phoron | Heals brute, burn, and toxin damage while exposed to starlight. Heals toxin more efficiently. Actually being in space intensifies the effect. | Stage Speed 6, Transmission 6 | | Tissue Hydration | 0 | -1 | 0 | -1 | 6 | Phoron/Virus Phoron | The virus uses excess water inside and outside the body to repair damaged tissue cells. More effective when using holy water and against burns. | Resistance 5, Stage Speed 7 | | Toxolysis | 0 | -2 | -2 | -2 | 7 | Unstable Uranium Gel | Purges all chemicals at a fast rate from the bloodstream. | Resistance 7, Stage Speed 6 | | Viral Evolutionary Acceleration | -2 | -3 | 5 | 3 | 3 | Unstable Mutagen/Mutagenic Agar | Massively buffs the evolutionary cycle of viruses, causing it to be faster acting, better at infecting, but more easily detected and cured. | None | | Viral Self-Adaptation | 3 | 5 | -3 | 0 | 3 | Unstable Mutagen/Mutagenic Agar | Massively buffs the adaptation of viruses, causing it to be stealthier, harder to cure but slower acting. | None | | Vitiligo | 2 | 0 | 3 | 1 | 5 | Phoron/Weakened Virus Phoron | Makes the mob lose skin pigmentation. | None | | Voice Change | -1 | -2 | -2 | 2 | 6 | Phoron/Virus Phoron | Changes the voice of the affected mob. Voice recognition software will fail, causing confusion in communication. Available in Virus Crates. | Transmission 14, Stage Speed 7, Stealth 3 | | Vomiting | -2 | -1 | 0 | 1 | 3 | Unstable Mutagen/Mutagenic Agar | Forces the affected mob to vomit! Makes the affected mob lose nutrition and heal toxin damage. | Resistance 7, Transmission 7, Stealth 4 | | Weight Loss | -2 | 2 | -2 | -2 | 3 | Unstable Mutagen/Mutagenic Agar | The virus mutates the host's metabolism, making it almost unable to gain nutrition from food. | Stealth 4 | | Necropolis Seed | 0 | 3 | -10 | -3 | 9 | Found in Necropolis Chests | An infantile form of the root of Lavaland's tendrils. Forms a symbiotic bond with the host, making them stronger and hardier, at the cost of speed. Should the disease be cured, the host will be severely weakened. \\ \\ Punches will deal 5-15 damage, stunning if over 11. Brute, burn, and (heat-caused) temperature damage reduced by 40%. \\ \\ Being cured of this disease leaves your punches dealing 1-5 damage, all damage returned to normal plus 50% extra damage, and running speed returned to normal. | Resistance 15, Resistance 20 | =====General Tips===== * If you happen to run out of Phoron, chemistry sometimes has an extra bar you can ask for. * Sugar can be hard to find, but you can use Saline-Glucose from any NanoVend Plus for Sucrine Agar. * Wearing protective clothing is not necessary during virology research, but you should wear it in event of an outbreak or while experimenting on monkeys. * If you're dealing with a virus too stealthy to analyze, you can try making a very infective virus to override it. * Have in mind the disease you want to make before you start searching for symptoms: knowing the level of the symptom you're looking for may save you time and materials. * While it's possible, you should refrain from using only Phoron to get the symptoms you need, as it can run out very quickly, and without it you can only beg mining for more Phoron bars. =====The Black Death===== Being a traitor virologist opens you up to a whole variety of cruel and interesting ways to create chaos on the station. Here's some tips to allow you to spread your worst creations. * Here is where statistics become important: you need Resistance to avoid the cure being salt, you want Transmissibility so your virus can spread, Stage Speed so it acts before the victim is cured, and Stealth to avoid it being noticed too quickly. You won't have them all on a single virus, so choose the direction you want to go with. * A high stealth will allow the virus to incubate before the victim notices. * A high resistance will make the cure so rare that it won't realistically be available to everyone. Beware of vaccines, though. * A high stage speed will cause your virus to progress at extreme speed, giving targets less warning before acting. * A high transmissibility will allow you disease to spread itself without your help; it will also make it so you need more clothing to protect from infection. * While it might seem a good idea to put many harmful symptoms on a virus, its stats will be lowered to the point it won't act before it is cured. Stick to one or two harmful symptoms, and add neutral ones to buff its statistics. * All symptoms give out messages to the infected before they reach the stage where they activate. People will be aware of what is hindering/killing them. Consider investing in stealth to prevent this. * Going around outside of virology with a biosuit will alert people that you don't trust your own virus: you might want to infect yourself with a harmless resistant virus, so people can see that you're infected as well, while you'll be immune. * Remember that live and walking infected spread more than corpses. Consider making a disease that hinders many instead of one that kills a few. Although dead people can't work on a cure. * A syringe gun filled with infected blood is a good way to spread viruses if you can't trick the crew. Sabotaging the Pandemic is usually a good idea, as it can create a vaccine for a cured virus which is cheap and easy to distribute, even if the virus is extremely resistant. * Sabotaging the holodeck computer is also a good idea because its Emergency Medical simulation also contains a Pandemic. * Sabotaging chemistry can stop them from making most of the chems that can cure viruses. * Adding your virus to food the chef has cooked is a good way to spread your virus. Weight Gain -3 -3 -2 -2 4 Unstable Mutagen/Sucrose Agar Increases the weight gain of the mob, forcing it to eventually turn fat. None Weight Loss -3 -2 -2 -2 3 Unstable Mutagen/Mutagenic Agar Decreases the weight of the mob, forcing it to be skinny. None Weight Even -3 -2 -2 -2 4 Unstable Mutagen/Sucrose Agar Causes the weight of the mob to be even, meaning eating isn't required anymore. None Tissue Regrowth 1 -4 -4 -2 6 Plasma/Virus Plasma Heals burn damage over time, at a rate of 1 per tick. See Healing Thresholds Toxic Filter 1 -4 -4 -2 6 Plasma/Virus Plasma Heals toxins in the affected mob's blood stream, at the rate of 1 per tick. Available in Virus Crates. See Healing Thresholds Regeneration 1 -4 -4 -2 6 Plasma/Virus Plasma Heals brute damage over time, at a rate of 1 per tick. See Healing Thresholds Ocular Restoration -1 -3 -2 -4 4 Unstable Mutagen/Sucrose Agar Body heals eye damage on its own, preventing non-genetic blindness and nearsightedness. None Itching 0 3 3 1 1 Virus Food/Virus Rations Displays an annoying message! Should be used for buffing your disease. Infect 6; Speed 7 Temperature Adaptation 0 -2 -2 -2 8 Stable Uranium Gel Heals burn damage very quickly, and helps stabilize body temperature. See Healing Thresholds Flesh Mending 0 -2 -2 -2 8 Stable Uranium Gel Heals brute damage very quickly, and converts cellular damage into burn damage. See Healing Thresholds Deoxyribonucleic Acid Restoration -1 -1 0 -3 5 Plasma/Weakened Virus Plasma Heals brain damage based on stage speed minus stealth, treats radiation, cleans SE of non-power mutations. None Deoxyribonucleic Acid Saboteur -2 -3 0 -3 6 Plasma/Virus Plasma Gives a random disability. The disabilities are cured when the disease is cured. Stealth 5 Speed 10 Resist 8 Apoptoxin filter 0 -2 -2 -2 8 Stable Uranium Gel Heals Toxin damage very quickly. See Healing Thresholds Choking Stage Speed 8 : Acts more often Stealth 4: Suppresses early warnings Acute respiratory distress syndrome Stage Speed 8: Adds paralyzing chems (removed from base version) Infect 8: Stronger damage Confusion Stealth 4: Suppresses early warnings Resistance 6: Also deals some brain damage, not above 80 Infect 6: Stronger confusion Cough If AIRBORNE: Coughing causes a spread at range 1 Resistance 3: Coughing drops small items (removed from base) Resistance 10: Can cause coughing fits that stun briefly Speed 6: Increases cough frequency Deafness Stealth 4: Suppresses early warnings Resist 9: Deafness is permanent instead of temporary Dizziness Stealth 4: Suppresses early warnings Infect 6: Also adds the druggy effect Fever Resist 5: Heats more, can go above the damage threshold Resist 10: Heats even more per activation Shiver Speed 5: Cools more, can go below the damage threshold Speed 10: Cools even more Spontaneous Combustion Stealth 4: Suppresses early warnings Speed 4: Increases fire stacks and damage Speed 8: Increases fire_stacks and damage even more Infect 8: Spreads the virus when igniting Alkali Perspiration Resist 9: Increases time between ignitions but increases power as well Speed 8: Doubles the explosion range when wet Infect 8: Also adds napalm and clf3 (removed from base version) Necrotizing Fasciitis Resist 7: Causes extra bleeding Infect 8: Deals additional stamina damage Autophagocytosis Necrosis Stealth 5: Suppresses early warnings Speed 7: Adds Heparin and Lipolicide (removed from base version) DNA Saboteur Stealth 5: DNA won't reset after curing Speed 10: Increases mutation frequency Resist 8: Mutate twice instead of once Hallucigen Stealth 4: Suppresses early warnings, and gives off the messages of positive symptoms instead Speed 7: Stronger hallucinations Headache Stealth 4: Reduces early message frequency Speed 6: Deals some stamina damage when headaching Speed 9: Reduces frequency, headaches are strong enough to stun Healing Symptoms Stealth 4: Hides the overlay when healing Speed 6: Increases healing rate Speed 11: Further increases healing rate Itching Infect 6: Increases frequency Speed 7: Itching causes scratching, dealing minor brute damage (0.5) Narcolepsy Infect 7: Deals stamina damage when it triggers Resistance 10: Triggers more often Self-Respiration Resist 8: Regenerates blood Sensory Restoration Resist 6: Also heals brain damage (removed from base) Infect 8: Also purges alcohol (removed from base) Sneezing Infect 9: Increases spread range Stealth 4: Suppresses early warnings Hyphema Stealth 4: Suppresses early warnings Resist 12: Eyes fall off instead of just being blinded Voice Change Stealth 3: Suppresses early warnings Speed 7: Changes voice fater Infect 14: Changes the infectee's language along with the voice Vomit Stealth 4: Suppresses early warnings Resist 7: Blood Vomit Infect 7: Projectile Vomit Viral Aggressive Metabolism 0 1 -2 3 3 Unstable Mutagen/Mutagenic Agar The disease will start at stage 5, but it will gradually decay in stages until cured. Vomiting -2 -1 0 1 3 Unstable Mutagen/Mutagenic Agar Forces the affected mob to vomit! Makes the affected mob lose nutrition and heal toxin damage. Projectile Vomiting -2 -1 0 1 4 Unstable Mutagen/Sucrose Agar Like normal vomiting, except it will spread further, likely causing more to walk across the vomit. Vomiting Blood -2 -1 -1 1 4 Unstable Mutagen/Sucrose Agar Forces the affected mob to vomit blood! Makes the affected mob lose health. Weakness -1 -1 -2 -2 3 Unstable Mutagen/Mutagenic Agar Deals stamina damage to the host. May knock out if left untreated. Anti-Bodies Metabolism -1 -1 -1 -4 3 Unstable Mutagen/Mutagenic Agar Cures all diseases (except itself) and creates anti-bodies for them until itself dies. Longevity 3 3 4 4 3 Unstable Mutagen/Mutagenic Agar After a certain amount of time the disease will cure itself. Will immensely buff your disease. Sensory destruction -1 -2 -3 -4 6 Plasma/Virus Plasma Destroys mob's senses by shutting down motor skills, creating hallucinations, damaging brain functionality, and depriving the mob of its taste. Stimulant -1 -3 -2 -4 3 Unstable Mutagen/Mutagenic Agar Body starts to create its own Ephedrine, increasing movement speed and reducing stuns. Toxic Compensation 1 -4 -4 -2 4 Unstable Mutagen/Sucrose Agar Slowly converts brute/fire damage to toxin. Toxic Filter 1 -4 -4 -2 6 Plasma/Virus Plasma Heals toxins in the affected mob's blood stream, based on stage speed. Available in Virus Crates. Toxic Metabolism 0 -2 -2 0 7 Unstable Uranium Gel Slowly converts brute/burn damage to toxin; faster and more efficient than Toxic Compensation. Viral Self-Adaptation 3 5 -3 0 3 Unstable Mutagen/Mutagenic Agar Massively buffs the adaptation of viruses, causing it to be stealthier, harder to cure but slower acting. Viral Evolutionary Acceleration -2 -3 5 3 3 Unstable Mutagen/Mutagenic Agar Massively buffs the evolutionary cycle of viruses, causing it to be faster acting, better at infecting, but more easily detected and cured. |- !Acute Respiratory Distress Syndrome | -2 || 0 || -1 || -2 || 7 || [[Guide_to_chemistry#Decaying Uranium Gel|Decaying Uranium Gel]]/[[Guide_to_chemistry#Unstable Uranium Gel|Unstable Uranium Gel]] || style="color:#ff0000" | Causes heavy suffocation damage. Becomes even more lethal if the mob has more than 120 suffocation damage.||Stage Speed 8, Transmission 8 |- !Alopecia | 0 || 1 || 2 || 2 || 4 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style="color:#0000ff" | Causes rapid hair loss.|| None |- !Alkali Perspiration | 2 || -2 || -2 || -2 || 7 || [[Guide_to_chemistry#Decaying Uranium Gel|Decaying Uranium Gel]]/[[Guide_to_chemistry#Unstable Uranium Gel|Unstable Uranium Gel]] || style="color:#ff0000"| Causes the affected mob to burst into flames periodically, while also giving them small doses of Napalm and Chlorine Trifluoride. If wet when bursting into flames, the victims will also explode. Explosions can happen in stage 4 and stage 5. ||Resistance 9, Stage Speed 8, Transmission 8 |- !Autophagocytosis Necrosis | -2 || -2 || 1 || -2 || 7 || [[Guide_to_chemistry#Decaying Uranium Gel|Decaying Uranium Gel]]/[[Guide_to_chemistry#Unstable Uranium Gel|Unstable Uranium Gel]] || style="color:#ff0000"| Causes the mob's cells to decay rapidly, causing brute damage, constant bleeding and elevated hunger.||Stage Speed 7, Stealth 5 |- !Choking | -3 || -2 || -2 || -2 || 3 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]] || style="color:#ff0000"| Causes spikes of oxygen deprivation. Deals damage based on stage speed and stealth.||Stage Speed 8, Stealth 4 |- !Coughing | -1 || 3 || 1 || 2 || 1 || [[Virus Food]]/[[Guide_to_chemistry#Virus Rations|Virus Rations]] || style="color:#ff0000"| The virus irritates the throat of the host, causing occasional coughing. Each cough will try to infect bystanders who are within 1 tile of the host with the virus.||Resistance 11, Resistance 15, Stage Speed 6, Transmission 7, Stealth 4 |- !Confusion |1 || -1 || -3 || 0 || 4 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style="color:#ff0000"| Makes the affected mob be confused for short periods of time, making them walk in random directions.||Resistance 6, Transmission 6, Stealth 4, Stage Speed 6 |- !Deafness | -1 || -2 || -1 || -3 || 4 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style="color:#ff0000"| Causes intermittent loss of hearing.|| Resistance 9, Stealth 4 |- !Disfiguration | 2 || 0 || 3 || 1 || 5 || [[Plasma]]/[[Guide_to_chemistry#Weakened Virus Plasma|Weakened Virus Plasma]] || style="color:#ff0000"| Causes the host's face to crumble and cave in, disfiguring the host to appear as "unknown" to others until cured.||None |- !Dizziness |0 || -2 || -3 || -1 || 4 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style="color:#ff0000"| Shakes the affected mob's screen. ||Transmission 6, Stealth 4 |- !Dormant DNA Activator | -2 || -3 || 0 || -3 || 6 || [[Plasma]]/[[Guide_to_chemistry#Decaying Uranium Gel|Decaying Uranium Gel]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#ff0000"| The virus bonds with the DNA of the host, activating random dormant mutations within their DNA. When the virus is cured, the host's genetic alterations are undone.||Resistance 8, Resistance 14, Stage Speed 10, Stealth 5 |- !Eternal Youth |3 || 4 || 4 || -4 || 5 || [[Plasma]]/[[Guide_to_chemistry#Weakened Virus Plasma|Weakened Virus Plasma]] || style="color:#0000ff" | Makes you never physically older than young adulthood and prevents death by old age. Should be used for buffing your disease.||None |- !Facial Hypertrichosis | 0 || 3 || 2 || 1 || 4 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style="color:#0000ff" | Makes you grow a massive beard, regardless of gender.||None |- !Fever |0 || 3 || 3 || 2 || 2 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Virus Food]] || style="color:#ff0000"| Heats up your body. Will not reach damaging levels of heat unless resistance thresholds are met.||Resistance 5, Resistance 10 |- !Hallucigen | 1 || -4 || 1 || -1 || 5 || [[Plasma]]/[[Guide_to_chemistry#Weakened Virus Plasma|Weakened Virus Plasma]] || style="color:#ff0000"| Makes the affected mob have hallucinations for short periods of time. Available in [[Supply_crates#Virus_crate|Virus Crates]].||Stage Speed 7, Stealth 4 |- !Headache | -1 || 4 || 2 || 0 || 1 || [[Virus Food]]/[[Guide_to_chemistry#Virus Rations|Virus Rations]] || style="color:#0000ff" | Displays an annoying message! Should be used for buffing your disease.||Stage Speed 6, Stage Speed 9, Stealth 4 |- !Inorganic Biology | -1 || 4 || -2 || 3 || 5 || [[Plasma]]/[[Guide_to_chemistry#Weakened Virus Plasma|Weakened Virus Plasma]] || style="color:#0000ff"| The virus becomes able to affect inorganic species, such as [[Golem]]s or [[Plasmamen]]. || None |- !Hyphema | -1 || -4 || -4 || -3 || 5 || [[Plasma]]/[[Guide_to_chemistry#Weakened Virus Plasma|Weakened Virus Plasma]] || style="color:#ff0000"| Inflicts eye damage over time. Causes blindness if left unchecked.||Resistance 12, Stealth 4 |- !Itching |0 || 3 || 3 || 1 || 1 || [[Virus Food]]/[[Guide_to_chemistry#Virus Rations|Virus Rations]] || style="color:#0000ff" | Displays an annoying message. Should be used for buffing your disease. Can do slight brute damage if the stage speed threshold is met. ||Transmission 6, Stage Speed 7 |- !Metabolic Boost | -1 || -2 || 2 || 1 || 7 || [[Guide_to_chemistry#Decaying Uranium Gel|Decaying Uranium Gel]]/[[Guide_to_chemistry#Unstable Uranium Gel|Unstable Uranium Gel]] || style="color:#0000ff"| Doubles the host's metabolism speed, making them process chems much faster than normal, but also increasing their hunger tenfold. ||Stealth 3, Stage Speed 10 |- !Mind Restoration | -1 || -2 || 1 || -3 || 5 || [[Plasma]]/[[Guide_to_chemistry#Weakened Virus Plasma|Weakened Virus Plasma]] || style="color:#00aa00"| The virus strengthens the bonds between neurons, reducing the duration of any ailment of the mind. Heals brain damage, and can cure mild and heavy traumas if upgraded. || Resistance 6, Resistance 9, Transmission 8 |- !Narcolepsy | -1 || -2 || -3 || 0 || 6 || [[Plasma]]/[[Guide_to_chemistry#Decaying Uranium Gel|Decaying Uranium Gel]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#ff0000"| Makes the host drowsy and prone to falling asleep randomly.||Transmission 4, Stage Speed 10 |- !Necrotic Metabolism | 2 || -2 || 1 || 0 || 5 || [[Plasma]]/[[Guide_to_chemistry#Weakened Virus Plasma|Weakened Virus Plasma]] || style="color:#0000ff"| The virus becomes able to affect corpses and undead races, instead of lying dormant. || None |- !Necrotizing Fasciitis | -3 || -4 || 0 || -3 || 6 || [[Plasma]]/[[Guide_to_chemistry#Decaying Uranium Gel|Decaying Uranium Gel]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#ff0000"| Causes brute damage over time. Fatal if left untreated.||Resistance 7, Transmission 8 |- !Nocturnal Regeneration | 2 || -1 || -2 || -1 || 6 || [[Plasma]]/[[Guide_to_chemistry#Decaying Uranium Gel|Decaying Uranium Gel]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#00aa00"| Heals brute and burn damage if the host is not currently exposed to light. Heals brute damage more quickly than burn damage. ||Stage Speed 8 |- !Plasma Fixation | 0 || 3 || -2 || -2 || 8 || [[Guide_to_chemistry#Stable Uranium Gel|Stable Uranium Gel]] || style="color:#00aa00"| The host absorbs plasma in the air and in their bloodstream, using it to stabilize their temperature and heal brute, burn, and toxin damage.||Transmission 6, Stage Speed 7 |- !Polyvitiligo | -1 || 3 || 1 || 2 || 5 || [[Plasma]]/[[Guide_to_chemistry#Weakened Virus Plasma|Weakened Virus Plasma]] || style="color:#0000ff" | The virus replaces the melanin in the skin with reactive pigment, by adding random [[Guide_to_chemistry#Crayon_Powder|crayon powders]] (which won't actually recolor the host) and [[Guide_to_chemistry#Color_Powder|color powders]] (which WILL recolor the host) to the host.||None |- !Radioactive Resonance | -1 || -2 || 0 || -3 || 6 || [[Plasma]]/[[Guide_to_chemistry#Decaying Uranium Gel|Decaying Uranium Gel]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#00aa00"| Heals brute, burn, and toxin damage while the host is irradiated. Higher radiation levels increase the healing speed. ||Transmission 6, Resistance 7 |- !Regenerative Coma | 0 || 2 || -3 || -2 || 8 || [[Guide_to_chemistry#Stable Uranium Gel|Stable Uranium Gel]] || style="color:#00aa00"| Causes the host to fall into a death-like coma when heavily damaged, then rapidly cures their wounds.||Stealth 2, Resistance 4, Stage Speed 7 |- !Self-Respiration | 1 || -3 || -3 || -4 || 6 || [[Plasma]]/[[Guide_to_chemistry#Decaying Uranium Gel|Decaying Uranium Gel]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#00aa00"| Quickly heals oxygen damage, negating the need for air.|| Resistance 8 |- !Sensory Restoration | 0 || 1 || -2 || 2 || 4 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style="color:#00aa00"| Restores mob's senses by fixing eye and ear damage.||None |- !Chills |0 || 2 || 3 || 2 || 2 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Virus Food]] || style="color:#ff0000"| Cools down your body. Won't reach damaging levels unless thresholds are met.||Stage Speed 5, Stage Speed 10 |- !Sneezing | -2 || 3 || 0 || 4 || 1 || [[Virus Food]]/[[Guide_to_chemistry#Virus Rations|Virus Rations]] || style="color:#0000ff" | The virus causes irritation of the nasal cavity, making the host sneeze occasionally. Sneezes from this symptom will spread the virus in a 4 meter cone in front of the host.||Transmission 9, Stage Speed 17, Stealth 4 |- !Spontaneous Combustion | -1 || -4 || -3 || -4 || 6 || [[Plasma]]/[[Guide_to_chemistry#Decaying Uranium Gel|Decaying Uranium Gel]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#ff0000" | Sets your body on fire periodically.||Stage Speed 4, Stage Speed 8, Transmission 8, Stealth 4 |- !Starlight Condensation | -1 || -2 || 0 || 1 || 6 || [[Plasma]]/[[Guide_to_chemistry#Decaying Uranium Gel|Decaying Uranium Gel]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#00aa00"| Heals brute, burn, and toxin damage while exposed to starlight. Heals toxin more efficiently. Actually being in space intensifies the effect. || Stage Speed 6, Transmission 6 |- !Tissue Hydration | 0 || -1 || 0 || 1 || 6 || [[Plasma]]/[[Guide_to_chemistry#Decaying Uranium Gel|Decaying Uranium Gel]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#00aa00"| Heals brute and burn damage if the host drank water recently, or if they're wet. Heals burn damage more efficiently. ||Resistance 5, Stage Speed 7 |- !Toxolysis | 0 || -2 || 2 || -2 || 7 || [[Guide_to_chemistry#Decaying Uranium Gel|Decaying Uranium Gel]]/[[Guide_to_chemistry#Unstable Uranium Gel|Unstable Uranium Gel]] || style="color:#0000ff"| Purges all chemicals at a fast rate from the bloodstream.||Resistance 7, Stage Speed 6 |- !Viral Evolutionary Acceleration | -2 || -3 || 5 || 3 || 3 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]] || style="color:#00aa00"| Massively buffs the evolutionary cycle of viruses, causing it to be faster acting, better at infecting, but more easily detected and cured.||None |- !Viral Self-Adaptation | 3 || 5 || -3 || 0 || 3 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]] || style="color:#00aa00"| Massively buffs the adaptation of viruses, causing it to be stealthier, harder to cure but slower acting.||None |- !Voice Change | -1 || -2 || -2 || 2 || 6 || [[Plasma]]/[[Guide_to_chemistry#Decaying Uranium Gel|Decaying Uranium Gel]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#ff0000"| Changes the voice of the affected mob. Causing confusion in communication. Available in [[Supply_crates#Virus_crate|Virus Crates]].||Transmission 14, Stage Speed 7, Stealth 3 |- !Vomiting | -2 || -1 || -1 || 2 || 3 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]] || style="color:#ff0000"| Forces the affected mob to vomit! Makes the affected mob lose nutrition and heal toxin damage. ||Resistance 7, Transmission 7, Stealth 4 |- !Weight Loss | -2 || 2 || -2 || -2 || 3 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]] || style="color:#ff0000"| The virus mutates the host's metabolism, making it almost unable to gain nutrition from food. ||Stealth 4 |- |} ----- * [[:games:sc13|Return to the SC13 Main Page]] * [[:games:sc13:guides|Return to the SC13 Guides Page]] ======Viruses====== Viruses are assorted types of disease, infection or malady which can be contracted and spread around the station, distinct from those studied in pathology. They often come into play via a number of different ways, from food to animal bites to even certain chemicals. Viruses can be detected by using a health analyzer on a person. The readout will indicate the name of the virus, whether it's asymptomatic, how it spreads, how far the infection has progressed, and what can be done to cure it. Known viruses While there are other obscure viruses (mostly limited to admin shenanigans), players are unlikely to encounter them during normal gameplay and they are therefore not included here. In addition, some of these diseases can turn asymptomatic upon infection, meaning they will not manifest any symptoms, but can still spread if possible. Asymptomatic infectees will thus suffer none of the disease's ill effects so long as they continue to have it and can still be cured, although they may then catch a symptomatic strain of it and suffer its effects as usual. Name Causes (primary) Spread Cure Danger Level Effects Common cold Unknown Airborne Sleep, chicken soup, tumeric powder, Robustissin Harmless Coughing and sneezing. May develop into the flu. Tissue necrosis Rotting Non-contagious Formaldehyde Harmless Skin rotting off, turning into a skeleton. Doesn't cause any normal damage, but it does prevent you from being cloned without a special cloning module. Note that you can still be turned into a Cyborg just fine. The flu Unknown Airborne Sleep, chicken soup, tumeric powder, Robustissin, space Minor Coughing, sneezing, minor toxin damage. Food poisoning Tainted food Non-contagious Sleep, chicken soup, tumeric powder, Robustissin, Spaceacillin Minor Vomiting, random stuns. Clowning around Rainbow fluid Non-contagious None Minor Slowly turning into a clumsy clown, complete with weird honking noises and extra-clingy clown gear. Draculaculiasis Vampire serum Non-contagious None Minor Messages about tasting blood, becoming a Vampire with the associated abilities and traits (but not the antagonist status). Lycanthropy Werewolf serum Non-contagious None Minor Sudden sensations of weakness, culminating in a burning feeling, transformation into a Werewolf without the associated abilities or antagonist status. Infected still gains the associated passives, such as the ability to pry open doors and may involuntarily transform back into a human some time later. Space Madness Rabid mice, loose screws Non-contagious Haloperidol Dangerous Loss of sanity. Audio and visual hallucinations. Cluwneing Around (exact spelling varies) Painbow fluid Non-contagious Bible beatings Dangerous A variant of clowning around that transforms people into cluwnes, complete with disturbing honking noises, cursed cluwne gear, and mildly ominous proclamations about ringmasters and circuses. Avian flu Feather fluid Non-contagious Chicken soup Dangerous Involuntary arm flapping, feelings of body constricting and contorting, transformation into a space bird. Berserker Rabid mice Non-contagious Haloperidol, THC Dangerous Swearing, shouting, attacking nearby crew members uncontrollably. There is also a non-contagious mutation. Teleportitis Liquid spacetime Non-contagious Electric shock Dangerous Teleporting around randomly, including tiles exposed to vacuum. Unlike most other diseases, teleportitis has only a single stage, meaning it takes full effect at the moment of infection. MRSA Unknown Non-contagious Spaceacillin Dangerous Rapidly accumulating toxin and burn damage in later stages. Robotic transformation Roburgers, cheeseborgers, nanomachines Non-contagious Electric shock Dangerous Minor brute damage, occasional paralysis. Humans eventually turn into a Cyborg, while both player and NPC Monkeys (and people banned from the Cyborg role) become NPC bots, including possibly GuardBuddies. Nano-Infection Corrupted nanomachines Non-contagious Electric shock Dangerous Horrifying chat messages about stiffening joints and stabbing pains, minor BRUTE, occasional paralysis, minor TOX in last stage, transformation into a Mechanical Monstrosity named "[name]...?". Appears on analyzers as "????" and is also referred to as "corrupted robotic transformation". Necrotic degeneration Zombies Contact Styptic powder injection Dangerous Minor toxin damage, occasional paralysis, turning into a zombie. GBS Gibbis Non-contagious Cryoxadone Deadly Toxin damage, exploding into gibs. Rarely, GBS may be airborne. A fake and largely harmless version also exists. Space Plague Rat venom Non-contagious Mercury Deadly Coughing, sneezing, TOX damage, randomly contracting other diseases. Grave fever Vampires, grave dust Non-contagious Spaceacillin Deadly Suffocation, severe toxin damage, paralysis, death. Space Kuru Cannibalism, prions Non-contagious Incurable Deadly Escalating toxin damage, uncontrollable laughing and seizures, death. Toxoplasmosis Mewtini Non-contagious Spaceacillin Dangerous Sleepiness, feelings of discomfort due to involuntary muscle contractions, transformation into a cat. Monkey Madness Banana peel (reagent) Non-contagious Incurable Minor Transforms you into a monkey. High Fever Too Much Non-contagious Ingesting ice Dangerous Body temperature increases that worsen with each stage. In last stage, increases stop, but the arms transform into "hot arms" that can melt items and sometimes people. Plasmatoid Liquid Plasma Non-contagious Mutadone Deadly TOX, BRUTE, and OXY. Messages in chat about coughing and a "strange pressure" in the chest. In final stage, lungs transform into plasmatoid lungs. Infection methods Most contagious viruses spread through two means: airborne and contact transmission. In these cases, the infection vector is external, which means that wearing protective clothing (mostly a full biosuit and internals) will usually protect you from infection. As long as you don't eat or inject yourself with anything strange, you should be safe. Furthermore, infections are tied to certain 'events' instead of happening on every life tick. Such events may be as simple as coughing, sneezing or talking. In other words, you aren't guaranteed to contract an airborne disease by just standing near an infected person, though this is a gamble you'd probably still want to avoid. Contact Contact transmission means that if you're right next to or touch the infected person in some way, you'll catch the virus from them. This includes bumping into them, accessing their Inventory, using any of the empty hand intents (help, disarm etc.) or attacking them. Note that this works both ways in all cases - the infected can transmit the disease to someone else by punching them, or someone uninfected can catch the disease by punching the infected. Airborne Airborne transmission just requires you to be near the person. You don't even have to be right next to them, just being within a certain range means you run a high risk of infection. Any gibs or blood spilled by the infected will also be contaminated, so if someone with airborne GBS explodes, going near their remains will get you infected. Other vectors The viruses you're most likely to catch are the contagious ones described above, but that doesn't mean you should discount non-contagious diseases as a threat. Consuming spoiled, badly cooked, poisoned or special kinds of foods or drinks can result in an infection, as can being injected with a viral reagent (willingly or otherwise). In these cases, protective clothing won't help you, since the virus is already inside you. Cures So, you've been infected with something. What can you do to stop it? This largely depends on the virus itself. Some viruses have a common cure, while others require a unique one that only works for them. If in doubt, trust the information provided by the health analyzer. Sleep Simple - just go to sleep somewhere, preferably somewhere nice and safe, and rest. The virus will recede until it is cured completely. It would probably be best not to go to sleep in a busy area, unless you like getting mugged while you take a nap. Chicken soup Have a wholesome serving of chicken soup. While the Discount Dan's Quik-Noodles cups do indeed have chicken soup, there's far more of it (and far fewer poisons being passed off as "soup") in the actual, real-deal chicken soup you get in a real can from, for some reason, the coffee machines. Turmeric Powder Have some tandoori chicken, chicken pineapple curry, potato curry, or coconut curry. You can also extract turmeric powder directly from turmeric roots you harvest in Botany. Turmeric helps with colds, the flu, and food poisoning. Robustissin Ask a local Scientist/Medical Doctor/Bartender to make you some Robustissin, the superior option to chicken soup. (But it can't cure the avian flu) Don't ask for too much though; Space DXM overdoses are pretty crazy. Antibiotics and -psychotics Go to medbay and ask for an injection of spaceacillin, an antibiotic. Certain diseases can only be cured by the anti-psychotic haloperidol. Electric shock Get zapped by something. The stronger the source, the more likely it is to cure your disease. Power cables, electrified grills and doors, and stun batons may be able to help you here. Prevention Much like reality, prevention is often preferable to infection. This can be achieved by wearing protective gear in the case of airborne and contact-transmitted viruses (as described above) or through other means. Resistances can be obtained by curing diseases through their usual means. Not all diseases will grant resistance when overcome, however. Incurable diseases Though very rare, some diseases flat out cannot be eliminated. If "cured", the virus will simply re-establish itself some time later, ignoring any resistances you might have. Your only hope of defeating these diseases is to not catch them - once contracted, they stay with you until the end of the round. Death or robotics are the only ways to escape. ----- * [[:games:sc13|Return to the SC13 Main Page]] * [[:games:sc13:guides|Return to the SC13 Guides Page]] ====== Guide to Diseases and Infections ====== There are many diseases that can affect you in space! The following will come in handy for virologists, traitors, or any unfortunate soul who's come down with a case of brain rot. ===== Virology 101 ===== Virology is sealed from the rest of the station. You are not on the disposals network, nor do you share the same atmos system, in order to prevent contaminating the crew. The first, and most important way to prevent 99% of infections, is proper hazard wear, and knowing how to keep the infection from spreading. ==== The Clothes ==== The following will protect you, from the dangerous infections of space, each giving more and more (till total) protection against infection: * Level-3 Bio Hood * Level-3 Bio Suit * Jumpsuit (virologist, CMO, geneticist, chemist, doctor, nurse suit, scrubs, Research Director) * Latex Gloves * Sterile mask * Shoes (White shoes and Galoshes are the best) * Private (clean) Internals ==== Isolation ==== If you or another crew member is infected, do not spread the infection further. Seek the isolation bay of the medical wing, or head to a room no one will enter but yourself and other infected. ==== Sterilization ==== Cleaning blood spills from the ground will prevent contact contamination, make sure blood is cleaned from the floor at all time. Any blood splatter out there could hold a dreaded space infection. Contact a janitor if you see blood on the floor, do not interact with the blood if you suspect possible infection chance. Any object or floor that has infected blood on it can infect anyone who handles or touches it. ==== Methods of Infection ==== The following are the various ways a disease can spread, keep this in mind at all times: * Airborne - The most dangerous and quick spreading; if you are anywhere within the breathing area of the infected crew member, you have a chance to be infected. * Direct Contact - Requires you to touch, been touched, or be extremely close to the source of the infection. The infection will be spread by the skin and bodily fluids of an infected person, but will not survive long in the air. * Blood - The infection will be spread by the bodily fluids of the infected person. * Special - The disease is not normally contagious and the affected crewman has been infected by a non-human vector source. You can work with the infected without risk yourself unless they expose you to the same vector source that infected them. ==== Curing an infection ==== Every infection is vulnerable to one substance (or combination of two). To find it, you can put an infected blood sample in the PanD.E.M.I.C 2200 machine or use a health analyzer on an infected patient. Administering the substance to the patient (may require multiple injections) should cure him. Alternatively, if you have produced a vaccine, a simple injection should cure the patient. ==== PanD.E.M.I.C 2200 ==== This machine creates vaccines from the blood of people who have been successfully cured. Use: * Take a blood sample with a syringe. * Place sample into a beaker or bottle. * Load beaker into machine. * Select vaccine you wish to have. * Take vaccine bottle it produces. Additional uses: * Reveals the cure to any infected blood sample without needing to inject a living creature. ==== Infection Listings ==== Thankfully, humanity has managed to cure and eliminate almost all of the diseases that plagued its infancy. However, the vast reaches of space have been found to harbor new illnesses that can affect the unprepared staff on NovusCorp research vessels. Disease Name Vector Name Description Spread Cure Alien Parasite Xenomorph An uncommon infection, caused by alien rape. A facehugger has implanted an embryo inside of the body of the victim, which will grow until it kills and destroys the body while spawning a larva. Special Surgery Zombie Infection Romerol A rare infection, which lies dormant in the victim. If the victim dies before it is cured, it will rise as an aggressive zombie, who will then transfer the infection to anyone it manages to scratch. The infection consists in a tumor located inside the head. Special Surgery Brain Rot Cryptococcus Cosmosis An infection that causes mental degradation. Contact Mannitol Cold XY-Rhinovirus Still around since the dawn of man, this disease is relatively harmless, causing fatigue and a runny nose. Will progress to the Flu when untreated. Airborne Rest and Spaceacillin Cold 9 ICE9-Rhinovirus A rare disease that will progressively lower the victim's body temperature in addition to respiratory symptoms. Contact Spaceacillin Flu H13N1 Flu Viron A common illness, causes fatigue, high fever, and muscle toxicity. Rarely fatal, quickly spread. Airborne Spaceacillin Anxiety Excess Lepidopticides Will cause feelings of anxiety and cause the victim to cough butterflies. Contact Ethanol GBS Gravitokinetic Bipotential SADS+ An extremely dangerous illness caused by contagious micro-singularities that will cause the human body to be torn apart from the inside. The initial phase begins in the lungs and mimics flu symptoms. Contact Sulfur and Synaptizine Jungle Fever Kongey Vibrion M-909 One of the most feared diseases in the galaxy, this is a disease carried by primates. A single bite or scratch is enough to fully infect a human. The result is spontaneous genetic reversion, and the affected individual will also become a monkey. Special Death squad Magnitis Fukkos Miracos An infection of magnetic bacteria that build up in the body. As the disease progresses any metallic items not bolted down near the infected person will be pulled toward them, even objects as large as canisters. Ingested iron will draw the bacteria to it and allow them to be excreted normally. Contact Iron Pierrot's Throat H0NI<42 Virus A brain disease that was brought back with the original explorers of Clown Planet that damages the basal ganglia, victims will have an uncontrollable urge to HONK. Airborne Bananas Retrovirus \ A DNA-altering retrovirus that will constantly mutate the genetic code of the host. Symptoms vary wildly from blindness to incredible fits of strength and green skin. Contact Rest or Mutadone Space Retrovirus S4E1 Retrovirus A DNA-altering retrovirus that will copy the DNA of the first infected and apply it to every other infected. Contact Mutadone Robotic Transformation R2D2 Nanomachines A rare infection caused by nanomachines arriving from a xenobiology-made roburger, slowly transforms the infected into a cyborg. Special Copper Spanish Flu 1nqu1s1t10n Flu Viron A rare and deadly form of flu that causes an incredibly high fever. Those infected will die of internal burns without treatment or religious conversion. Airborne Spaceacillin Wizarditus Rincewindus Vulgaris A rare illness, causes spontaneous robe growth, randomly speaking incantations, and finally random teleportation. Airborne Manly Dorf Xenomorphic Transformation Rip-LEY Alien Microbes A rare infection caused by xeno-microbes, changing the infected's DNA to that of a xenomorph. Symptoms include severe pain and progressive insanity. Special Glycerol and Spaceacillin Fungal Tuberculosis Fungal Tubercle bacillus Cosmosis A rare highly transmittable virulent virus. Few samples exist, rumoured to be carefully grown and cultured by clandestine bio-weapon specialists. Causes fever, vomiting, lung damage, weight loss, and fatigue. Airborne Salbutamol and Spaceacillin Advanced Diseases You are able to create your own advanced disease with different symptoms, which will have buffs, debuffs and bonuses! You will start out with two advance diseases, the cold and the flu. The cold will have the sneeze symptom and the flu will have the cough symptom. They have almost no effect if they infect people, but you need them to acquire more symptoms. The Pandemic can create culture bottles (basically copies) of existing viruses, so you won't run out while experimenting. Modifying Symptoms To obtain a new symptom you need to mutate an existing virus. This involves adding a chemical to the virus, which will generate a new symptom. Rarer and harder to acquire chemicals will yield more potent symptoms. You will start with enough chemicals to create a powerful disease, as long as you use them carefully. Basic chemicals These are the basic chemicals for virus mutation. You can either add them directly to a virus to obtain a random level symptom, or mix them with other ingredients to get advanced chemicals, that will give you a specific level symptom. Virus Food: You can make virus food with Water and Milk. Virology lab has its own Virus Food Dispenser. Mixing this with a disease will give that disease a symptom up to level 2. Unstable Mutagen: You can use mutagen to mutate your disease and give it a symptom up to level 4. Virology starts with a 30u bottle of mutagen. Liquid Plasma: Plasma can be used to mutate your disease to give it a symptom up to level 6. Plasma in liquid form is generally in very limited supply, unless mining and chemistry cooperates with you. Virology starts with a 30u bottle of liquid plasma, and in some station layouts with extra plasma bars. Advanced Chemicals Using these will allow you to both save time and resources when trying to acquire the symptoms you want. Virus rations: Virus rations can be used to mutate your disease and give it a level 1 symptom. It is made by depleting Virus food with Synaptizine. Mutagenic Agar: Mutagenic agar can be used to mutate your disease to give it a level 3 symptom. It is made by mixing Unstable mutagen and virus food together. Sucrose Agar: Sucrose agar can be used to mutate your disease to give it a level 4 symptom. It is made by mixing Sugar or Saline Glucose Solution and Mutagenic agar together. Virus Plasma: Virus plasma can be used to mutate your disease and give it a level 6 symptom. It is made by mixing liquid plasma with virus food. Weakened Virus Plasma: Weakened virus plasma can be used to mutate your disease and give it a level 5 symptom. It is made by weakening virus plasma using Synaptizine. Uranium Gels These chemicals require large quantities of liquid uranium (obtained by grinding uranium bars). You'll require the help of mining to make these. Unlike the other chemicals, they require 5 units to evolve a virus instead of 1. Decaying Uranium Gel: Decaying Uranium Gel can be used to mutate your disease and give it a level 6 or 7 symptom. It is made by combining 1 virus food with 1 liquid Uranium. Unstable Uranium Gel: Unstable Uranium Gel can be used to mutate your disease and give it a level 7 symptom. It is made by combining 1 virus plasma with 5 liquid Uranium. Stable Uranium Gel: Stable Uranium Gel can be used to mutate your disease and give it a level 8 symptom. It is made by combining 1 plasma with 10 parts liquid Uranium and 10 parts liquid silver or gold. Synaptizine Synaptizine, aside from being a base chemical, will remove one random symptom to any virus it comes in contact with. It's important if you intend to isolate a specific symptom. For example, if you mutate your Cold virus and it acquires the Toxic Filter symptom, you can try and add synaptizine to it to create a virus which only has the Toxic Filter symptom. Formaldehyde Formaldehyde, aside from being a base chemical, will stop one random symptom from activating on any virus it comes in contact with. This disables the effects while keeping the attributes intact. This is useful for meeting threshold values. Tips and Techniques Dropper When you're adding a chemical to a virus, you only need to add a single unit of it. This means you can use a dropper to add a single unit at a time, instead of using a syringe and wasting 5 units at a time. Since Liquid Plasma and Mutagen are in limited supply, it is a smart move to conserve your chemicals. Remember, you have to use the dropper in your hand once to set its transfer value to 1 unit. Mixing in Beakers While your first instinct may be to create a new culture bottle, adding a chemical to it and scrapping the whole bottle if it's not the symptom you want, it is a slow process due to the Pandemic's cooldown. A better way is to instead keep a culture bottle, an empty beaker, and a bottle of your desired chemical; add one unit of culture to the beaker and then mutate it with the chemical, and check the result. Then repeat until you have to replicate the culture bottle: this allows for 20 uninterrupted tries before having to make a copy. Isolating Symptoms When you get the symptom you want, you should isolate it, by making a new culture bottle with the symptom's name on and storing it in your fridge. Doing this will make it much easier to build different viruses with the symptoms you have, instead of being locked in a single combination. Even better is if you use synaptizine to remove the base symptom, so you have the pure symptom ready to use. Multiple symptoms A virus can have up to six symptoms. There's a downside to having too many symptoms: they are less resistant and less likely to spread. Not only that, but if you add a symptom when you already have six, there's a chance it will overwrite a symptom (33% for a seventh, 66% for an eighth). This is why it's important to organize your symptoms so that you can try and try again until you get the disease you want. Outdated. Understanding stats After you're done mixing your disease, stats from the symptoms are added together to make disease stats. Viruses have a default of 0 in every stat. Stealth: If stealth is 2 or higher your disease will be hidden from medHUD and scanners. Stealth of 4 or higher makes it invisible to the P.A.N.D.E.M.I.C. machine. If a virus only contains positive symptoms, it will show up as a blue icon on medHUDs. Transmission: Improves the chance each tick to spread the virus, increases the amount of protection you need to prevent infection, determines the infection vector, and is needed to override other viruses. The infection vector is calculated with (disease's transmission - amount of symptoms). 1 or less is blood, 2-4 is contact, 5 is airbone. The Sneezing symptom forces sporadic airborne spreads, but does not otherwise affect this. When infecting someone who already has a virus, if the infecting virus' Transmission is higher than the other virus' Resistance, the latter will be overridden by the former. Stage speed: Increases the chance of advancing a stage each tick. It will be 2% or stage speed, whichever is higher. Resistance: Makes the virus harder to cure; determines the required chemical to cure, decreases the chance of it being cured each tick when in contact with the cure, and defines how resistant the virus is to being overridden by other viruses. The chance of it being cured every tick is 15 - resistance, but always between 10 and 20. The cure is determined by [resistance - (amount of symptoms / 2)]. 1 or less 2 3 4 5 6 7 8 9 10 11 or more Table Salt Sugar Orange juice Spaceacilin Saline-Glucose Solution Ethanol Leporazine Synaptizine Lipolicide Silver Gold Symptoms Table Symptom Stealth Resistance Stage speed Transmission Level Required Chemical Effect Threshold Acute Respiratory Distress Syndrome -2 0 -1 -2 7 Unstable Uranium Gel Causes heavy suffocation damage, while giving a small chance of heart attacks. Becomes even more lethal if the mob has more than 120 suffocation damage. Speed 8 Stealth 4 Alopecia -1 -1 -1 2 4 Unstable Mutagen/Sucrose Agar Causes rapid hair loss. None Alkali perspiration 2 -2 -2 -2 7 Unstable Uranium Gel Causes the affected mob to burst into flames periodically, while also giving them small doses of Napalm and Chlorine Trifluoride. Resist 9 Speed 8 Infect 8 Apoptoxin filter 0 -2 -2 -2 8 Stable Uranium Gel Heals Toxin damage very quickly. See Healing Thresholds Autophagocytosis Necrosis -2 -2 1 -2 7 Unstable Uranium Gel Causes the mob's cells to decay rapidly, causing brute damage, constant bleeding and elevated hunger. Stealth 5 Speed 7 Choking -3 -2 -2 -4 3 Unstable Mutagen/Mutagenic Agar Causes spikes of oxygen deprivation. Deals damage based on stage speed and stealth. Speed 8 Stealth 4 Coughing -1 3 1 2 1 Virus Food/Virus Rations Causes coughing. Will force the affected mob to drop items. Transmission 4; Resist 3, 10; Speed 6 Confusion 1 -1 -3 0 4 Unstable Mutagen/Sucrose Agar Makes the affected mob be confused for short periods of time, making them walk in random directions. Stealth 4 Resist 6 Infect 6 Deafness -1 -2 -1 -3 4 Unstable Mutagen/Sucrose Agar Causes intermittent loss of hearing. Stealth 4 Resist 9 Deoxyribonucleic Acid Restoration -1 -1 0 -3 5 Plasma/Weakened Virus Plasma Heals brain damage based on stage speed minus stealth, treats radiation, cleans SE of non-power mutations. None Deoxyribonucleic Acid Saboteur -2 -3 0 -3 6 Plasma/Virus Plasma Gives a random disability. The disabilities are cured when the disease is cured. Stealth 5 Speed 10 Resist 8 Dizziness 2 -2 -3 -1 4 Unstable Mutagen/Sucrose Agar Shakes the affected mob's screen for short periods. (Bugged: Currently only displays an annoying message) Stealth 4 Infect 6 Eternal Youth 3 4 4 -4 5 Plasma/Weakened Virus Plasma Makes you never physically older than young adulthood and prevents death by old age. Should be used for buffing your disease. None Facial Hypertrichosis -3 -1 -3 -1 4 Unstable Mutagen/Sucrose Agar Makes you grow a massive beard, regardless of gender. None Fever 0 3 3 2 2 Virus Food Heats up your body, based on transmittability and stealth. Will never reach damaging levels of heat, however. Resist 5, 10 Flesh Mending 0 -2 -2 -2 8 Stable Uranium Gel Heals brute damage very quickly, and converts cellular damage into burn damage. See Healing Thresholds Hallucinogen -2 -3 -3 -1 5 Plasma/Weakened Virus Plasma Makes the affected mob have hallucinations for short periods of time. Available in Virus Crates. Stealth 4 Speed 7 Headache -1 4 2 0 1 Virus Food/Virus Rations Displays an annoying message! Should be used for buffing your disease. Stealth 4; Speed 6, 9 Heat Resistance 0 -2 -2 -2 8 Stable Uranium Gel Heals burn damage very quickly, and helps stabilize body temperature. See Healing Thresholds Hyphema -1 -4 -4 -3 5 Plasma/Weakened Virus Plasma Inflicts eye damage over time. Causes blindness if left unchecked. Stealth 4 Resist 13? Itching 0 3 3 1 1 Virus Food/Virus Rations Displays an annoying message! Should be used for buffing your disease. Infect 6; Speed 7 Nacrolepsy -1 -2 -3 -4 6 Plasma/Virus Plasma Destroys mob's senses by shutting down motor skills, creating hallucinations, damaging brain functionality, and rarely causing sleep. Infect 7 Resist 10 Necrotizing Fasciitis -3 -4 0 -4 6 Plasma/Virus Plasma Causes brute damage over time, with more brute damage the less the virus' stealth is. Fatal if left untreated. Resist 7 Infect 8 Ocular Restoration -1 -3 -2 -4 4 Unstable Mutagen/Sucrose Agar Body heals eye damage on its own, preventing non-genetic blindness and nearsightedness. None Regeneration 1 -4 -4 -2 6 Plasma/Virus Plasma Heals brute damage over time, at a rate of 1 per tick. See Healing Thresholds Revitiligo -3 -1 -1 -2 5 Plasma/Weakened Virus Plasma Makes the mob gain skin pigmentation. None Self-Respiration 1 -3 -3 -4 6 Plasma/Virus Plasma Quickly heals oxygen damage, negating the need for air. See Healing Thresholds Sensory restoration -1 -4 -4 -3 5 Plasma/Weakened Virus Plasma Restores mob's senses by fixing ear damage and blocking hallucinations. Resist 6 Infect 8 Shivering 0 2 2 2 2 Virus Food Cools down your body based on stealth and resistance. Won't reach damaging levels. Speed 5,10 Sneezing -2 3 0 4 1 Virus Food/Virus Rations Causes the mob to occasionally sneeze, spreading the virus to nearby mobs if they aren't protected. Infect 9, Stealth 4 Spontaneous Combustion 1 -4 -4 -4 6 Plasma/Virus Plasma Sets your body on fire periodically, with amount of stacks based on stage speed, minus stealth. Stealth 4; Speed 5, 10; Infect 8 Tissue Regrowth 1 -4 -4 -2 6 Plasma/Virus Plasma Heals burn damage over time, at a rate of 1 per tick. See Healing Thresholds Toxic Filter 1 -4 -4 -2 6 Plasma/Virus Plasma Heals toxins in the affected mob's blood stream, at the rate of 1 per tick. Available in Virus Crates. See Healing Thresholds Viral Aggressive Metabolism 0 1 -2 3 3 Unstable Mutagen/Mutagenic Agar The disease will start at stage 5, but it will gradually decay in stages until cured. None Viral Evolutionary Acceleration -2 -3 5 3 3 Unstable Mutagen/Mutagenic Agar Massively buffs the evolutionary cycle of viruses, causing it to be faster acting, better at infecting, but more easily detected and cured. None Viral Self-Adaptation 3 5 -3 0 3 Unstable Mutagen/Mutagenic Agar Massively buffs the adaptation of viruses, causing it to be stealthier, harder to cure but slower acting. None Vitiligo -3 -1 -1 -2 5 Plasma/Weakened Virus Plasma Makes the mob lose skin pigmentation. None Voice Change -2 -3 -3 -1 6 Plasma/Virus Plasma Changes the voice of the affected mob. Causing confusion in communication. Available in Virus Crates. Stealth 3 Speed 7 Vomiting -2 -1 0 1 3 Unstable Mutagen/Mutagenic Agar Forces the affected mob to vomit! Makes the affected mob lose nutrition and heal toxin damage. Stealth 4 Resist 7 Infect 7 Weight Gain -3 -3 -2 -2 4 Unstable Mutagen/Sucrose Agar Increases the weight gain of the mob, forcing it to eventually turn fat. None Weight Loss -3 -2 -2 -2 3 Unstable Mutagen/Mutagenic Agar Decreases the weight of the mob, forcing it to be skinny. None Weight Even -3 -2 -2 -2 4 Unstable Mutagen/Sucrose Agar Causes the weight of the mob to be even, meaning eating isn't required anymore. None General Tips If you happen to run out of plasma, chemistry usually has a few extra bars you can ask for. Sugar can be hard to find, but you can use Saline-Glucose from any NanoVend Plus for Sucrine Agar. Wearing protective clothing is not necessary during virology research, but you should wear it in event of an outbreak or while experimenting on monkeys. If you're dealing with a virus too stealthy to analyze, you can try making a very infective virus to override it. Have in mind the disease you want to make before you start searching for symptoms: knowing the level of the symptom you're looking for may save you time and materials. While it's possible, you should refrain from using only plasma to get the symptoms you need, as it can run out very quickly, and without it you can only beg mining for more plasma bars. The only statistic you want when making a buffing virus is Stage Speed, as it improves a few symptoms. Resistance is useless as nobody'd want to cure it, transmittability is either undesired or taken care of by Sneezing, and Stealth is annoying, as it can make your virus hard to replicate through the Pandemic and to spot with MedHUDs. The Black Death Being a traitor virologist opens you up to a whole variety of cruel and interesting ways to create chaos on the station. Here's some tips to allow you to spread your worst creations. Here is where statistics become important: you need Resistance to avoid the cure being salt, you want Transmittability so your virus can spread, Stage Speed so it acts before the victim is cured, and Stealth to avoid it being noticed too quickly. You won't have them all on a single virus, so choose the direction you want to go with. A high stealth will deny any chance of discovering the cure as long as the resistance is above 0. A high resistance will make the cure so rare that it won't realistically be available to everyone. Beware of vaccines, though. A high stage speed will cause your virus to progress at extreme speed, giving targets less warning before acting. A high transmittability will allow you disease to spread itself without your help; it will also make it so you need more clothing to protect from infection. While it might seem a good idea to put many harmful symptoms on a virus, its stats will be lowered to the point it won't act before it is cured. Stick to one or two harmful symptoms, and add neutral ones to buff its statistics. All symptoms give out messages to the infected before they reach the stage where they activate. People will be aware of what is hindering/killing them. Going around outside of virology with a biosuit will alert people that you don't trust your own virus: you might want to infect yourself with a harmless resistant virus, so people can see that you're infected as well, while you'll be immune. Remember that live and walking infected spread more than corpses. Consider making a disease that hinders many instead of one that kills a few. Although dead people can't work on a cure. A syringe gun filled with infected blood is a good way to spread viruses if you can't trick the crew. Sabotaging the Pandemic is usually a good idea, as it can create a vaccine for a cured virus which is cheap and easy to distribute, even if the virus is so resistant that gold is the cure. Sabotaging chemistry can stop them from making most of the chems that can cure viruses. Virology Rework Virology has been reworked to add threshold bonuses to symptoms. If the specified statistic goes over the threshold, the symptom will gain the relative bonus. Neutering You can now neuter symptoms, making them inactive, but still able to affect statistics. Use them to empower positive viruses without killing your patients. Adding formaldehyde (now in the smartfridge) will neuter a random symptom. Stealth Stealth no longer hides viruses from the Pandemic, but it will hide many early warning of infection instead. Maximum Symptoms Maximum amount of symptoms is now 6. Full list of threshold bonuses Choking Stage Speed 8 : Acts more often Stealth 4: Suppresses early warnings Acute respiratory distress syndrome Stage Speed 8: Adds paralyzing chems (removed from base version) Infect 8: Stronger damage Confusion Stealth 4: Suppresses early warnings Resistance 6: Also deals some brain damage, not above 80 Infect 6: Stronger confusion Cough If AIRBORNE: Coughing causes a spread at range 1 Resistance 3: Coughing drops small items (removed from base) Resistance 10: Can cause coughing fits that stun briefly Speed 6: Increases cough frequency Deafness Stealth 4: Suppresses early warnings Resist 9: Deafness is permanent instead of temporary Dizziness Stealth 4: Suppresses early warnings Infect 6: Also adds the druggy effect Fever Resist 5: Heats more, can go above the damage threshold Resist 10: Heats even more per activation Shiver Speed 5: Cools more, can go below the damage threshold Speed 10: Cools even more Spontaneous Combustion Stealth 4: Suppresses early warnings Speed 4: Increases fire stacks and damage Speed 8: Increases fire_stacks and damage even more Infect 8: Spreads the virus when igniting Alkali Perspiration Resist 9: Increases time between ignitions but increases power as well Speed 8: Doubles the explosion range when wet Infect 8: Also adds napalm and clf3 (removed from base version) Necrotizing Fasciitis Resist 7: Causes extra bleeding Infect 8: Deals additional stamina damage Autophagocytosis Necrosis Stealth 5: Suppresses early warnings Speed 7: Adds Heparin and Lipolicide (removed from base version) DNA Saboteur Stealth 5: DNA won't reset after curing Speed 10: Increases mutation frequency Resist 8: Mutate twice instead of once Hallucigen Stealth 4: Suppresses early warnings, and gives off the messages of positive symptoms instead Speed 7: Stronger hallucinations Headache Stealth 4: Reduces early message frequency Speed 6: Deals some stamina damage when headaching Speed 9: Reduces frequency, headaches are strong enough to stun Healing Symptoms Stealth 4: Hides the overlay when healing Speed 6: Increases healing rate Speed 11: Further increases healing rate Itching Infect 6: Increases frequency Speed 7: Itching causes scratching, dealing minor brute damage (0.5) Narcolepsy Infect 7: Deals stamina damage when it triggers Resistance 10: Triggers more often Self-Respiration Resist 8: Regenerates blood Sensory Restoration Resist 6: Also heals brain damage (removed from base) Infect 8: Also purges alcohol (removed from base) Sneezing Infect 9: Increases spread range Stealth 4: Suppresses early warnings Hyphema Stealth 4: Suppresses early warnings Resist 12: Eyes fall off instead of just being blinded Voice Change Stealth 3: Suppresses early warnings Speed 7: Changes voice fater Infect 14: Changes the infectee's language along with the voice Vomit Stealth 4: Suppresses early warnings Resist 7: Blood Vomit Infect 7: Projectile Vomit Unlisted symptoms do not have threshold bonuses! ------ * [[:games:sc13|Return to the SC13 Main Page]] * [[:games:sc13:guides|Return to the SC13 Guides Page]] ====== Pathogens ====== A whole page for all the funny ways pathogens can change people! Contents 1 Tier 1: Very Common Symptoms 2 Tier 2: Common Symptoms 3 Tier 3: Uncommon Symptoms 4 Tier 4: Rare Symptoms 5 Tier 5: Very Rare Symptoms Tier 1: Very Common Symptoms Name Microscope Clue Symptom Rating Reagent Reactions Explanation Spreads pathogen through Indigestion The pathogen appears to react to hydrating agents. Harmful Saline-Glucose Solution: One of the glands of the pathogen seems to shut down in the presence of the solution. Afflicted sometimes suffers very mild, barely noticeable TOX damage. The chance of TOX per stage is 5/5/5/8/8% and amount of TOX dealt is 0/0/1/2/2 per stage. Each bout of damage is heralded by the message "Your stomach hurts." None Gasping The pathogen appears to create bubbles of vacuum around its affected area. Harmful None Afflicted sometimes *gasps. The specific chances are 3/5/7/10/10% per stage. More importantly, past the first stage, these gasping episodes may cause slight (1) OXY damage and eventually brief loss of breath in the fifth stage. None Shivering The pathogen appears to be shivering. Harmless None Afflicted occasionally *shivers. Shivers occur more often with each stage of the pathogen, specifically at a chance of 10/12/14/16/18% every few seconds for the 1st/2nd/3rd/4th/5th stages, but they are otherwise completely harmless. None Sweating The pathogen appears to generate a high amount of fluids. Harmless Cryostylane: The cold substance appears to affect the fluid generation of the pathogen. Afflicted has infectious sweat. Every stage, the afflicted has a 40% chance every few seconds to generate puddles of "weirdly colored sweat" on the floor, and anyone walking over it has a 4% chance to get infected, which is reduced by disease resistance. In addition, afflicted has a 5% chance to see an increasingly worrying chat message about feeling warm and sweaty. Afflicted also has a (Spread * 2)% chance to spread the disease when punching/kicking, grabbing, or disarming someone. Anyone infected this way will see a message along the lines of "Ew, their hands feel really gross and sweaty!". Puddles, Touch Shakespeare The culture appears to be quite dramatic. Annoying None Afflicted's speech is "Shakespearified"; "does" becomes "doth", "you" becomes "thou", "are" becomes "art", etc. Afflicted also has a 1/2/3/4/5% chance per stage (i.e. it becomes more likely the later the stage) to recite from a selection of Shakespeare quotes. None Farts The pathogen appears to produce a large volume of gas. Harmless None Afflicted sometimes involuntarily *farts, creating cloud of "disease particles" that can infect people walking into it without proper protection. The specific chance is 1%/2%/3%/4%/5% per stage, every few seconds, i.e. the later the stage of the pathogen, the more frequent the farting. Voluntary farts also create clouds. Air Tier 2: Common Symptoms Name Microscope Clue Symptom Rating Reagent Reactions Effect Spreads pathogen through Coughing The pathogen appears to generate a high amount of fluids. Harmful None *Cough emotes that will generate clouds of highly-visible disease particles that, naturally, spread the infection. Coughing becomes more frequent as the pathogen progresses through stages. At tiers 4 and 5 the infected take a 1 and 2 brute damage respectively per cough. Air Muscle Ache The pathogen appears to react to hydrating agents. Harmful Saline-Glucose Solution: One of the glands of the pathogen seems to shut down in the presence of the solution. Afflicted sometimes suffers mostly harmless aches and pains that can worsen somewhat in later stages. Each stage, there is 5% / 5% / 5% / 8% / 8% every few seconds of seeing the message, "Your muscles ache." For the fourth and fifth stages specifically, there is a 15% chance said ache also causes (stage number - 3) BRUTE, i.e. 1 for stage 4 or 2 for stage 5. None Sneezing The pathogen appears to generate a high amount of fluids. Harmless Pepper: The pathogen violently discharges fluids when coming in contact with pepper. Afflicted infrequently sneezes, creating clouds of "disease particles" that spread pathogen. Sneezing occurs much more often with each stage of the pathogen, capping out at stage 4. Air Fever The pathogen appears to be creating a constant field of radiating heat. The relevant membranes look like they might be affected by painkillers. Harmful Salicylic Acid: The heat emission of the pathogen is completely shut down by the painkillers. Afflicted's body temperature sometimes raises somewhat. For each stage, every few seconds, there is a 5% / 7% / 9% / 11% / 13% chance of a 1/2/3/4/6 degree Celsius rise in body temperature, accompanied by a chat message about feeling lot. In the pathogen's fourth and fifth stages, said rise also causes 1 BURN, and in the fifth stage, there is also a 40% chance of 1 TOX with said BURN. None Common Chills The pathogen is producing a trail of ice. Perhaps something hot might affect it. Harmful Phlogiston/Chlorine Trifluoride: The hot reagent melts the trail of ice completely. Slight (5%) chance to lower body temperature by 1 degree Celsius. At each stage, the chills become much more frequent and severe; at later stages, they can lower body temperature by 12 degrees Celsius. None Detoxication The pathogen appears to react with a pure intoxicant. Beneficial Ethanol: The pathogen appears to have entirely metabolized the ethanol. When the pathogen reaches its fourth stage, ethanol in the afflicted's body depletes two times faster than normal. When it's in the fifth stage, ethanol depletes three times as fast! Ethanol depletion rate is otherwise unaffected when the pathogen's first to third stages. None Snapping The pathogen seems like it might respond to strong sonic impulses. Harmful Hootingium/Sonic powder: The individual microbodies appear to be forming a very simplistic rhythm with their explosive snaps. Afflicted sometimes *snaps. Somehow this makes other people around them also snap. Snapping is more frequent with each stage. None Oxygen Farts The pathogen appears to produce a large volume of gas. Beneficial Phlogiston/Chlorine Trifluoride: The flame of the hot reagents is oxidized by the gas. The afflicted gains a chance to involuntarily fart. The afflicted's farts release large amounts of oxygen into the air around them. Voluntary farts cause much larger volumes than involuntary ones. Air Wound Mending The pathogen appears to have the ability to bond with organic tissue. Beneficial Synthflesh: Microscopic damage on the synthetic flesh appears to be mended by the pathogen. Afflicted is sometimes healed of an amount of BRUTE damage equal to the half of the pathogen's stage (.5/1/1.5/2/2.5). None Burn Healing The pathogen appears to have the ability to bond with organic tissue. Beneficial Synthflesh: The pathogen does not appear to mend the synthetic flesh. Perhaps something that might cause other types of injuries might help. Chlorine Trifluoride: The pathogen repels the scalding hot chemical and quickly repairs any damage caused by it to organic tissue. Afflicted is sometimes healed of an amount of BURN damage equal to the half of the pathogen's stage (.5/1/1.5/2/2.5). None Oxytocin Production The pathogen's cells appear to be... hugging each other? Harmful None Afflicted occasionally generates Pure Love inside their body. This will cause them to involuntarily hug people around them. Hugging people will spread the infection further. Hugs Tier 3: Uncommon Symptoms Name Microscope Clue Symptom Rating Reagent Reactions Effect Spreads pathogen through Deathgasping The pathogen appears to be.. sort of dead? Harmless None. Infrequent, scary but ultimately harmless *deathgasp emotes ("[Name] seizes up and falls limp, his/her eyes dead and lifeless...") None Cleansing The pathogen seems to be much cleaner than normal. Beneficial Any Reagent: The pathogen appears to have entirely metabolized... all chemical agents in the dish. Afflicted is sometimes healed of an amount of TOX damage equal to the half of the pathogen's stage (.5/1/1.5/2/2.5). None Disorientation A glimpse at the pathogen's exterior indicates it could affect the central nervous system. Hell Mannitol: The pathogen appears to have trouble cultivating in the areas affected by the mannitol. Afflicted gets messages about feeling disorientated and has a mild (10%) chance to actually misstep and go off in a different direction than intended. Missteps occur more often with each pathogen stage. None Paranoia The pathogen appears to be wilder than usual, perhaps sedatives or psychoactive substances might affect its behavior. Harmful Morphine/Ketamine: The pathogens near the sedative appear to be in stasis. LSD: The pathogen appears to be barely affected by the LSD. Afflicted will hallucinate everyone they see threatening them. At later stages, the hallucinations occur more often and begin to involve suspicious items lying on the floor and being shoved into backpacks. None Fluent Speech The pathogen appears to generate a high amount of fluids. Harmless Salt: The pathogen stops generating fluids when coming in contact with salt. Whenever the afflicted speaks they have a chance to create a cloud of "disease particles" that may spread the infection. Air Sunglass Glands The pathogen appears to be sensitive to sudden flashes of light. YEEEEAAAAAAAAHH Flash Powder: The pathogen appears to have developed a resistance to the flash powder. On zoom: The individual microbodies appear to be wearing sunglasses. A pair of sunglasses may spontaneously appear over the afflicted's eyes. No really. If they were already wearing something over their eyes, the sunglasses will instead fly off into a random direction. None Smoke Farts The pathogen appears to produce a large volume of gas. Harmful Any Reagent: The [reagent] violently explodes into a puff of smoke when coming into contact with the pathogen. Afflicted's farts, voluntary or not, create a 4x4 chemical smoke cloud around them, using whatever reagents happened to be in their blood at the time. They also get a low 1/2/3/4/5% chance with each stage to involuntarily fart. Unlike other Fart type symptoms, this will not create pathogen in the clouds. None Hepatomegaly The pathogen appears to be capable of processing certain beverages. Harmful Ethanol/Alcoholic Beverages: The pathogen appears to react violently to the [reagent]. If the afflicted takes in ethanol, they may suffer mild toxin damage. The amount of toxin damage increases every stage, and they may be outright stunned or fall to the floor at later stages of the pathogen. None Projectile Bee Egg Sneezing The pathogen appears to generate a high amount of fluids. Honey, to be more specific. Bee 🐝 Pepper: The pathogen violently discharges honey when coming in contact with pepper. Afflicted sometimes sneezes out a space bee egg, hatching the egg and creating a cloud of "disease particles" that spread the pathogen. The later the stage of the pathogen, the more often this occurs. Air Neuron Restoration The pathogen appears to have a gland that may affect neural functions. Beneficial Neurotoxin: The pathogen releases a chemical in an attempt to counteract the effects of the neurotoxin. Afflicted sometimes heals a little bit of brain damage. Specifically, per stage, there is -/5/10/15/20% chance every few seconds to heal -/1/1/2/2 brain damage. None. Tier 4: Rare Symptoms Name Microscope Clue Symptom Rating Reagent Reactions Effect Spreads pathogen through Serious Paranoia The pathogen appears to be wilder than usual, perhaps sedatives or psychoactive substances might affect its behavior. Harmful Morphine/Ketamine: The pathogens near the sedative appear to be in stasis. LSD: The pathogen appears to be strangely unaffected by the LSD. Afflicted hallucinates nearby mobs making death threats at them, much more often than with standard paranoia. Eventually, the hallucinations involve Syndicate Items appearing on the floor and being inserting into backpacks, Changelings spitting acid, Vampires biting people, and bright flashes following the sounds of explosions. None Teleportation A glimpse at an irregular nerve center of the pathogen indicates that it might react to psychoactive substances. Harmful LSD: Upon closer examination, the pathogens appear to be shifting through space, instantly disappearing and reappearing. Worrying messages about space warping around them. In the pathogen's third stage, the afflicted may rarely actually teleport to somewhere outside of their viewing range. The later the stage, the farther they teleport. None Acute Fever The pathogen appears to be creating a constant field of radiating heat. The relevant membranes look like they might be affected by painkillers. Harmful Salicylic Acid: The heat emission of the pathogen is barely affected by the painkillers. Much like standard fever, except in the pathogen's fourth and fifth stages, the afflicted has a rare (1-3%) chance of spontaneously bursting into flames. None Acute Chills The pathogen is producing a trail of ice. Perhaps something hot might affect it. Harmful Phlogiston/Chlorine Trifluoride: The hot reagent barely melts the trail of ice. Much like regular chills, but the afflicted has a rare (1%) chance of spontaneously freezing into ice in the pathogen's third stage. In addition, in the fourth and fifth stages, their body temperature can lower significantly; the chills become strong enough to outright stun the afflicted and create ice beneath them. None Plasma Farts The pathogen appears to produce a large volume of gas. Round Destroying Phlogiston/Chlorine Trifluoride: The gas lights up in a puff of flame. Afflicted may spontaneously fart, and every time they fart, whether by choice, by pathogen, or by some other cause, they create some plasma gas. With each stage of the pathogen, the plasma farts occur more often and produce more plasma, and can cause TOX and OXY damage in later stages. Air CO2 Farts The pathogen appears to produce a large volume of gas. Harmful Phlogiston/Chlorine Trifluoride: The flame of the hot reagents is snuffed by the gas. Afflicted sometimes farts...and every fart, spontaneous or not, creates some carbon dioxide gas around them. These farts produce more CO2 and occur more often with each stage. At later stages, these farts can cause the afflicted TOX and OXY damage. Air Senility The pathogen appears to have a gland that may affect neural functions. Harmful None Afflicted occasionally takes a very small amount of brain damage and may drool, pick their nose, and, during the pathogen's fifth stage, drop whatever they were holding. None Accelerated Metabolisis The pathogen appears to be rapidly breaking down certain materials around it. Mixed Any Reagent: The pathogen appears to have entirely metabolized... all chemical agents in the dish. Initially has no effect, but when the pathogen reaches its fourth stage, all chemicals in the afflicted's body deplete two times faster than normal. When it's in the fifth stage, chemicals deplete three times as fast! None Auto-Brewery The pathogen appears to react with anything but a pure intoxicant. Harmful Any Reagent Besides Ethanol: The pathogen appears to have entirely metabolized all chemical agents in the dish into... ethanol. Afflicted slowly converts chemical reagents inside them into ethanol. The further the stage, the faster this occurs. Alcoholic drinks are not affected. None Radioactivity A curiously shaped gland on the pathogen is emitting an unearthly blue glow. Harmful Silver: The silver appears to be moderating the reaction within the pathogen's gland. Pathogens occasionally blast the afflicted with doses of radiation, inflicting TOX and BURN damage over time. Dose increases with stage. None Jazz Snapping The pathogen seems like it might respond to strong sonic impulses. Harmful Hootingium/Sonic powder: The individual microbodies appear to be playing smooth jazz. Much like standard Snapping, but the afflicted snaps much, much more frequently. In addition, when the pathogen reaches its fourth and fifth stages, a jazzy turtleneck and flat cap and/or saxophone may spontaneously materialize on the afflicted. Snapping will also cause the afflicted to player their saxophone, if they are holding one. None Flesh Restructuring The pathogen appears to be rapidly repairing the other cells around it. Beneficial Synthflesh: The pathogen appears to mimic the behavior of the synthetic flesh. Sulfuric Acid: The pathogen becomes agitated and works to repair the damaged caused by the sulfuric acid. Afflicted is sometimes healed of an amount of both BRUTE and BURN damage equal to the pathogen's stage (1/2/3/4/5 each). As the pathogen progresses through each stage, they are healed more often and in its fifth stage, the afflicted can expect to be healed roughly once per 20-30 seconds. None Oxygen Conversion The pathogen appears to radiate oxygen. Mixed Synthflesh: The pathogen consumes the synthflesh and converts it into oxygen. When the afflicted takes oxy damage for any reason, the pathogen may start converting said oxy damage into brute damage. The efficiency of this conversion depends on the stage of the pathogen. While this process is happening, the afflicted also moves slightly faster. None Oxygen Storage The pathogen appears to have a bubble of oxygen around it. Beneficial None While the afflicted are able to breathe, this pathogen will store oxygen up to a specific capacity. How quickly oxygen is stored depends on the stage. When the afflicted takes oxy damage for any reason, the pathogen will start consuming the stored oxygen to keep them breathing. While this process is happening, the afflicted also moves slightly faster. None Tier 5: Very Rare Symptoms Name Microscope Clue Symptom Rating Reagent Reactions Effect Spreads pathogen through Gibbing The culture appears to process proteins at an irregular speed. Round Destroying Synthflesh: There are stray synthflesh pieces all over the dish. Very scary (but actually quite harmless) feelings of the body being too "tight". Afflicted can only burst into gibs when the pathogen is in its fifth stage, at a rare (1%) chance. This also creates a cloud of "disease particles", spreading the infection further. Less dangerous than dragon fever, and less horrible than arctic chills. Air Capacitor The culture appears to have an irregular lack of liquids, but a very high amount of hydrogen and oxygen. Very Harmful Voltagen: Bits of pathogen violently explode when coming into contact with the voltagen. Water: The water inside the petri dish appears to be breaking down into hydrogen and oxygen. Afflicted can somehow absorb and release electricity. They are immune to electric shocks; if the shock has a high enough wattage, they can even absorb some of the electricity into themselves. They may spontaneously absorb electricity from nearby wires and eventually APCs and SMES Units, but not without burning themselves. They can safety electrocute others, without burning themselves, by punching them on Harm intent or punching a downed opponent on Disarm intent. Both of these will use half of the electricity contained within them and has a 50% chance to also electrocute the afflicted. They may discharge all their electricity at random intervals or when punched, electrocuting everyone within a certain radius while stunning and inflicting BURN damage on themselves. The area of effect, duration of stun, and BURN damage inflicted by the electrocution and received by the afflicted increases the more electricity stored in them. If they absorb more electricity than they can hold, they will explode, creating infectious "disease particles" and probably killing them. Air Unlimited Capacitor The culture appears to have an irregular lack of liquids, but a very high amount of hydrogen and oxygen. Harmful Voltagen: The pathogen appears to have the ability to infinitely absorb the voltagen. Functions identically to the regular Capacitor symptom, except there is no chance for the afflicted to overload and explode. None Dragon Fever The pathogen appears to be creating a constant field of radiating heat. The relevant membranes look like they might be affected by painkillers. Round Destroying Salicylic Acid: The heat emission of the pathogen is completely unaffected by the painkillers and continues to radiate heat at an intense rate. Much like standard fever, except when the pathogen is in the fourth and fifth stages, the afflicted has a good (25-35%) chance of spontaneously bursting into flames and, in the fifth stage, a rare (2%) chance to completely burn up and burst into a pile of ashes. Having the thermal or fire resistance mutation will prevent the spontaneous combustion. None Arctic Chills The pathogen is producing a trail of ice. Perhaps something hot might affect it. Round Destroying Phlogiston/Chlorine Trifluoride: The hot reagent doesn't affect the trail of ice at all! Exactly like acute chills, but with a rare (1%) chance for the afflicted to become an ice statue when the pathogen is in its fifth stage. This time, you need either the thermal or cold resistance mutations to avoid becoming an art piece. None Leprosy The pathogen appears to be rapidly breaking down certain materials around it Round Destroying None Worrying feelings about body parts feeling "loose". When the pathogen is in the fourth and fifth stages, the afflicted has a low (8-10%) chance of one of their arms or legs outright falling onto the floor. None Wild Snapping The pathogen seems like it might respond to strong sonic impulses. Round Destroying Hootingium/Sonic powder: The individual microbodies appear to be playing some form of freeform jazz. They are clearly off-key. Similar to standard Snapping, but the afflicted snaps much more often. In the pathogen's fourth and fifth stages, they may also, very rarely, violently tear off one of their arms in the process. None Random Mutations The pathogen appears to be shifting and distorting its genetic structure rapidly. Round Destroying Mutadone: Approximately 82.7% of the individual microbodies appear to have returned to genetic normalcy. Afflicted occasionally gains a mutation. The later the stage, the more often they mutate. These mutations can be good or bad, often come with a chromosome attached, and can decrease genetic stability. Not every mutation has an equal chance of occurring. None Random Reinforced Mutations The pathogen appears to be shifting and distorting its genetic structure rapidly. Round Destroying Mutadone: Approximately 0.00% of the individual microbodies appear to have returned to genetic normalcy. Similar to standard Random Mutations, but the mutations cannot be removed with mutadone (so only a GeneTek console can remove them) and occur somewhat less often. None Random Good and Stable Mutations The pathogen appears to be shifting and distorting its genetic structure rapidly. Beneficial Mutadone: Approximately 99.82% of the individual microbodies appear to have returned to genetic normalcy. Approximately 100.00% of the individual microbodies appear disappointed about that. Similar to standard Random Mutations, but the mutations are always "beneficial" and do not decrease genetic stability, though they occur somewhat less often. None Necrotic Detonation Some of the pathogen's dead cells seem to remain active. Round Destroying Synthflesh: There are stray synthflesh pieces all over the dish. Afflicted explodes upon death. Power and radius of explosion increase with each stage; general effect is roughly on par with a microbomb or two. None Necrotic Resurrection Some of the pathogen's dead cells seem to remain active. Beneficial Synthflesh: Dead parts of the synthflesh seem to still be transferring blood. When the afflicted dies, so long as the pathogen was at least in Stage 3, they are brought back to life. All blood is restored, and their OXY and TOX will be healed, but they'll be briefly paralyzed and suffer some misstepping in the first few minutes afterwards and start off with some significant BRUTE, BURN, and brain damage. They'll also soon contract tissue necrosis, which causes the body to gradually rot away if not preserved with formaldehyde. This cannot revive people who have set themselves to DNR, and the pathogen will not revive that person again until at least 20 minutes have passed. None Genetic Template The pathogen cells all look exactly alike. Mixed Mutadone: Approximately 0% of the individual microbodies appear to have returned to genetic normalcy. This pathogen picks one mutation from all the people infected with it and imprints on it. Once it has imprinted on a specific mutation, it will give this mutation to anyone it infects. As the pathogen progresses through the stages, more and more chromosomes will be applied to the mutation. Reinforced Stabilized Synchronized Empowered Energized None ----- Welcome to virology! A virologist spends much of their time isolated in the virology department fiddling with deadly and annoying plagues. This guide will get you on the right path to properly creating and curing the worst of the worst. Contents 1 Anatomy of a Virus 1.1 Antigens 1.2 Transmission 1.3 Species 1.4 Symptoms 2 Equipment 2.1 Antibody Scanner 2.2 Pathogenic Isolator 2.3 Pathogenic Incubator 2.4 Disease Analyser 2.5 Isolation Centrifuge 2.6 Disease Splicer 2.7 Refrigerated Virus Storage 3 Protection 4 Research 4.1 Obtaining a Sample 4.2 Deliberate Infections and Backups 4.3 Splicing 4.4 Mutating 5 Curing 5.1 Quarantine 5.2 Antibodies 6 Syndromes Anatomy of a Virus Before you jump in to making the next Black Death, you need to understand what's what. When you pop a tray into the disease analyzer you'll get a paper listing quite a few things about that virus! Antigens The first thing you might notice on this analysis is the listed antigens of a virus. This, essentially, is what you need for cures. When a patient develops an antibody that matches a disease's antigen, they'll be immune to the virus. Transmission This will list one of three methods of transmission: airborne, contact, or blood. Airborne viruses will spread through the air, meaning if a patient is coughing or sneezing it will spread quicker. Contact viruses need some sort of, well, contact. Blood on the floor, mucus, and vomit should all be cleaned up. Blood-transmission viruses will only spread through actual blood contact, meaning an injection of the virus would be necessary to spread it. Species Not all viruses are compatible with all species! This will list off what can be infected by a particular virus. This can be changed through splicing. In rare cases you will get a virus that has infected crewmembers but cannot infect your lab monkeys. In these cases, you will likely have to splice different species data to safely make a cure. Symptoms This lists what all the virus does, along with the strength of the symptoms and their aggressiveness. A full list of symptoms and their stages can be found below. Equipment First off, any good virologist needs to gear up! Your virology lab should have the following: Two Level-3 Bio Hoods Two Level-3 Bio Suits Two sets of internals Latex gloves Make sure to gear up appropriately and take precautions to not bring the virus out of the lab! Next, your machinery! Antibody Scanner A device similar to a health analyzer, when scanned over a patient it will tell you any present antibodies in their bloodstream. Pathogenic Isolator This device can be loaded with blood samples via a syringe. It will tell you if there is a present viral pathogen, and if so it can isolate the pathogen, producing a virus dish for further research. This is the primary means of creating virus dishes. Pathogenic Incubator One of the most important machines, you'll be sitting here a lot. Virus trays you produce will start small, and you will need to grow them to get anywhere. Load it with virus food (diluted milk, found in a wall mounted dispenser nearby) as well as a virus dish and turn it on. It will slowly grow the virus for analysis, splicing, or whatever other use you might find for it. It can also inject the virus into other chemicals (i.e. blood) which will allow you to artificially infect a blood sample to infect test subjects. Additionally, it can irradiate a virus dish to cause mutation. This randomly alters the syndromes, allowing you to collect new data. Disease Analyser Virus dishes may be placed into this machine after it has been incubated sufficiently. It will create a reading of the virus' symptoms, species targeted, associated antibodies, and so on. It will also update the disease into the digital database, allowing it to be detected via Medical HUD or health analyzer. Isolation Centrifuge Inserting a vial of blood into this machine will allow it to take a present pathogen or antibody, turning it into a pure virus or pure cure for your use. It will automatically detect if either are in the blood sample, so it is useful for determining if a sample is infected. The sample will be reusable if creating more of the virus, but will be expended upon creating antibodies. Disease Splicer As it's name implied, this machine is for splicing the disease symptoms and creating new viruses. Insert an analyzed virus sample to take a symptom which can then be saved on a GNA disk (created by the machine), or use an existing disk on the machine to load up a symptom and splice it in. Refrigerated Virus Storage Easy storage for your deadly creations. Protection What needs to be worn varies from race to race, as some species cannot be affected by a virus, but precautions should always be taken to prevent accidentally carrying the virus out of containment. Research While curing patients is the obvious side to virology, there's more you can do! For a variety of reasons you may wish to engineer your own virus through mutations and splicing. Keep in mind that infecting the whole station with a deadly virus is generally frowned upon in most societies, and even in an antagonistic role simply infecting everyone with a very deadly virus is not ideal. Obtaining a Sample The first step to making your own virus is to find a virus to start tinkering with. There are two ways of doing this: grabbing the pre-spawned virus dish from the freezer create in your laboratory, or taking a blood sample from an infected patient that you haven't cured yet and running it through the Pathogenic Isolator to produce a virus dish. In either case, you'll then need to incubate the virus in the Pathogenic Incubator until it is of sufficient size for you to work with, and ideally also run it through the Disease Analyzer to get an idea of what it does. This will also keep the rest of Medical from getting on your case about not giving them the ability to detect viral outbreaks without you, and will help prevent public lynchings if someone sneezes. Once that's all done, you're ready to start the real work. Deliberate Infections and Backups Sometimes you just need to infect somebody. Usually, this is because you're doing some splicing work and want to make sure that you'll have some copies of a virus in reserve for future study. Fortunately, the process of deliberately infecting patients, as well as creating backups of your viruses, is actually very simple. If you have a virus dish and wish to infect a patient, place the dish into the Pathogenic Incubator along with a beaker full of blood. Ideally, this is the patient's (or test monkey's) blood, though anyone's will do in a pinch - just be aware of the possibility of blood rejection, and be ready to deal with it accordingly. The incubator can inject a sample of the virus into the blood, which you can then inject into the patient to infect them. Alternatively, once a blood sample is infected you may place it in either the pathogenic isolator or isolation centrifuge to make as many samples of that virus you need without destroying the sample. No infections necessary! Splicing To understand splicing, you must know that every virus has 4 GNA strands, each of which is tied to one of the syndromes that it can manifest. Each syndrome, and thus each strand, is ranked in order of its appearance when symptoms begin to manifest in a patient, and higher-ranked (and thus slower to appear) syndromes are likely to be more powerful than lower-ranked ones. (1) is the lowest, first symptom to manifest, and (4) is the highest, final symptom to manifest. The Disease Splicer will allow you to examine and manipulate a virus' GNA strands to create a virus with any syndromes that you want. The splicer has main three functions which allow you to modify viruses and define which GNA strands they contain. The first of these functions is the splicing function, which copies a GNA strand from an inserted virus tray to the disease splicer buffer. This is done by selecting the desired GNA strand under "Reverse Engineering". Doing so will destroy the virus tray in the process, so be sure that you have more samples of the virus on hand if you want to preserve it. The disease splicer’s second function is to copy whatever strand it has stored in its buffer to a disk the machine creates. These disks can be re-inserted into the disease splicer later, making their stored GNA strand immediately available for use. Unlike virus trays, disks can be reused without destroying them. The final function of the disease splicer is to copy over a GNA strand of its loaded virus dish with the corresponding GNA strand that is currently stored in its buffer. This effectively allows you to give a virus any set of symptoms you want, so long as it follows the rules of the ranking. A rank (1) symptom can fill any slot, while a (3) can only fill 3 and up, and a (4) can only be in the fourth slot. Mutating Sometimes you just don't have any of the symptoms you want. Fortunately, mutating a virus dish is very simple. Simply place a dish in the pathogenic incubator to get started and click 'add radiation'. This will fill up the radiation bar with each press. When the machine is on, this bar will slowly tick down as the radiation is applied to the sample. For any significant mutation the radiation should be over 500k, meaning at least half the bar. When a mutation occurs -- and multiple mutations can occur in a single sample -- there will be a ping from the machine. Once it's done growing and mutating, throw it into the analyzer and see what you got! With these functions in mind, the process in order for you to develop your own virus is as follows: Create lots of virus sample dishes. If the virus dishes you have already created don't contain the syndromes that you want in your custom virus, irradiate them in the Pathogenic Incubator until they do. Create backup dishes of your new viruses. Strip the GNA strands that you want from your virus dishes, saving each one onto a disk. Load a new virus dish into the Disease Splicer. Copy over the virus dish's GNA strands with your disks. Once you have your final product, you can use the Pathogenic Incubator to create a beaker of blood containing the virus. Congratulations! You are now officially a bioweapon manufacturer. Curing Curing a virus is relatively simple, but the below will leave you without a sample to work with. If this is a concern, see 'obtaining a sample' above. Alternatively to the below, spacecillin can be used in a pinch to attempt to treat a virus if no virologist is present and someone decided to roll around in mucus. However this is not guaranteed to work, and can in fact simply make the virus more resistant to spacecillin. Quarantine If you or a crew member becomes infected by a virus, your first concern should be to isolate them as quickly as possible to prevent the disease from spreading. Ideally, this means getting the patient back to Virology and into a holding cell, but failing that, it's important to get them into an isolated room, shut the door, and keep anyone else from entering. It is also important to clean up any blood, vomit, or mucus left behind by the patient, as it may spread the virus as well. Antibodies Now that your patient is safely hidden away where they can't infect people without your permission, you want to cure them. The basic idea behind that is to get them to start synthesizing antibodies. Antibodies are produced by living organisms that have started to fight off a virus in their bloodstream. An organism that has produced antibodies is effectively immune to any virus that is weak to those antibodies, which are generally denoted by a short string of letters (say, "KM" or similar) to let you know which viruses they are effective against. Even better, once an organism has synthesized antibodies for itself, you can take a blood sample and use that to create more antibodies, which you can then inject into other people to cure the virus in them, or even to prevent them from catching it in the first place. And you can take blood samples from those people to make even more antibodies. The issue is that, most of the time, a patient's immune system is not powerful enough to create antibodies on its own (space plagues are nasty things), so you have to do that for them. You do that by injecting them with Radium. Since Radium is radioactive, this is obviously not something that you want to do to your actual patients. It'll cause major toxin damage when an antibody is made and quickly lead to organ failure. You get around this by using monkeys, which you can get from the box of monkey cubes very handily left on the desk in Virology for this very purpose. So the process of curing diseases is, really, quite simple. Find an infected patient. Make a monkey (ideally, strap this monkey to a bed in an isolation cell to make the rest of this process easier). Take a blood sample from the infected patient, then inject it into the monkey to infect the monkey. Inject the monkey with Radium. Use the antibody scanner on the monkey every few seconds until it says that the monkey has begun producing antibodies, then take a blood sample (or two or three or four) from the monkey. Put the blood sample(s) into a vial, then put the vial into the isolation centrifuge and isolate the antibodies. Voila: a bottle of virus cure. Inject it into as many people as you like, then throw the (likely dead) monkey into the disposals chute to eject its disease-ridden body into space and clean the isolation cell. Or, if you're on the ball and wish to be conservative with your limited monkey cubes, save the monkey, too. Congratulations! You have now cured a disease. The important thing to remember is that anyone injected with antibodies becomes a source of those antibodies for the future. You can take a sample of their blood and put it into the isolation centrifuge just like you did with the monkey's to produce more antibodies if you ever run out. For this reason, and because you might have gotten infected yourself in the process of synthesizing a cure, most Virologists will inject themselves with any antibodies they produce. Syndromes Below are the possible syndromes of a virus and the stages they can appear at. A stage covers that stage and higher, so a stage 1 syndrome can appear at stage 4. A stage 4 syndrome, however, cannot appear any earlier than stage 4. Syndromes Stage Name Effects 1 Sneezing Makes the patient sneeze. Spreads airborne disease. 1 Mucus Buildup Makes the patient's throat fill with mucus. 1 Salivary Gland Stimulation Makes the patient drool. Spreads the disease. 1 Involuntary Twitching Makes the patient twitch. 1 Headache Gives the patient a headache. 2 Involuntary Vocalization Makes the patient scream. 2 Vomiting Makes the patient vomit. Spreads the disease. 2 Excessive Sleepiness Makes the patient drowsy. 2 Narcolepsy Makes the patient pass out at random. 2 Vision Loss Causes partial blindness. 2 Severe Cough Causes coughing. Spreads airborne disease. 2 Digestive Inefficiency Makes the patient always hungry. 2 Reduced Circulation Makes the patient shiver. 2 Hair Loss Causes the patient's hair to fall out. 2 Overactive Adrenal Gland Makes the patient jittery, but also faster. 2 Tinnitus Causes ringing in the patient's ears. 3 Hyperacidity Causes small amounts of toxin damage. 3 Nervous Motor Instability Makes the patient shaky. 3 Pineal Gland Decalcification Gives the patient telepathy. 3 Neurodegeneration Causes brain damage. 3 Hallucination Causes hallucinations. 3 Hearing Loss A less severe hearing damage. 3 Topographical Cretinism Makes the patient incapable of walking straight. 3 Uncontrolled Laughter Causes the patient to laugh uncontrollably. 3 DNA Degradation Causes genetic damage. 3 Phantom Aches Causes groaning. 3 Chemical Synthesis Causes the synthesis of a certain chemical in the patient's bloodstream. 3 Genetic Chameleonism Prevents the patient from experiencing organ rejection. 4 Gibbingtons Gibs the patients slowly. 4 Radian's Syndrome Irradiates the patient from the inside. 4 Deafness Causes complete deafness. 4 Genome Regression Turns the patient into the primitive form of their species. 4 Windpipe Contraction Causes the patient to involuntarily hold their breath. 4 Autoimmune Response Adds toxins to the patient's bloodstream. 4 Catastrophic DNA Degeneration Causes genetic damage and scrambles the patient's genes. 4 Limb Paralysis Temporary loss of use in the patient's individual arms and legs. 4 Organ Shutdown Slowly causes internal organ damage at random. 4 Hyperaccelerated Aging Ages the patient, causing external damage. 4 Brittle Bones Causes bones to break more easily. 4 Organic Ignition Slowly causes the patient to burst into flames. -------- Infections Jump to navigationJump to search There are many diseases that can affect you in space! The following will come in handy for virologists, traitors, or any unfortunate soul who's come down with a case of brain rot. Contents 1 Virology 101 1.1 The Clothes 1.2 Isolation 1.3 Sterilization 1.4 Methods of Infection 1.5 Curing an infection 1.6 PanD.E.M.I.C 2200 2 Infection Listings 3 Advanced Diseases 3.1 Modifying Symptoms 3.1.1 Basic chemicals 3.1.2 Advanced Chemicals 3.1.3 Synaptizine 3.2 Tips and Techniques 3.2.1 Dropper 3.2.2 Mixing in Beakers 3.2.3 Isolating Symptoms 3.2.4 Multiple symptoms 3.2.5 Virus Stacking 3.3 Symptoms Table 3.3.1 Understanding stats 3.3.2 General Tips 3.3.3 The Black Death Virology 101 Virology Virology is sealed from the rest of the station. You are not on the disposals network, nor do you share the same atmos system The first, and most important way to prevent 99% of infections, is proper hazard wear, and knowing how to keep the infection from spreading. The Clothes The following will protect you, from the dangerous infections of space, each giving more and more (till total) protection against infection: Level-3 Bio Hood Level-3 Bio Suit Jumpsuit (virologist, CMO, geneticist, chemist, doctor, nurse suit, scrubs, Research Director) Latex Gloves Sterile mask Shoes (White shoes and Galoshes are the best) Private (clean) Internals Isolation If you or another crew member is infected, do not spread the infection further. Seek the isolation bay of the medical wing, or head to a room no one will enter but yourself and other infected. Sterilization Cleaning blood spills from the ground will prevent contact contamination, make sure blood is cleaned from the floor at all time. Any blood splatter out there could hold a dreaded space infection. Contact a janitor if you see blood on the floor, do not interact with the blood if you suspect possible infection chance. Any object or floor that has infected blood on it can infect anyone who handles or touches it. Methods of Infection The following are the various ways a disease can spread, keep this in mind at all times: Airborne - The most dangerous and quick spreading, if you are anywhere within the breathing area of the infected crew member, you have a chance to be infected. Direct Contact - Requires you to touch, been touched, or be extremely close to the source of the infection. The infection will be spread by the skin and bodily fluids of an infected person, but will not survive long in the air. Blood - The infection will be spread by the bodily fluids of the infected person. Special - The disease is not normally contagious and the affected crewman has been infected by a non-human vector source. You can work with the infected without risk yourself unless they expose you to the same vector source that infected them. Curing an infection Every infection is vulnerable to one substance (or combination of two). To find it, you can put an infected blood sample in the PanD.E.M.I.C 2200 machine or use a health analyzer on an infected patient. Administering the substance to the patient (may require multiple injections) should cure him. Alternatively, if you have produced a vaccine, a simple injection should cure the patient. Pandm.gifPanD.E.M.I.C 2200 This machine creates vaccines from the blood of people who have been cured. Use: Take a blood sample with a syringe. Place sample into a beaker or bottle. Load beaker into machine. Select vaccine you wish to have. Take vaccine bottle it produces. Additional uses: Reveals the cure to any infected blood sample without needing to inject a living creature. Infection Listings Thankfully, humanity has managed to cure and eliminate almost all of the diseases that plagued its infancy. However, the vast reaches of space have been found to harbor new illnesses that can affect the unprepared staff on Nanotrasen research stations. Disease Name Vector Name Description Spread Cure Alien Parasite Xenomorph An uncommon infection, caused by alien rape. A facehugger has implanted an embryo inside of the body of the victim, which will grow until it kills and destroys the body while spawning a larva. Special Surgery Brain Rot Cryptococcus Cosmosis An infection that causes mental degradation. Contact Mannitol Cold XY-Rhinovirus Still around since the dawn of man, this disease is relativity harmless, causing fatigue and a runny nose. Will progress to the Flu when untreated. Airborne Rest and Spaceacillin Cold 9 ICE9-Rhinovirus A rare disease that will progressively lower the victim's body temperature in addition to respiratory symptoms. Contact Spaceacillin Flu H13N1 Flu Viron A common illness, causes fatigue, high fever, and muscle toxicity. Rarely fatal, quickly spread. Airborne Spaceacillin Anxiety Excess Lepidopticides Will cause feelings of anxiety and cause the victim to cough butterflies. Contact Ethanol GBS Gravitokinetic Bipotential SADS+ An extremely dangerous illness caused by contagious micro-singularities that will cause the human body to be torn apart from the inside. The initial phase begins in the lungs and mimics flu symptoms. Contact Sulfur and Synaptizine Jungle Fever Kongey Vibrion M-909 One of the most feared diseases in the galaxy, this is a disease carried by primates. A single bite or scratch is enough to fully infect a human. The result is spontaneous genetic reversion, and the affected individual will also become a monkey. Special Death squad Magnitis Fukkos Miracos An infection of magnetic bacteria that build up in the body. As the disease progresses any metallic items not bolted down near the infected person will be pulled toward them, even objects as large as canisters. Ingested iron will draw the bacteria to it and allow them to be excreted normally. Contact Iron Pierrot's Throat H0NI<42 Virus A brain disease that was brought back with the original explorers of Clown Planet that damages the basal ganglia, victims will have an uncontrollable urge to HONK. Airborne Bananas Space Retrovirus S4E1 Retrovirus A DNA-altering retrovirus found in some types of [slime] that will constantly mutate the genetic code of the host. Symptoms vary wildly from blindness to incredible fits of strength and green skin. Contact Rest or Mutadone Robotic Transformation R2D2 Nanomachines A rare infection caused by nanomachines in certain foods, effectively kills the infected as their body becomes metallic and their skin sloughs off. Special Copper Injection Spanish Flu 1nqu1s1t10n Flu Viron A rare and deadly form of flu that causes an incredibly high fever. Those infected will die of internal burns without treatment or religious conversion. Airborne Spaceacillin Wizarditus Rincewindus Vulgaris A rare illness, causes spontaneous robe growth, randomly speaking incantations, and finally random teleportation. Airborne Manly Dorf Xenomorphic Transformation Rip-LEY Alien Microbes A rare infection caused by xeno-microbes in certain foods, changing the infected's DNA to that of a xenomorph Symptoms include severe pain and progressive insanity. Special Glycerol and Spaceacillin Fungal Tuberculosis Fungal Tubercle bacillus Cosmosis A rare highly transmittable virulent virus. Few samples exist, rumoured to be carefully grown and cultured by clandestine bio-weapon specialists. Causes fever, vomiting, lung damage, weight loss, and fatigue. Airborne Salbutamol and Spaceacillin Advanced Diseases You are able to create your own advance disease with different symptoms, which will have buffs, debuffs and bonuses! You will start out with two advance diseases, the cold and the flu. The cold will have the sneeze symptom and the flu will have the cough symptom. They have almost no effect if they infect people, but you need them to acquire more symptoms. The Pandemic can create culture bottles (basically copies) of existing viruses, so you won't run out while experimenting. Modifying Symptoms To obtain a new symptom you need to mutate an existing virus. This involves adding a chemical to the virus, which will generate a new symptom. Rarer and harder to acquire chemicals will yield more potent symptoms. You will start with enough chemicals to create a powerful disease, as long as you use them carefully. Basic chemicals These are the basic chemicals for virus mutation. You can either add them directly to a virus to obtain a random level symptom, or mix them with other ingredients to get advanced chemicals, that will give you a specific level symptom. Virus Food: You can make virus food with Water, Milk and Oxygen. Virology lab has its own Virus Food Dispenser. Mixing this with a disease will give that disease a symptom up to level 2. Unstable Mutagen: You can use mutagen to mutate your disease and give it a symptom up to level 4. Virology starts with a 30u bottle of mutagen. Liquid Plasma: Plasma can be used to mutate your disease to give it a symptom up to level 6. Plasma in liquid form is generally in very limited supply, unless mining and chemistry cooperates with you. Virology starts with a 30u bottle of liquid plasma, and in some station layouts with extra plasma bars. Advanced Chemicals Using these will allow you to both save time and resources when trying to acquire the symptoms you want. Virus rations: Virus rations can be used to mutate your disease and give it a level 1 symptom. It is made by depleting Virus food with Synaptizine. Mutagenic Agar: Mutagenic agar can be used to mutate your disease to give it a level 3 symptom. It is made by mixing Unstable mutagen and virus food together. Sucrose Agar: Sucrose agar can be used to mutate your disease to give it a level 4 symptom. It is made by mixing Sugar or Saline Glucose Solution and Mutagenic agar together. Virus Plasma: Virus plasma can be used to mutate your disease and give it a level 6 symptom. It is made by mixing liquid plasma with virus food. Weakened Virus Plasma: Weakened virus plasma can be used to mutate your disease and give it a level 5 symptom. It is made by weakening virus plasma using Synaptizine. Synaptizine Synaptizine, aside from being a base chemical, will remove one random symptom to any virus it comes in contact with. It's important if you intend to isolate a specific symptom. For example, if you mutate your Cold virus and it acquires the Toxic Filter symptom, you can try and add synaptizine to it to create a virus which only has the Toxic Filter symptom. Tips and Techniques Dropper When you're adding a chemical to a virus, you only need to add a single unit of it to the virus. This means you can use a dropper to add a single unit at a time, instead of using a syringe and wasting 5 chemicals at a time. Since Liquid Plasma and Mutagen are in limited supply, it is a smart move to conserve your chemicals. Remember, you have to use the dropper in your hand once to set it's transfer value to 1 unit. Mixing in Beakers While your first instict may be to create a new culture bottle, adding a chemical to it and scrapping the whole bottle if it's not the symptom you want, it is a slow process due to the Pandemic's cooldown. A better way is to instead keep a culture bottle, an empty beaker, and a bottle of your desired chemical; add one unit of culture to the beaker and then mutate it with the chemical, and check the result. Then repeat until you have to replicate the culture bottle: this allows for 20 uninterrupted tries before having to make a copy. Isolating Symptoms When you get the symptom you want, you should isolate it, by making a new culture bottle with the symptom's name on and storing it in your fridge. Doing this will make it much easier to build different viruses with the symptoms you have, instead of being locked in a single combination. Even better is if you use synaptizine to remove the base symptom, so you have the pure symptom ready to use. A few symptoms are however too stealthy to be detectable by themselves. Multiple symptoms A virus can have up to six symptoms. There's a downside to having too many symptoms: they are less resistant and less likely to spread. Not only that, but if you add a symptom when you already have four, there's a chance it will overwrite a symptom (33% for a fifth, 66% for a sixth). This is why it's important to organize your symptoms so that you can try and try again until you get the disease you want. Virus Stacking There can be a maximum of three different viruses on a person. Making three separate viruses will allow you to stack the same symptom multiple times, or simply add many more symptoms than a single virus would allow. In addition to that, having three viruses will make you immune to further viruses! To distribute a triple virus, you should infect a monkey (or yourself) with all the viruses, and then use the blood as an infection vector, since culture bottles will ruin the virus when mixed. Symptoms Table Symptom Stealth Resistance Stage speed Transmittable Level Required Chemical Effect Alopecia -1 - 1 -1 2 4 Unstable Mutagen/Sucrose Agar Causes rapid hair loss. Anti-Bodies Metabolism -1 -1 -1 -4 3 Unstable Mutagen/Mutagenic Agar Cures all diseases (except itself) and creates anti-bodies for them until itself dies. Choking -3 -2 -2 -4 3 Unstable Mutagen/Mutagenic Agar Causes spikes of oxygen deprivation. Deals damage based on stage speed and stealth. Coughing -1 3 1 2 1 Virus Food/Virus Rations Causes coughing. Will force the affected mob to drop items. Confusion 1 -1 -3 0 4 Unstable Mutagen/Sucrose Agar Makes the affected mob be confused for short periods of time, making them walk in random directions. Deafness -1 -2 -1 -3 4 Unstable Mutagen/Sucrose Agar Causes intermittent loss of hearing. Deoxyribonucleic Acid Restoration -1 -1 0 -3 5 Plasma/Weakened Virus Plasma Heals brain damage based on stage speed minus stealth, treats radiation, cleans SE of non-power mutations. Deoxyribonucleic Acid Saboteur -2 -3 0 -3 6 Plasma/Virus Plasma Cleans the DNA and gives a random disability. The disabilities are cured when the disease is cured. Dizziness 2 -2 -3 -1 4 Unstable Mutagen/Sucrose Agar Shakes the affected mob's screen for short periods. Eternal Youth 3 4 4 -4 5 Plasma/Weakened Virus Plasma Makes you never physically older than young adulthood and prevents death by old age. Should be used for buffing your disease. Facial Hypertrichosis -3 -1 -3 -1 4 Unstable Mutagen/Sucrose Agar Makes you grow a massive beard, regardless of gender. Fever 0 3 3 2 2 Virus Food Heats up your body, based on transmittability and stealth. Will never reach damaging levels of heat, however. Hallucinogen -2 -3 -3 -1 5 Plasma/Weakened Virus Plasma Makes the affected mob have hallucinations for short periods of time. Available in Virus Crates. Headache -1 4 2 0 1 Virus Food/Virus Rations Displays an annoying message! Should be used for buffing your disease. Hyphema -1 -4 -4 -3 5 Plasma/Weakened Virus Plasma Inflicts eye damage over time. Causes blindness if left unchecked. Itching 0 3 3 1 1 Virus Food/Virus Rations Displays an annoying message! Should be used for buffing your disease. Longevity 3 3 4 4 3 Unstable Mutagen/Mutagenic Agar After a certain amount of time the disease will cure itself. Will immensely buff your disease. Necrotizing Fasciitis -3 -4 0 -4 6 Plasma/Virus Plasma Causes brute damage over time, with more brute damage the less the virus' stealth is. Fatal if left untreated. Ocular Restoration -1 -3 -2 -4 4 Unstable Mutagen/Sucrose Agar Body starts to create its own Oculine, healing eye damage. Revitiligo -3 -1 -1 -2 5 Plasma/Weakened Virus Plasma Makes the mob gain skin pigmentation. Self-Respiration 1 -3 -3 -4 6 Plasma/Virus Plasma Body starts to create its own Salbutamol, effectively making oxygen unnecessary. Sensory destruction -1 -2 -3 -4 6 Plasma/Virus Plasma Destroys mob's senses by shutting down motor skills, creating hallucinations, damaging brain functionality, and depriving the mob of its taste. Sensory restoration -1 -4 -4 -3 5 Plasma/Weakened Virus Plasma Restores mob's senses by fixing ear damage, purging alcohol from the body, blocking hallucinations, and fixing brain damage. Shivering 0 2 2 2 2 Virus Food Cools down your body based on stealth and resistance. Sneezing -2 3 0 4 1 Virus Food/Virus Rations Forces a spread type of AIRBORNE with extra range! Spontaneous Combustion 1 -4 -4 -4 6 Plasma/Virus Plasma Sets your body on fire periodically, with amount of stacks based on stage speed, minus stealth. Stimulant -1 -3 -2 -4 3 Unstable Mutagen/Mutagenic Agar Body starts to create its own Ephedrine, increasing movement speed and reducing stuns. Toxic Compensation 1 -4 -4 -2 4 Unstable Mutagen/Sucrose Agar Slowly converts brute/fire damage to toxin. Toxic Filter 1 -4 -4 -2 6 Plasma/Virus Plasma Heals toxins in the affected mob's blood stream, based on stage speed. Available in Virus Crates. Vitiligo -3 -1 -1 -2 5 Plasma/Weakened Virus Plasma Makes the mob lose skin pigmentation. Voice Change -2 -3 -3 -1 6 Plasma/Virus Plasma Changes the voice of the affected mob. Causing confusion in communication. Available in Virus Crates. Vomiting -2 -1 0 1 3 Unstable Mutagen/Mutagenic Agar Forces the affected mob to vomit! Makes the affected mob lose nutrition and heal toxin damage. Projectile Vomiting -2 -1 0 1 4 Unstable Mutagen/Sucrose Agar Like normal vomiting, except it will spread further, likely causing more to walk across the vomit. Vomiting Blood -2 -1 -1 1 4 Unstable Mutagen/Sucrose Agar Forces the affected mob to vomit blood! Makes the affected mob lose health. Weakness -1 -1 -2 -2 3 Unstable Mutagen/Mutagenic Agar Deals stamina damage to the host. May knock out if left untreated. Weight Gain -3 -3 -2 -2 4 Unstable Mutagen/Sucrose Agar Increases the weight gain of the mob, forcing it to eventually turn fat. Weight Loss -3 -2 -2 -2 3 Unstable Mutagen/Mutagenic Agar Decreases the weight of the mob, forcing it to be skinny. Weight Even -3 -2 -2 -2 4 Unstable Mutagen/Sucrose Agar Causes the weight of the mob to be even, meaning eating isn't required anymore. Viral Self-Adaptation 3 5 -3 0 3 Unstable Mutagen/Mutagenic Agar Massively buffs the adaptation of viruses, causing it to be stealthier, harder to cure but slower acting. Viral Evolutionary Acceleration -2 -3 5 3 3 Unstable Mutagen/Mutagenic Agar Massively buffs the evolutionary cycle of viruses, causing it to be faster acting, better at infecting, but more easily detected and cured. Understanding stats After you're done mixing your disease, stats from the symptoms are added together to make disease stats. Here's what exactly they do: Viruses have a default of 1 in every stat. Stealth of 2 or higher will hide your disease from medHUD and scanners. Stealth of 3 or higher will hide it from P.A.N.D.E.M.I.C. machine. Also, if a virus only contains positive symptoms, it won't show up on on the medHUD. Transmission is determined as follows: (disease's transmission - amount of symptoms). 1 or less is blood, 2-4 is contact, 5 is airbone. However, sneezing will force it to be airbone. Chance of advancing a stage per tick is 2% or stage speed, whichever is higher. Cure depends on resistance and amount of symptoms: resistance - (amount of symptoms / 2) 1 or less 2 3 4 5 6 7 8 9 10 11 or more Sodium Chloride Sugar Orange juice Spaceacilin Saline-Glucose Solution Ethanol Leporazine Synaptizine Lipolicide Silver Gold Chance of it being cured every tick is 15 - resistance, but always between 10 and 20. Transmission affects how much protective gear you must have to protect yourself from it. General Tips Toxic Filter + Toxic Compensation = Regeneration. They are also the only positive symptoms that can stack their effects. Add Self-Respiration and a virus can bring someone back from crit. If you happen to run out of plasma, chemistry usually has a few extra bars you can ask for. Sugar can be hard to find, but you can use Saline-Glucose from any NanoVend Plus for Sucrine Agar. Wearing protective clothing is not necessary during virology research, but you should wear it in event of an outbreak or while experimenting on monkeys. If you're dealing with a virus too stealthy to analyze, you can use a virus with the Anti-Bodies Metabolism symptom to cure it. Have in mind the disease you want to make before you start searching for symptoms: knowing the level of the symptom you're looking for may save you time and materials. While it's possible, you should refrain from using only plasma to get the symptoms you need, as it can run out very quickly, and without it you can only beg mining for more plasma bars. The only statistic you want when making a buffing virus is Stage Speed, as it improves a few symptoms. Resistance is useless as nobody'd want to cure it, transmittability is either undesired or taken care of by Sneezing, and Stealth is annoying, as it can make your virus hard to replicate through the Pandemic and to spot with MedHUDs. Viruses with only positive symptoms won't show up on the medical HUD. They will still show up on the scanners and on the Pandemic. The Black Death Being a traitor virologist opens you up to a whole variety of cruel and interesting ways to create chaos on the station. Here's some tips to allow you to spread your worst creations. Here is where statistics become important: you need Resistance to avoid the cure being salt, you want Transmittability so your virus can spread, Stage Speed so it acts before the victim is cured, and Stealth to avoid it being noticed too quickly. You won't have them all on a single virus, so choose the direction you want to go with. A high stealth will deny any chance of discovering the cure as long as the resistance is above 0. A high resistance will make the cure so rare that it won't realistically be available to everyone. Beware of vaccines, though. A high stage speed will cause your virus to progress at extreme speed, giving targets less warning before acting. A high transmittability will allow you disease to spread itself without your help; it will also make it so you need more clothing to protect from infection. While it might seem a good idea to put many harmful symptoms on a virus, its stats will be lowered to the point it won't act before it is cured. Stick to one or two harmful symptoms, and add neutral ones to buff its statistics. All symptoms give out messages to the infected before they reach the stage where they activate. People will be aware of what is hindering/killing them. Stacking viruses will not only allow more symptoms, but will make your targets immune to eventual ABM viruses. Going around outside of virology with a biosuit will alert people that you don't trust your own virus: you might want to infect yourself with an ABM/cough virus, so people can see that you're infected as well, while you'll be immune. Or simply any three harmless viruses. Remember that live and walking infected spread more than corpses. Consider making a disease that hinders many instead of one that kills a few. Although dead people can't work on a cure. A syringe gun filled with infected blood is a good way to spread viruses if you can't trick the crew. Sabotaging the Pandemic is usually a good idea, as it can create a vaccine for a cured virus which is cheap and easy to distribute, even if the virus is so resistant that gold is the cure. Sabotaging chemistry can stop them from making most of the chems that can cure viruses.