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Virology for the Layperson: Preventing Diseases

Virology is sealed from the rest of the station. You are not on the disposals network, nor do you share the same atmos system

Diseases can be an annoyance to cure and prevent. However, if everyone does their part, an outbreak can be easy to deal with. If a disease is spreading, it's up to you to prevent yourself from getting it, or, if you're infected, preventing yourself from spreading it before you're cured.

Methods of Infection

The following are the methods by which a disease spreads. A virus in one of these tiers spreads as if by all tiers below it, unless it's in the Special tier. Each has listed the means to prevent spread, and are listed when getting a medical scan of the virus:

  • 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.
  • Contact - The infection infests the skin of the host. Merely touching, or bumping into them, is enough to catch the infection. If infected with a Contact virus, isolate yourself from high traffic areas. Wearing bio-protective clothes will protect from contact infection
  • Fluids - The infection spreads through fluids, and is susceptible to mutation, if it's an advanced disease. Diseases which spread through fluids infect through vomit, blood, and similar floor splatters- wear bandages if infected and bleeding. White Shoes are sufficient to protect from most sources of Fluid spread disease.
  • Blood - The infection will typically only spread through injection, bites, ingestion and other methods which must usually be intentional. Bloodborne viruses are of minimal concern- if infected, you can safely visit Medical for treatment. Blood transmission diseases can also be spread by sharing syringes- exercise extreme caution!
  • 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.


Being hungry makes it easier for you to transmit and catch diseases. Eat well, stay healthy!


If you're infected with a virus, avoid contact with other crew! if the virus is deadly, try finding an alternate route into medical- don't give everyone in the lobby viral supertuberculosis!


Cleaning blood spills from the ground will prevent contact contamination. Make sure blood is cleaned from the floor at all times; 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.


Spaceacillin prevents diseases from spreading when injected into a host. use it to prevent further spread!

Biohazard PPE

The following PPE, or, personal protective equipment, all serves to slow the spread of disease, whether you are or are not infected:

  • Wearing a full biosuit, and some EVA suits, will protect you entirely from Contact and Fluid based infections. This equipment does not protect from airborne illness- wear your internals!
  • A virologist, CMO, geneticist, chemist, doctor, nurse suit, scrubs or Research Director jumpsuit provides some biological protection
  • Wearing a labcoat also provides rudimentary protection from contact infection
  • Latex Gloves (and nitrile gloves) provide some degree of protection from biohazards, though most gloves offer at least a partial degree. If you must pick up a biohazardous object, wear latex or nitrile gloves!
  • Sterile masks offer some biohazard protection
  • Shoes (White shoes and Galoshes are the best) will protect you from diseases transmitted from puddles on the floor to some degree, with White Shoes providing the most protection
  • Internals are a foolproof way to protect yourself from airborne pathogen


Some viruses mutate when spread. This may change their cure. However, they're still susceptible to the same vaccine! If a virus is shown to mutate, make sure to produce vaccines.

Curing an infection

Most infections have a chemical cure, which can be administered to remove the infection. Generally, 5 to 10 units are sufficient to cure an infection. However, once you are cured, you should take a blood sample and give it to the virologist!


A vaccine is a special reagent that the virologist can create using the blood of a person who has been cured of a disease. Unlike a Cure, only one tenth of a unit of a vaccine is necessary to cure a disease, and it has no side effects, unlike some cures

Creating Vaccines

The Virologist has access to a machine called the Pandm.gifPanD.E.M.I.C 2200. This machine has the capability to produce a Vaccine when given blood containing antibodies- IE, blood of a cured person. Simply put a beaker containing this blood into the machine, select an infection to synthesize a vaccine for, and you'll have a bottle full of 15 units of vaccine!

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 Nanotrasen research stations. The following diseases and afflictions aren't necessarily even diseases- some of them lack vaccines. If a disease can't be vaccinated, curing it is not within the domain of the virologist's job.

Disease Name Vector Name Source Description Spread Cure
Alien Parasite Xenomorph Alien 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. There is no vaccine for alien parasites. Special Surgery
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 consists in a tumor located inside the head. There is no vaccine for Zombie Infection. Special Surgery
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
Flu H13N1 Flu Viron Virology, random events A common illness, causes fatigue, high fever, and muscle toxicity. Rarely fatal, quickly spread. Airborne Spaceacillin
Anxiety Excess Lepidopticides Virus crate Will cause feelings of anxiety and cause the victim to cough butterflies. Contact Ethanol
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
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. There is no vaccine for Jungle Fever. Special Bananas, Death Squad
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
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
Robotic Transformation R2D2 Nanomachines Roburgers, odd pizzas A rare infection that slowly transforms the infected into a cyborg. Special Copper
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
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. There is no vaccine for Heart Disease. N/A Corazone, Electric Shocks, Heart Replacement Surgery
Fungal Tuberculosis Fungal Tubercle bacillus Cosmosis Nuke Ops Uplink 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
Gondola Transformation Tranquility Raw Gondola meat Consuming the flesh of a Gondola comes at a terrible price. Produces Pax within the victims body resulting in pacifism, lessened motor control of the arms, and eventually turning the victim into a Gondola. Special Condensed Capsaicin
The Rhumba Beat Unknown Random events Causes the infected to take burn damage, be lit on fire, and finally: start exploding when it reaches the last stage. Chick Chicky Boom! Contact Plasma

Virology 101: Advanced Diseases

Viro action.png
[SULFUR IV], the Virologist says:
"[Greetings, loyal Nanotrasen employee! I am Sulfur IV], NANOTRASEN'S TOP VIROLOGIST. I HAVE [PHDs in biochemistry, epidemiology, genetics, philosophy, bioengineering, and software engineering, and multiple awards for my achievements in virology and related fields], AND I'M GOING TO [educate the next generation of promising young doctors on] EXACTLY HOW TO CREATE [safe and beneficial viral agents]! LISTEN WELL, AS [you may replay this recording as many times as you need to in order to understand the material]"

Tools of the Trade

Pandm.gifPanD.E.M.I.C 2200

The Pandemic 2200 is a stationary, versatile machine used for Virology. When you place a beaker, bottle, or other container that holds blood that contains a virus, the Pandemic will scan it. It will give you the virus' precise stats, transmission type, cure, and full explanations on each of its symptoms, and their thresholds, regardless of the virus' stealth.

Creating a Culture

The pandemic can be used to create a culture of a virus, on a small cooldown. This creates a bottle of 20 units of synthblood that contains a copy of the virus within the extrapolator. This function alone makes the Pandemic an essential tool for a virologist


When a virus is cured, that person's blood will contain antibodies. On a much longer cooldown than creating a culture, a Vaccine can be created for any cured viruses in a blood sample.

Explorator scan.gifViral Extrapolator

The viral extrapolator is a bulky, slow, but portable device, used to scan and extract diseases on the go. It has two modes, which can be toggled by using it in-hand. Using an extrapolator on any target that has any sort of viral contamination will preform a special interaction, depending on what mode it's in Scan Explorator scan.gif tells you what diseases are held within the target, if any, what symptoms they have, and what stage they are at. An extrapolator will not tell you the cure. If a virus is too stealthy, it will show you that the virus is there, but will not tell you any more information Extract Explorator sample.gif can be used to harvest an advance disease from the target. If used on a culture bottle, it can be used to isolate a single symptom. The extrapolator takes twenty seconds to extract a disease, and one minute to isolate a symptom. There is a two minute cooldown before the extrapolator can be reused. It cannot isolate symptoms of a level higher than seven.

Upgrading the extrapolator

By using a screwdriver on the extrapolator, you can remove its scanning module. Replacing it with a higher tier scanning module significantly lowers its cooldown and use times, as well as allowing isolation of higher level symptoms. You can print out more scanning modules in the medical lathe- these are very important if you want to get higher level symptoms!

Symptom Isolation

The viral extrapolator has a second, very potent use: by using it on a virus culture bottle whilst it is in Explorator sample.gifExtract mode, you can isolate symptoms, depending on the extrapolator's scanner level- a tier 2 or higher scanner is required for level 8 symptoms, and a tier 3 or higher scanner is required for level 9 symptoms. Isolating a symptom creates a culture bottle containing nothing but that symptom.

Other Useful Tools

  • Dropper: All virus recipes only need one unit of chemical, so a dropper is absolutely essential for transferring the smaller amounts
  • Bio-bag: You will likely isolate many symptoms, and find many diseases with your extrapolator, and you can keep all of those cultures in a handy biobag! you can find these in biohazard lockers
  • Medical belt: A medical belt can hold your bulky extrapolator, biobags, droppers, etc. You can find one in medbay storage

Advanced Diseases: an explanation

An Advanced Disease is a special kind of virus, which has special Stats and Symptoms, which control its effects and attributes

Understanding stats

Outside of symptom thresholds, stats are somewhat simple to understand


If stealth is above two, medical scanners and medical HUDs cannot detect it. More higher stealth needs higher tier scanning module, but even T4 scanning module wouldn't be able to detect an extremely high stat stealth virus.

Stage Speed

Stage speed influences a viruses incubation period, or Stage. A virus has five stages, with a probability equal to its Stage Speed (or 2, if stage speed drops below 2) each disease tick to progress to the next stage- more stage speed makes a virus progress faster


Resistance determines how hard a virus is to cure- the higher the resistance, the longer a cure will take to cure a virus. Resistance also determines what cure a virus will use, and is determined by subtracting half of the virus' symptom count from its resistance. Check the following table for the resistance value a 6 symptom virus would use for its cure. Only one cure will be picked from the list!

Resistance required at 6 symptoms
4 or less 5 6 7 8 9 10 11 12 13 14 or more
Water, Nutriment, Ash, Iron Ethanol, Radium, Potassium, Lithium, Oil Table Salt, Nicotine, Space drugs Saline-Glucose Solution, Antihol, Welding fuel, Space Cleaner Spaceacillin, Mindbreaker Toxin, Itching Powder, Cryoxadone, Epinephrene Miner's Salve, Oxandrolone, Atropine Leporazine, Holy Water, Neurine Concentrated Barber's Aid, Happiness, Pentetic Acid Haloperidol, Pax, Black Powder, Diphenhydramine Lipolicide, Ketamine, Methamphetamine Krokodil, Quantum Hair Dye, Modafinil


Transmission determines the vector by which a virus spreads. A virus has each vector of lower transmission than its own type, as well as its own type. Advanced diseases cannot have Airborne transmission, though some symptoms can spread a virus more effectively

Transmission required for a spread type
5 or less 6 to 10 11 or higher
Blood Fluids Contact


Severity is a special stat. it is added up in a special order, depending on the symptom. Severity affects disease mutation, which disease slot it occupies within a host, and how the disease appears on a medical HUD. The process to determine severity is detailed below

  1. Neutered symptoms have no effect on severity
  2. Symptoms with 5 or higher severity are added. If severity is greater than 5 already, add that symptom's severity minus five instead
  3. If severity is less than 5, symptoms with severity of 1-2 are added, to a maximum of 3 severity
  4. If severity is less than 5, symptoms with a severity of 3-4 are added, to a maximum of 4 severity
  5. Symptoms with a severity of 0 or less are added

Example) If you add -1 severity to a 5 severity symptom, it becomes 4 severity, locking it to a maximum of 4 severity. So, you need another 5 severity symptom to get 3rd slot.

Advanced Disease Slots

Every host has five special advanced disease slots, each of which can have a different disease. If a disease tries to infect the same slot as another disease, its transmission must be at least twice the resistance of the disease occupying the slot, in which case, it pushes the occupying disease out, but doesnt cause immunity. Simple diseases do not occupy disease slots. This mechanic may be exploited by a virologist to stack multiple diseases- typically, no more than three.

  1. The first slot is occupied by diseases with 0 or lower severity
  2. The second slot is occupied by diseases with 1 to 4 severity
  3. The third slot is occupied by diseases with 5 or higher severity
  4. The fourth slot is occupied by Sentient diseases Sentient disease was removed from beestation since 2022 March. (Reason: Nobody maintains it here.)
  5. The fourth slot is occupied by Dormant diseases. there is no limit to diseases in this slot, but none of them do anything


A Symptom is a single effect a virus causes. A virus can have up to 6 symptoms. Symptoms each have their own stats, which are added to the virus' stats (except severity, which is calculated differently). Symptoms go from levels 0-9.

Symptom Levels

  • Level 0 symptoms are wacky symptoms that could fit within levels 1-6, outside of the fact they're ridiculous. Can only be obtained from Anomalous Virus Food, or mutant clown and mime viruses
  • Levels 1 and 2 are mundane virus symptoms you could expect to see on an everyday virus
  • Level 3 symptoms are lower grade negative symptoms that are merely debilitating.
  • Level 4 symptoms alter how a virus itself acts
  • Level 5 symptoms are odd symptoms that are primarily useful for stat boosts
  • Level 6 symptoms are low-tier beneficial symptoms and neutral symptoms with unique effects
  • Level 7 symptoms are potentially lethal negative symptoms
  • Level 8 symptoms are beneficial symptoms that are more universally useful than level 6 symptoms
  • Level 9 symptoms are the most powerful symptoms. They arent reliably obtainable, and would fit into any other level besides being generally more powerful than most other symptoms in some way


Most symptoms have Stat Thresholds. If the virus they are included in meets a threshold, they gain a new and interesting effect. Thresholds are one of the most important parts of being a robust virologist. Use them!

Disease chemicals and modification

Combining diseases

If you mix two disease cultures, the viruses will be combined, mixing their symptoms. this is useful if you have been isolating symptoms with an extrapolator.


Synaptizine, aside from being a base chemical, will remove one random symptom to any virus it comes in contact with. It isn't as useful as it used to be, but you may find some niche uses for it, especially if you lack an extrapolator


Spaceacillin will "Falter" a disease, making it unable to spread by any method but injection, and some symptoms like Macrophage. Good for personal diseases, or if you wanna meet a transmission threshold without spreading the disease.


Cryostylane will Preserve a disease, making it unable to be mutated any further. If you finish a disease, you should Preserve it so it can't be edited. A Preserved disease won't evolve while spreading- if you make a spreading beneficial disease, you should definitely preserve it.


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. You should always neuter stat symptoms with mechanical effects, such as Sneezing, Ducatopod, etc. Neutering a symptom sets its severity to 0

Virus Evolution

When a virus that has not been preserved through Cryostylane that can spread via the Fluids vector infects a target, and is not the "master copy" of a virus, it has a chance to Evolve.

Evolution chance

Viruses have a 35% chance to evolve when transmitted. subtract the virus' net Stealth and Resistance from this score (this cannot increase mutation chance above 50) to get the base evolution chance of a virus

Evolution Level

Viruses do not evolve equally. When a virus evolves, the level of the symptom it evolves to is determined by its Severity

  • The minimum level of this symptom is between 1 and 6, determined by subtracting three from the virus' severity
  • The maximum level of this symptom is equal to the virus' severity plus 4, though it cannot exceed nine
  • Exceedingly rarely, or if the target is a Clown or a Mime, the virus may evolve a level 0 symptom instead. If the conditions to do this are met, it can just spawn a lower level symptom instead, however

Curing a mutant virus

Viruses change cures when they mutate. However, immunity to one is immunity to all strains! Additionally, a vaccine for one strain works for all strains of the virus!

Making a virus

Viro action.png
[SULFUR IV], the Virologist says:
"And we come to the meat of why I was the one hired to write this boring textbook of a guide that my corporate editor is no doubt going to [do their job and maintain a professional tone on]. I'm going to teach you exactly how a pro designs a virus. According to my contract, I don't have to tell you any procedure as far as it comes to actually doing the nitty-gritty of it, so I won't- you gotta find out the technique yourself. Good luck, [soon-to-be qualified individual]"

Creating a virus recipe

This is the first step to designing your virus, and it's the most important one. Before you even start, you need a game plan- what kind of virus are you going to make? do you want it to be just for yourself? for the crew? [Are you designing a proof-of-concept virulent agent for the purpose of a Nanotrasen-signed military arms contract]?. After that, choose your symptoms, calculate their totals, and take thresholds into account.

  • Most viruses for impersonal use are designed on a single virus, due to the fact that spreading multiple diseases at once presents unforeseen challenges, and that most people who would accept a normal beneficial disease do not want to deal with the inconveniences of higher-severity symptoms
  • If you're creating a virus for yourself, however? try to make a virus that uses all three disease channels available to you. Remember that most deadly symptoms can, in some way, be inhibited by a beneficial symptom or two.

Obtaining Symptoms

The first thing a virologist needs to do once they have a recipe is hunt down the symptoms they need to make that recipe. This is what a virologist will spend most of their shift doing! Use one of the methods detailed below to find the symptoms you need

Symptom Hunting

The Viral Extrapolator can be used to extract diseases from several sources. Clicking a valid source with the extrapolator in Scan Explorator scan.gif mode will determine if it has a disease, and, if the disease is not too stealthy, what symptoms it has. Otherwise, clicking a valid source with the extrapolator in Extract Explorator sample.gif mode will extract the disease from the target. The following sources are the most common sources of viruses, usually found in maintenance:

  • Bloodstains. Only dried blood or old gibs will spawn with diseases.
  • Vomit. Only crusty, dried vomit will spawn with diseases.
  • Syringes. Only used syringes, found in maint, will spawn with diseases. These will spread their disease when used! be careful.
  • Mice and rats. These will also spread their disease when eaten- be careful
  • Vector, the virologist's pet hamster, always has an extractable disease.

Dormant Diseases

Dormant Diseases are an inactive disease on a station employee. Employees of some jobs are likelier to have diseases than others, and some races are less or more likely to have diseases. Experiment! A dormant disease can be obtained like any other hunted disease, or you may take a blood sample of the affected employee. Dormant diseases are special in that they are unsuited for modification- you must isolate their symptoms for use

Mutagenic Chemicals

Virological Reagents are used to obtain a symptom from a specific symptom level. This is generally less efficient than other methods of obtaining symptoms, and cannot obtain level 9 symptoms. Generally, the most efficient way to obtain a symptom via mutagenic chemicals is dumping one unit of the chemical into a culture with one symptom until you find the symptom you want, without clearing the bottle. After you find the desired symptom, use the extrapolator to isolate it.

  • Anomalous Virus Food: Discovered when an intern spilt their banana milkshake in one of my cultures, Anomalous Virus Food can be used to mutate your disease and give it a level 0 symptom. It is made by combining ten units of pure Laughter (made by mixing banana juice and sugar) with virus food. This is the only way to obtain level 0 symptoms on a reliable basis- so if you wish to use one, you are required to use anomalous virus food.
  • 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. Pure virus food is the only way to get level 2 symptoms, so, unlike plasma and mutagen, it is useful alone.
  • 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 Plasma: Plasma can be used to mutate your disease to give it a symptom of level 4 to 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.
  • 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. Level 1 symptoms almost universally boost stats, but have very little effect. Level 2 symptoms tend to be a bit better, so it's wise to leave virus food as-is.
  • 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. Level three symptoms tend to be either decent stat-boosters, or subpar active symptoms.
  • 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. Level four symptoms are quite weak, so there is very little point to mixing this.
  • 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. Level 5 symptoms tend to be some of the strongest stat symptoms
  • 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. Level 6 symptoms are the strongest active symptoms available without uranium or Highly Unstable Virus Food
  • 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. Efficient compared to Unstable gel, but slower to use.
  • 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. Level 7 symptoms contain potent stat symptoms, and several esoteric symptoms.
  • 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. Level 8 symptoms contain some of the most potent healing symptoms, as well as some very difficult to deal with deadly symptoms.

Viral Evolution

Viral evolution is the slowest and least efficient way to obtain symptoms. However, it's also the only way to reliably obtain level 9 symptoms. The lower a viruses cumulative resistance and stealth are, the likelier a virus is to mutate when it is transmitted. Viruses do not mutate when first injected, nor do they mutate if they cannot spread by fluid transmission. If a virus mutates, it will gain a new symptom. This symptom's level depends on the viruses severity- the lowest possible level is the lower of severity-3, or 6. The highest possible level is severity +4, or 9. The best way to obtain new symptoms through viral evolution is testing a transmittable, deadly disease on monkeys, and curing it when monkeys dont get what you want, that you may reuse them. Follow biohazard protocol whilst doing so!

Biohazard Protocol

Testing and evolving a virus is very dangerous. Make sure to warn all visitors and medical personnel when experimenting with a virus. Wear proper protective gear, so as not to expose yourself to the virus. If you get infected, do not leave your laboratory! call for help, so as not to spread the virus!

Finalizing your virus

When you have found all your symptoms, it's a simple manner of isolating them, combining them, making cultures, and then doing a few final steps, depending on the virus

  • If your virus is transmittable by Fluids, consider adding Cryostylane to the mix. This will prevent it from mutating!
  • If your virus is transmittable at all, you must get the approval of the Chief Medical Officer and the Captain before using it outside of your laboratory.
  • If you plan to distribute a virus to the public, get the approval of the Chief Medical Officer
  • If your virus does not have a symptom that will transmit it regardless of its transmission vector, adding Spaceacillin will Falter it, and prevent it from spreading.
  • If you are a race that isn't virus immune, but can't gain a disease by normal means, whether due to being unable to drink, or being unable to inject a virus, you can have an infected monkey bite you. If no monkeys are available, you can use a Cryotube- placing the culture in the tube will infect you

Symptoms Table

Viro action.png
[SULFUR IV], the Virologist says:
"Alright, here’s the good part: As follows is a complete list of symptoms we are currently equipped to pick up on our equipment. I’ve taken the liberty of categorizing symptoms by how *angry* people will get when they’re injected with the symptom! I’ve also color coded the thresholds, if they’ll change which category a symptom will fall into! The colors of my genius grade system are based on what they look like on your handy-dandy little medical heads-up-devices.

And- Do please note, being of a scary color doesnt mean a symptom can't be used beneficially. Experiment!"

Blue Grade

These symptoms have very few, if any, side effects. People will generally not notice these, or be grateful for them. Neutered symptoms generally fall into this category

Symptom Stealth Resistance Stage speed Transmission Severity Level Effect Threshold (hover mouse over for details)
Aptotic Culling 1 1 1 -2 0 8 The virus converts radiation to brute damage. Stage Speed 6, Resistance 12
Biometallic Replication 0 1 4 -1 0 9 The virus becomes able to infect robotic species, such as IPCS. The virus also allows inorganic hosts to use nanites. Stage Speed 4, Resistance 4, Stage Speed 12
Eternal Youth 3 4 4 -4 0 5 The host’s physical age reverts to, and never exceeds, 18 years old. None
Inorganic Biology -1 4 -2 3 0 4 The virus becomes able to affect inorganic species, such as Golems or Plasmamen. None
Mind Restoration -1 -2 1 -3 -1 6 The virus heals the host of brain damage Resistance 6, Resistance 9, Transmission 8
Nano-symbiosis 0 2 2 -1 0 6 The virus multiplies metal and silicate structure, enhancing nanite replication and healing the host's mechanical bodyparts of brute and burn damage. This can cause some unpredictable nanite activation. Stage Speed 7, Transmission 5
Necrotic Metabolism 2 2 2 0 0 4 The virus can affect the undead. It also continues to function when the host is dead. None
Organ Restoration 2 3 -2 -1 -1 6 The virus heals damage to most organs. Stealth 4, Stage speed 10
Self-Respiration 1 -3 -3 -4 -1 8 The host no longer needs to breath, and, if they somehow take oxygen damage, it will quickly be healed Resistance 8
Sensory Restoration 0 1 -2 2 -1 4 Restores mob's senses by fixing eye and ear damage and curing hallucinations. None
Superficial healing -1 -2 -2 0 -1 8 Heals brute and burn damage passively, if you have under 15 of either Resistance 10 Stage Speed 8
Viral Aggressive Metabolism 1 1 3 -4 0 4 The disease starts at level 5, but cures itself over time Stealth 4
Viral Evolutionary Acceleration -2 -3 5 3 0 4 Doubles the virus’ chance of mutation None
Viral Self-Adaptation 3 5 -3 0 0 4 Halves the virus’ chance of mutation None
Viral Suspended Animation 4 -2 -2 1 0 4 The virus does nothing until it reaches its final stage None

Green Grade

These symptoms have noticeable, but minor side effects. Don’t expect people to be grateful for diseases like this.

Symptom Stealth Resistance Stage speed Transmission Severity Level Effect Threshold (hover mouse over for details)
Alopecia 0 3 2 2 0 5 Causes rapid hair loss. None
Coughing -1 3 1 2 0 1 The host coughs occasionally Resistance 3, Resistance 10, Stage Speed 6, Stealth 4, Transmission 11
Dermagraphic Ovulogenesis -3 1 0 2 -1 8 The virus causes the host to grow egg-like nodules on their skin, which periodically fall off and contain the disease and some healing chemicals. Transmission 12, Transmission 16, Resistance 10, Stealth 6, Stage Speed 10
Facial Hypertrichosis 1 3 3 1 0 5 Makes you grow a massive beard, regardless of gender. None
Fever -1 3 3 2 0 2 Heats up your body. Will not reach damaging levels of heat unless resistance thresholds are met. Resistance 5, Resistance 10
Hallucigen 1 -1 1 1 1 3 Makes the affected mob have hallucinations for short periods of time. Available in Virus Crates. Stage Speed 7, Stealth 2
Headache -1 4 2 0 0 1 Displays an annoying message! Should be used for buffing your disease. Stage Speed 6, Stage Speed 9, Stealth 4
Hemetophagy 1 -2 1 2 0 9 The host becomes able to consume blood from any source, even by standing on blood pools on the floor. However, their blood volume is slowly consumed by the virus Transmission 4, Stage Speed 7, Transmission 6
Hyperactivity -4 0 2 -3 1 8 Causes the host to become hyperactive, making them need to eat more often, and making them regenerate . Resistance 8, Stage Speed 8
Hyperperspiration 1 -1 0 1 1 6 Causes the host to sweat, lowering firestacks by a small amount and sometimes leaving a puddle of water. Transmission 4, Transmission 6, Stage Speed 6
Hysteria 1 1 -1 3 0 9 All hosts of the virus will fixate on a random action, and will do it at random. When a host sees another host perform the action, they will do so as well. Airborne spread
Itching 0 3 3 1 0 1 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 0 8 Doubles the host's metabolism speed, making them process chems much faster than normal, with twice the effect, but also increasing their hunger tenfold. Stealth 3, Stage Speed 10
Necropolis Seed 0 3 -10 -3 -1 9 Makes the host do more damage with their punches, become immune to piercing take less damage, and slows them down. Stealth 8, Resistance 15, Resistance 20
Photosensitive Muscle Condensation 0 2 -3 0 -2 8 When the host is surrounded by light, their maximum health increases, and their speed decreases. In the darkness, the host’s speed increases, and their health decreases Stealth 3
Pierrot's Throat -1 3 1 2 0 0 The host honks occasionally Transmission 10, Resistance 10, Resistance 15
Polyvitiligo 0 1 4 1 0 0 The host changes color randomly. None
Regenerative Coma 0 2 -3 -3 -2 8 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
Revitiligo 1 2 1 2 0 5 Makes the host black. Every virologist's first joke plague. No one finds it funny anymore. None
SBG Syndrome 1 2 3 1 0 0 Makes cockroaches crawl from the user's face. Should be used for buffing your disease. Transmission 8, Stage Speed 8
Pituitary Disruption -3 -2 1 -2 1 8 Causes the host to grow, with size scaling with stage speed. Has brute healing thresholds. Stage Speed 6, Stage Speed 12
Shivering 0 2 2 2 0 2 Cools down your body. Won't reach damaging levels unless thresholds are met. Stage Speed 5, Stage Speed 10
Silicolysis 0 4 -1 1 0 6 The virus reacts to nanites in the host's bloodstream by attacking and consuming them, which also causes them to go haywire as they die. The virus' silicon-eating will also severely damage mechanical bodyparts. Stage Speed 5, Resistance 7
Sneezing -2 3 0 4 0 1 Causes the mob to occasionally sneeze. Stealth 4, Transmission 12
Thermal Retrostable Displacement 1 2 -2 -3 0 8 If the host gets too hot or too cold, they will teleport to a location where they were at a safe temperature previously. The temperature the area is NOW doesn't matter, though. Has burn healing thresholds. Resistance 6, Transmission 8
Toxolysis 0 -2 2 -2 0 6 Purges all chemicals at a fast rate from the bloodstream. Resistance 7, Stage Speed 6
Vitiligo 2 0 3 1 0 5 Makes the mob lose skin pigmentation. None
Wizarditis 1 -2 -3 -1 0 0 The host believes themselves to be a wizard Transmission 8, Stage Speed 7
Xenobiological Symbiosis 1 2 2 -1 1 8 The disease causes slime-devouring grubs to gestate within the host. This symptom is nearly harmless for most people, causing mere slowdown, but it’s invariably lethal for slime people. The grubs can be butchered for toxic, infectious meat that, when cooked, heals hosts quickly Stealth 2, Stage Speed 6

Yellow Grade

These symptoms are nonlethal, or very slightly lethal, but they’re usually somewhat annoying to be afflicted with.

Symptom Stealth Resistance Stage speed Transmission Severity Level Effect Threshold (hover mouse over for details)
Autobrewery Syndrome -1 -2 3 -1 1 6 The virus causes persistent drunkenness. Stealth 3, Speed 6
Bee Infestation -2 2 1 1 2 0 Infests the host's stomach with bees, causing minor toxin damage and bee-filled coughs. Resistance 12, Transmission 10
Blob Spores 1 6 -2 1 3 9 The host produces blob spores, causing them to pop on death, spawning a blob tile and releasing blob spores. Resistance 8, Resistance 11, Resistance 14
Cornu Cutaneum -3 3 -3 0 1 8 The host damages anyone who touches them Resistance 6, Transmission 6
Confusion 1 -1 -3 0 2 3 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 -1 1 -3 2 3 Causes intermittent loss of hearing. Resistance 9, Stealth 4
Deoxyribonucleic Acid Saboteur -2 -3 0 -3 3 3 Gives a random disability. The disabilities are cured when the disease is cured. Stage Speed 10, Resistance 8, Stealth 5
Ducatopod 0 2 5 -2 2 9 Causes the host to secrete industrial grade lubricant from their feet. Transmission 10, Resistance 14
Hyphema -1 -3 -4 -2 3 3 Inflicts eye damage over time. Causes blindness if left unchecked. Resistance 12, Stealth 4
Narcolepsy 1 -1 -2 -2 3 3 Makes the host drowsy and prone to falling asleep randomly. Transmission 7, Resistance 10
Neural Decay 1 -2 -3 -1 3 7 The host's brain begins to die, dealing high brain damage Resistance 10, Transmission 12
Organic Flux Induction 0 -1 -1 -2 2 6 Causes EMPs on the host occasionally. Has a cell damage healing threshold. Stealth 2, Transmission 8
Voice Change -1 -2 -2 2 2 3 Changes the voice of the affected mob. Causing confusion in communication. Available in Virus Crates. Transmission 10, Stage Speed 7, Stealth 3
Vomiting -2 0 1 2 1 3 Forces the affected mob to vomit! Makes the affected mob lose nutrition and heal toxin damage. Vomit can transmit the virus to people stepping on it. Stage Speed 5, Transmission 6, Stealth 4
Weight Loss 0 2 -2 1 2 3 The virus mutates the host's metabolism, making it almost unable to gain nutrition from food. Stealth 2

Red Grade

Red grade symptoms are usually extremely debilitating or downright lethal. However, they can usually be cured before they kill the host.

Symptom Stealth Resistance Stage speed Transmission Severity Level Effect Threshold (hover mouse over for details)
Bubonic Infection -1 -2 3 2 3 7 The host develops festering pustules, dealing toxin and brute damage. Transmission 4, Transmission 6
Hemorrhaging Fasciitis -3 -2 0 -1 4 7 Host experiences severe bleeding, which will become lethal. Resistance 10, Transmission 8
Irradiant Cells -1 2 -1 2 3 7 The host's cells destabilize, causing them to become radioactive and take radiation damage Stage Speed 8
Macrophage -4 1 -2 2 2 9 The virus grows within the host, ceasing to be microscopic and causing severe bodily harm. These Phages will seek out, attack, and infect more viable hosts. Resistance N, Stage Speed N, Transmission 10, Transmission 12
Spontaneous Combustion 1 -1 -2 -1 4 7 Sets your body on fire periodically, with amount of stacks based on stage speed, minus stealth. Fire intensity is doubled if the host is fat. Stage Speed 4, Stage Speed 8, Transmission 8, Stealth 4

Crimson Grade

Crimson grade symptoms are invariably extremely lethal, often killing hosts before they can be cured, or even faster than a cure can take effect

Symptom Stealth Resistance Stage speed Transmission Severity Level Effect Threshold (hover mouse over for details)
Acute Respiratory Distress Syndrome -2 0 -1 -2 5 9 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. Has no effect if the host does not need to breath Stage Speed 8, Transmission 8
Alkali perspiration 2 -2 -2 -2 5 9 Causes the affected mob to burst into flames periodically. Makes victims explode on contact with water. Stealth 3, Stage Speed 8, Resistance 8
Autophageocytosis Necrosis -2 -2 1 -2 5 9 Causes the mob's cells to decay rapidly, causing brute damage, constant bleeding and elevated hunger. Thought to be a precursor to the active viral component of Romerol. This is supported by the fact that it has no effect on the undead. Stage Speed 7, Stealth 5
Heart Disease 2 1 -6 -2 5 9 Causes the affected mob to have a heart attack. Usually takes a very long time to occur even after reaching stage 5, and provides a large bold red text warning. Stealth 2, Transmission 10

Lavender Grade

These symptoms exist in the code, and are obtainable through adminbus, but are not generally available for player use

Symptom Stealth Resistance Stage speed Transmission Severity Level Effect Threshold (hover mouse over for details)
Toxoplasmosis Sapiens 1 -2 -3 1 -1 -1 The host feels slightly happier around cats Transmission 4, Stealth 4
Viral Power Multiplier 2 2 2 2 0 -1 The virus’ symptoms have their power levels increase. This symptom is impossible to obtain, however. Transmission 8, Stage Speed 8