Infections: Difference between revisions

From BeeStation Wiki
Jump to navigation Jump to search
imported>XDTM
(Major rewrite of the guide to virology)
(spam warnings)
 
(280 intermediate revisions by 45 users not shown)
Line 1: Line 1:
{{Needs revision| reason = This should be rewritten (partly) to especially include how important synaptizine is for eliminating symptoms like coughing from your beneficial diseases.}}
{{Box|'''SUPER IMPORTANT ANNOUNCEMENT:''' Beestation server has disabled most virology contents by server configuration. The content described here may not work as written up to our server configuration.}}
{{Box|'''SUPER IMPORTANT ANNOUNCEMENT:''' Beestation server has disabled most virology contents by server configuration. The content described here may not work as written up to our server configuration.}}
{{Box|'''SUPER IMPORTANT ANNOUNCEMENT:''' Beestation server has disabled most virology contents by server configuration. The content described here may not work as written up to our server configuration.}}
<!-- Spamming to make people read this shit -->


There are many diseases that can affect you in space! The following will come in handy for [[virologist]]s, [[traitor]]s, or any unfortunate soul who's come down with a case of brain rot.
=Virology for the Layperson: Preventing Diseases=
 
==[[virologist|Virology]] 101==
[[File:Virology.png|500px|thumb|alt=Virology|link=http://puu.sh/3EFaf.png|[[Virology]] is sealed from the rest of the station. You are not on the disposals network, nor do you share the same atmos system]]
[[File:Virology.png|500px|thumb|alt=Virology|link=http://puu.sh/3EFaf.png|[[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.
The first, and most important way to prevent 99% of infections, it's 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 are 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===
===Methods of Infection===
The following are the various ways a disease can spread, keep this in mind at all times:
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.
* 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.
* 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
* Blood - The infection will be spread by the bodily fluids of the infected person.
* 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.
* 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.
 
====Hunger====
Being hungry makes it easier for you to transmit and catch diseases. Eat well, stay healthy!
====Isolation====
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!
====Sterilization====
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====
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
====Mutations====
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===
===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.
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!
 
====Vaccination====
===[[File:Pandm.gif|64px]]PanD.E.M.I.C 2200===
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
This machine creates vaccines from the blood of people who have been cured.
====Creating Vaccines====
 
The Virologist has access to a machine called the [[File:Pandm.gif|32px]]PanD.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!
Use:
===Simple Diseases===
# Take a blood sample with a syringe.
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.
# Place sample into a beaker or bottle.
{| class="wikitable sortable" style="background-color:#EAFDE6"
# Load beaker into machine.
|-
# Select vaccine you wish to have.
! Disease Name || Vector Name || Source || Description || Spread || Cure  
# Take vaccine bottle it produces.
|-
 
| 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 [[Aliens#Larva|larva]]. There is no vaccine for alien parasites. || Special || [[Surgery]]
Additional uses:
|-
* Reveals the cure to any infected blood sample without needing to inject a living creature.
| Zombie Infection || Romerol || [[Syndicate_Items#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 [[Guide_to_races#Romerol_Zombies|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]]
 
|-
==Infection Listings==
| Brain Rot || Cryptococcus Cosmosis || Virus crate, random events || An infection that causes mental degradation. || Contact || [[Mannitol]]
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.
|-
{| class="wikitable" style="background-color:#EAFDE6"  
| 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]]
|-  
|-
! Disease Name || Vector Name || Description || Spread || Cure  
| 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]]
|-
|-
| 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 [[Aliens#Larva|larva]]. || Special || [[Surgery]]
| Flu || H13N1 Flu Viron || Virology, random events || A common illness, causes fatigue, high fever, and muscle toxicity. Rarely fatal, quickly spread. || Airborne || [[Spaceacillin]]
|-
|-
| Brain Rot || Cryptococcus Cosmosis || An infection that causes mental degradation. || Contact || Mannitol
| Anxiety || Excess Lepidopticides || Virus crate || Will cause feelings of anxiety and cause the victim to cough butterflies. || Contact || [[Ethanol]]
|-
|-
| 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
| 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]]
|-
|-
| Cold 9 || ICE9-Rhinovirus || A rare disease that will progressively lower the victim's body [[temperature]] in addition to respiratory symptoms. || Contact || Spaceacillin
| 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]]
|-
|-
| Flu || H13N1 Flu Viron || A common illness, causes fatigue, high fever, and muscle toxicity. Rarely fatal, quickly spread. || Airborne || Spaceacillin
| 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]]
|-
|-
| Anxiety || Excess Lepidopticides || Will cause feelings of anxiety and cause the victim to cough butterflies. || Contact || Ethanol
| 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
|-
|-
| 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
| 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]]
|-
|-
| 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]]
| 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
|-
|-
| 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
| Robotic Transformation || R2D2 Nanomachines || Roburgers, odd pizzas || A rare infection that slowly transforms the infected into a cyborg. || Special || Copper
|-
|-
| 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
| 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]]
|-
|-
| 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
| Wizarditis || Rincewindus Vulgaris || Hacked MagiVend || A rare illness, causes spontaneous robe growth, randomly speaking incantations, and finally random teleportation. || Airborne || [[Guide to food and drinks#The Manly Dorf|Manly Dorf]]
|-
|-
| 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
| Xenomorphic Transformation || Rip-LEY Alien Microbes || Admin fuckery || A rare infection caused by xeno-microbes, changing the infected's DNA to that of a [[Aliens|xenomorph]]. Symptoms include severe pain and progressive insanity. || Special || [[Glycerol]] and [[Spaceacillin]]
|-
|-
| 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
| 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 || [[Guide to chemistry#Corazone|Corazone]], Electric Shocks, [[Surgery#Organ Manipulation|Heart Replacement Surgery]]
|-
|-
| Wizarditus || Rincewindus Vulgaris || A rare illness, causes spontaneous robe growth, randomly speaking incantations, and finally random teleportation. || Airborne || Manly Dorf
| Fungal Tuberculosis || Fungal Tubercle bacillus Cosmosis || [[Syndicate_Items#Fungal_Tuberculosis_Grenade|Nuke Ops Uplink]] || A rare highly transmittable virulent virus. Few samples exist, rumoured to be carefully grown and cultured by [[Nuclear Operative|clandestine]] [[Syndicate|bio-weapon specialists]]. Causes fever, vomiting, lung damage, weight loss, and fatigue. || Airborne || [[Salbutamol]] and [[Spaceacillin]]
|-
|-
| 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 [[Aliens|xenomorph]] Symptoms include severe pain and progressive insanity. || Special || Glycerol and Spaceacillin
| Gondola Transformation || Tranquility || Raw Gondola meat || Consuming the flesh of a Gondola comes at a terrible price. Produces [[Guide to chemistry#Pax|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]]
|-
|-
| Fungal Tuberculosis || Fungal Tubercle bacillus Cosmosis || A rare highly transmittable virulent virus. Few samples exist, rumoured to be carefully grown and cultured by [[Nuclear Operative|clandestine]] [[Syndicate|bio-weapon specialists]]. Causes fever, vomiting, lung damage, weight loss, and fatigue.  || Airborne || Salbutamol and Spaceacillin
|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]]
|}
|}
[[Category:Guides]]
[[Category:Guides]]


==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.
=[[virologist|Virology]] 101: Advanced Diseases=
They have almost no effect if they infect people, but you need them to acquire more symptoms.
{{Box|'''SUPER IMPORTANT ANNOUNCEMENT:''' Beestation server has disabled most virology contents by server configuration. The content described here may not work as written up to our server configuration.}}
<!-- Spamming to make people read this shit -->
{{Speech
|name= [SULFUR IV], the Virologist
|text= <span title="Editors note: I don't get paid enough for this">[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]</span>
|image=[[File:Viro action.png|64px|right]]
}}
==Tools of the Trade==
===[[File:Pandm.gif|64px]]PanD.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
====Vaccination====
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.
===[[File:Explorator_scan.gif|64px]]Viral 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
<B>Scan</B> [[File:Explorator_scan.gif|32px]] 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
<B>Extract</B> [[File:Explorator_sample.gif|32px]] 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 [[File:Explorator_sample.gif|32px]]Extract 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


===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====
==Advanced Diseases: an explanation==
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.
An Advanced Disease is a special kind of virus, which has special Stats and Symptoms, which control its effects and attributes
 
===Understanding stats===
* '''[[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.
Outside of symptom thresholds, stats are somewhat simple to understand
* '''[[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.
====Stealth====
* '''[[Plasma|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.
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====
====Advanced Chemicals====
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. Note : virus food increases the progression speed by tenfold while in the bloodstream.
Using these will allow you to both save time and resources when trying to acquire the symptoms you want.
====Resistance====
 
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!
* '''[[Guide_to_chemistry#Virus Rations|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.
{| class="wikitable" style="text-align: center;"
* '''[[Guide_to_chemistry#Mutagenic Agar|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.
| colspan="11" |Resistance required at 6 symptoms
* '''[[Guide_to_chemistry#Sucrose Agar|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.
|-
* '''[[Guide_to_chemistry#Virus Plasma|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.
|4 or less||5||6||7||8||9||10||11||12||13||14 or more
* '''[[Guide_to_chemistry#Weakened Virus Plasma|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.
|-
 
|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
====[[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.
====Transmission====
 
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
===Multiple symptoms===
{| class="wikitable" style="text-align: center;"
There's a downside to having too many symptoms: they are less resistant and less likely to spread.
| colspan="3" |Transmission required for a spread type
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. A virus can have up to six symptoms.
|-
|5 or less
|6 to 10
|11 or higher
|-
|Blood
|Fluids
|Contact
|}
====Severity====
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
#Neutered symptoms have no effect on severity
#Symptoms with 5 or higher severity are added. If severity is greater than 5 already, add that symptom's severity minus three instead
#If severity is less than 5, symptoms with severity of 1-2 are added, to a maximum of 3 severity
#If severity is less than 5, symptoms with a severity of 3-4 are added, to a maximum of 4 severity
#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.
#The first slot is occupied by diseases with '''0 or lower severity'''
#The second slot is occupied by diseases with '''1 to 4 severity'''
#The third slot is occupied by diseases with '''5 or higher severity'''
#{{Strikethrough|The fourth slot is occupied by '''Sentient''' diseases}} Sentient disease was removed from beestation since 2022 March. (Reason: Nobody maintains it here.)
#The fourth slot is occupied by '''Dormant''' diseases. there is no limit to diseases in this slot, but none of them do anything
===Symptoms===
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
====Thresholds====
Most symptoms have Stat Thresholds. If the virus they are included in meets a threshold, they gain a new and interesting effect. <big>'''Thresholds are one of the most important parts of being a robust virologist. Use them!'''</big>


===Splicing===
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.


===Being Organized===
===Disease chemicals and modification===
To piece together a powerful virus, you'll need to isolate the symptoms you want, preferably with a custom named culture bottle each; you can then store them on your smartfridge for easy access. Leaving a handful of bottles out in random order not only will slow down your work, but will leave your bottles vulnerable to being knocked down by blasts or explosions, destroying all your hard obtained symptoms.
{{Box|'''SUPER IMPORTANT ANNOUNCEMENT:''' Beestation server has disabled most virology contents by server configuration. The content described here may not work as written up to our server configuration.}}
<!-- Spamming to make people read this shit -->
====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.
====[[Guide_to_chemistry#Synaptizine|Synaptizine]]====
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
====[[Guide_to_chemistry#Spaceacillin|Spaceacillin]]====
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.
====[[Guide_to_chemistry#Cryostylane|Cryostylane]]====
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.
====[[Guide_to_chemistry#Formaldehyde|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. 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=
{{Speech
|name= [SULFUR IV], the Virologist
|text= <span title="Editors note: Fuck you.">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]</span>
|image=[[File:Viro action.png|64px|right]]
}}
==Creating a virus recipe==
{{Box|'''SUPER IMPORTANT ANNOUNCEMENT:''' Beestation server has disabled most virology contents by server configuration. The content described here may not work as written up to our server configuration.}}
<!-- Spamming to make people read this shit -->
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? <span title="Editors note: The fact we still keep this disloyal scum around baffles me.">[Are you designing a proof-of-concept virulent agent for the purpose of a Nanotrasen-signed military arms contract]?</span>. 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 <B>Scan</B> [[File:Explorator_scan.gif|32px]] 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 <B>Extract</B> [[File:Explorator_sample.gif|32px]] 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 <b>unsuited for modification</b>- you must isolate their symptoms for use
===Mutagenic Chemicals===
{{Box|'''SUPER IMPORTANT ANNOUNCEMENT:''' Beestation server has disabled most virology contents by server configuration. The content described here may not work as written up to our server configuration.}}
<!-- Spamming to make people read this shit -->
[[Guide_to_chemistry#Virology_Recipes|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.
* '''[[Guide_to_chemistry#Anomalous Virus Food|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.
* '''[[Plasma|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.
* '''[[Guide_to_chemistry#Virus Rations|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.
* '''[[Guide_to_chemistry#Mutagenic Agar|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.
* '''[[Guide_to_chemistry#Sucrose Agar|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.
* '''[[Guide_to_chemistry#Weakened Virus Plasma|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
* '''[[Guide_to_chemistry#Virus Plasma|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
* '''[[Guide_to_chemistry#Decaying Uranium Gel|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.
* '''[[Guide_to_chemistry#Unstable Uranium Gel|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.
* '''[[Guide_to_chemistry#Stable Uranium Gel|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==
{{Box|'''SUPER IMPORTANT ANNOUNCEMENT:''' Beestation server has disabled most virology contents by server configuration. The content described here may not work as written up to our server configuration.}}
<!-- Spamming to make people read this shit -->
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=
{{Speech
|name= [SULFUR IV], the Virologist
|text= 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.


===Virus Stacking===
And- Do please note, being of a scary color doesnt mean a symptom can't be used beneficially. Experiment!
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!
|image=[[File:Viro action.png|64px|right]]
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===


{| class="wikitable sortable" border="1"; || style="text-align: center;"
==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
{| class="wikitable sortable" border="1"; || style="text-align: center; background: #abe6ff;"
|-
|-
! scope="col" | Symptom
! scope="col" | Symptom
Line 137: Line 280:
! scope="col" | Resistance
! scope="col" | Resistance
! scope="col" | Stage speed
! scope="col" | Stage speed
! scope="col" | Transmittable
! scope="col" | Transmission
! scope="col" | Severity
! scope="col" | Level  
! scope="col" | Level  
! scope="col" | Required Chemical
! scope="col" class="unsortable" | Effect
! scope="col" class="unsortable" | Bonus
! scope="col" | Threshold (hover mouse over for details)
|-
!Aptotic Culling
| 1 || 1 || 1 || -2 || 0 || 8 || The virus converts radiation to brute damage.|| <span title="The virus converts toxin damage to brute damage. -1 severity." style="color:#13b00e;">'''Stage Speed 6'''</span>, <span title = "The virus converts cellular damage to burn damage. -1 severity." style="color:#13b00e;">'''Resistance 12'''</span>
|-
!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.|| <span title="Slowly replaces the host's organic organs with clockwork versions of themselves, which offer no inherent advantage. +1 severity." style="color:#ffc832;">'''Stage Speed 4'''</span>, <span title = "Slowly turns the host's body into that of a clockwork automaton. This offers no inherent advantage. +1 severity." style="color:#ffc832;">'''Resistance 4'''</span>, <Span title = "Most of the new organs and bodyparts gain inherent advantages, though most aren't as good as those obtained in Robotics. -3 Severity" style="color:#13b00e;">'''Stage Speed 12'''</span>
|-
!Eternal Youth
|3 || 4 || 4 || -4 || 0 || 5 || The host’s physical age reverts to, and never exceeds, 18 years old.||None
|-
|-
!Alopecia
!Inorganic Biology
| -1 ||- 1 || -1 || 2 || 4 || [[Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style="color:#0000ff" | Causes rapid hair loss.
| -1 || 4 || -2 || 3 || 0 || 4 || The virus becomes able to affect inorganic species, such as [[Golem]]s or [[Plasmamen]]. || None
|-
!Mind Restoration
| -1 || -2 || 1 || -3 || -1 || 6 || The virus heals the host of brain damage || <span title="Heals minor brain traumas">Resistance 6</span>, <span title="Heals severe brain traumas, even those that would normally require a lobotomy. The obsession (psychotic schizophrenic delusions) and hypnosis (looping thought pattern) traumas are NOT affected by this, however.">Resistance 9</span>, <span title="Purges alcohol in the bloodstream">Transmission 8</span>
|-
!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.||<span title="Increases the replication boost and heal speed.">Stage Speed 7</span>, <span title="Increases the virus' growth rate while nanites are present.">Transmission 5</span>
|-
!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.||<span title="The host will slowly regenerate missing organs. -1 Severity." style="color:#13b00e;>'''Stealth 4'''</span>, <span title="The host will become immune to appendicitis and heart disease.">Stage speed 10</span>
|-
!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 || <span title="Additionally regenerates lost blood">Resistance 8</span>
|-
!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|| <span title="Threshold increases to 30">Resistance 10</span> <span title="The virus's healing speed is doubled">Stage Speed 8</span>
|-
|-
!Anti-Bodies Metabolism
!Viral Aggressive Metabolism
| -1 || -1 || -1 || -4 || 3 || [[Unstable Mutagen]]/[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]] || style="color:#00aa00"| Cures all diseases (except itself) and creates anti-bodies for them until itself dies.
| 1 || 1 || 3 || -4 || 0 || 4 || The disease starts at level 5, but cures itself over time||<span title="The virus cures itself half as fast">Stealth 4</span>
|-
|-
!Choking
!Viral Evolutionary Acceleration
| -3 || -2 || -2 || -4 || 3 || [[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.
| -2 || -3 || 5 || 3 || 0 || 4 || Doubles the virus’ chance of mutation||None
|-
|-
!Coughing
!Viral Self-Adaptation
| -1 || 3 || 1 || 2 || 1 || [[Virus Food]]/[[Guide_to_chemistry#Virus Rations|Virus Rations]] || style="color:#ff0000"| Will force the affected mob to drop small items when coughing!
| 3 || 5 || -3 || 0 || 0 || 4 || Halves the virus’ chance of mutation||None
|-
|-
!Confusion
!Viral Suspended Animation
|1 || -1 || -3 || 0 || 4 || [[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.
| 4 || -2 || -2 || 1 || 0 || 4 || The virus does nothing until it reaches its final stage||None
|-
|-
!Deafness
|}
| -1 || -2 || -1 || -3 || 4 || [[Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style="color:#ff0000"| Causes intermittent loss of hearing.
==Green Grade==
These symptoms have noticeable, but minor side effects. Don’t expect people to be grateful for diseases like this.
{| class="wikitable sortable" border="1" style="text-align: center; background:#c7edbe;" ; ||
|-
|-
!Deoxyribonucleic Acid Restoration
! scope="col" | Symptom
| -1 || -1 || 0 || -3 || 5 || [[Plasma]]/[[Guide_to_chemistry#Weakened Virus Plasma|Weakened Virus Plasma]] || style="color:#00aa00"| Heals brain damage based on stage speed minus stealth, treats radiation, cleans SE of non-power mutations.
! scope="col" | Stealth
! scope="col" | Resistance
! scope="col" | Stage speed
! scope="col" | Transmission
! scope="col" | Severity
! scope="col" | Level
! scope="col" class="unsortable" | Effect
! scope="col" | Threshold (hover mouse over for details)
|-
|-
!Deoxyribonucleic Acid Saboteur
!Alopecia
| -2 || -3 || 0 || -3 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#ff0000"| Cleans the DNA and gives a random disability. The disabilities are cured when the disease is cured.
| 0 || 3 || 2 || 2 || 0 || 5 || Causes rapid hair loss.|| None
|-
|-
!Dizziness
!Coughing
|2 || -2 || -3 || -1 || 4 || [[Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style="color:#ff0000"| Shakes the affected mob's screen for short periods.
| -1 || 3 || 1 || 2 || 0 || 1 || The host coughs occasionally||<span title="The host drops items when coughing. +1 Severity " style="color:#ffc832;">'''Resistance 3'''</span>, <span title="occasionally stuns the host. +1 Severity" style="color:#ffc832;">'''Resistance 10'''</span>, <span title="The host coughs more" >Stage Speed 6</span>, <span title="symptom hidden till active">Stealth 4</span>, <span title="The host may spread the virus as if it were airborne when coughing">Transmission 11</span>
|-
|-
!Eternal Youth
!Dermagraphic Ovulogenesis
|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.
| -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. || <span title="Eggs and Egg Sacs contain all diseases on the host, instead of just the disease containing the symptom. +1 Severity " style="color:#ffc832;">'''Transmission 12'''</span>, <span title="Egg Sacs will 'explode' into eggs after a period of time, covering a larger area with infectious matter. +1 Severity" style="color:#ffc832;">'''Transmission 16'''</span>, <span title=" Eggs and Egg Sacs contain more healing chems. -1 Severity" style="color:#13b00e;">'''Resistance 10'''</span>, <span title="Eggs and Egg Sacs become nearly transparent, making them more difficult to see. +1 Severity" style="color:#ffc832;">'''Stealth 6'''</span>, <span title="Egg Sacs fall off the host more frequently.">Stage Speed 10</span>
|-
|-
!Facial Hypertrichosis
!Facial Hypertrichosis
| -3 || -1 || -3 || -1 || 4 || [[Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style="color:#0000ff" | Makes you grow a massive beard, regardless of gender.
| 1 || 3 || 3 || 1 || 0 || 5 || Makes you grow a massive beard, regardless of gender.||None
|-
|-
!Fever  
!Fever
|0 || 3 || 3 || 2 || 2 || [[Virus Food]] || style="color:#ff0000"| Heats up your body, based on transmittability and stealth. Will never reach damaging levels of heat, however.
| -1 || 3 || 3 || 2 || 0 || 2 || Heats up your body. Will not reach damaging levels of heat unless resistance thresholds are met.||<span title="Increases fever intensity, fever can overheat and harm the host. +1 Severity" style="color:#ffc832;">'''Resistance 5'''</span>, <span title="Further increases fever intensity. +1 Severity" style="color:#ffc832;">'''Resistance 10'''</span>
|-
|-
!Hallucinogen
!Hallucigen
| -2 || -3 || -3 || -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 [[Cargo|Virus Crates]].
| 1 || -1 || 1 || 1 || 1 || 3 || Makes the affected mob have hallucinations for short periods of time. Available in [[Supply_crates#Virus_crate|Virus Crates]].||<span title="Increases the amount of hallucinations. +1 Severity" style="color:#ffc832;">'''Stage Speed 7'''</span>, <span title="The virus mimics positive symptoms">Stealth 2</span>
|-
|-
!Headache
!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.
| -1 || 4 || 2 || 0 || 0 || 1 || Displays an annoying message! Should be used for buffing your disease.||<span title="Headaches will cause severe pain, which weakens the host. +1 Severity" style="color:#ffc832;">'''Stage Speed 6'''</span>, <span title="Headaches become less frequent but far more intense, preventing any action from the host. +1 Severity. " style="color:#ffc832;">'''Stage Speed 9'''</span>, <span title="Reduces headache frequency until later stages">Stealth 4</span>
|-
!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||<span title="Consumed blood will slowly heal the host. -1 severity" style="color:#13b00e;">'''Transmission 4'''</span>, <span title="The virus assimilates consumed blood into the host’s body at a faster rate, but also drains the host’s blood faster">Stage Speed 7</span>, <span title="The virus becomes somewhat more aggressive, consuming blood from a greater range, and from open wounds in creatures in close contact with the host">Transmission 6 </span>
|-
!Hyperactivity
| -4 || 0 || 2 || -3 || 1 || 8 || Causes the host to become hyperactive, making them need to eat more often, and making them regenerate .||<span title="The virus can cause starvation, but increases stamina regeneration. -1 severity" style="color:#13b00e;">'''Resistance 8'''</span>, <span title="The virus causes extreme nervousness and paranoia, resulting in bad mood and hallucinations. However, it also allows the host to shake stuns faster. -1 severity." style="color:#13b00e;">'''Stage Speed 8'''</span>
|-
!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.||<span title="The host sweats like a fire extinguisher, spreading water in a 2 tile radius">Transmission 4</span>, <span title="Heals toxin damage, and the host will sweat out all reagents in the same two tile radius as the previous threshold. -1 Severity " style="color:#13b00e;">'''Transmission 6'''</span>, <span title="Sweat will clean surrounding tiles, and the symptom no longer leaves puddles">Stage Speed 6</span>
|-
|-
!Hyphema
!Hysteria
| -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.
| 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, unless mindshielded.|| <span title="The disease spreads memetically-. If someone sees the host perform the action, they will have a chance to become infected as well, unless they have a mindshield or a tinfoil hat." style="color:#ffc832;">'''Transmission 14'''</span>
|-
|-
!Itching  
!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.
|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.||<span title="Increases frequency of itching">Transmission 6</span>, <span title="The host will scratch themselves when itching, causing superficial damage">Stage Speed 7</span>
|-
!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.||<span title="Reduces hunger rate">Stealth 3</span>, <span title="Chemical metabolization is tripled instead of doubled">Stage Speed 10</span>
|-
! 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.|| <span title="Gibs the host on death and drops a tendril chest. +2 Severity. " style="color:#ff0000;">'''Stealth 8''',</span> <span title="Creates tendrils around the host like an ancient goliath">Resistance 15</span>, <Span title="Make the host fire and lava Proof. -1 Severity" style="color:#13b00e;">'''Resistance 20'''</Span>
|-
|-
!Longevity
!Photosensitive Muscle Condensation
|3 || 3 || 4 || 4 || 3 || [[Unstable Mutagen]]/[[Guide_to_chemistry#Mutagenic Agar Agar|Mutagenic Agar]] || style="color:#0000ff" | After a certain amount of time the disease will cure itself. Will immensely buff your disease.
|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||<span title="The difference between light and dark conditions becomes twice as pronounced. -1 severity." style="color:#13b00e;">'''Stealth 3'''</span>
|-
|-
!Necrotizing Fasciitis
!Pierrot's Throat
| -3 || -4 || 0 || -4 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#ff0000"| Causes brute damage over time, with more brute damage the less the virus' stealth is. Fatal if left untreated.
| -1|| 3||1||2||0||0|| style="color:#ff69ed" |The host honks occasionally||<span title="The host occasionally spreads the disease by honking">Transmission 10</span>, <span title="The host grows a clown mask. +1 Severity" style="color:#ffc832;">'''Resistance 10'''</span>, <span title="The host becomes clumsy, like a clown. +2 Severity" style="color:#ffc832;">'''Resistance 15'''</span>
|-
|-
!Ocular Restoration
!Polyvitiligo
| -1 || -3 || -2 || -4 || 4 || [[Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style="color:#00aa00" | Body starts to create its own [[Guide to chemistry#Oculine|Oculine]], healing eye damage.
| 0|| 1||4||1||0||0|| style="color:#ff69ed" |The host changes color randomly.||None
|-
|-
!Revitiligo
!Regenerative Coma
| -3 || -1 || -1 || -2 || 5 || [[Plasma]]/[[Guide_to_chemistry#Weakened Virus Plasma|Weakened Virus Plasma]] || style="color:#0000ff" | Makes the mob gain skin pigmentation.
| 0||2||-3||-3|| -2||8 ||Causes the host to fall into a death-like coma when heavily damaged, then rapidly cures their wounds.||<span title="Host appears to die when falling into a coma. This activates symptoms that normally only activate on death">Stealth 2</span>, <span title="Stabilizes the host when in a critical condition">Resistance 4</span>, <span title="Increases healing speed">Stage Speed 7</span>
|-
|-
!Self-Respiration
! Revitiligo
| 1 || -3 || -3 || -4 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#00aa00"| Body starts to create its own [[Salbutamol]], effectively making oxygen unnecessary.
| 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|| style="color:#ff69ed" |Makes cockroaches crawl from the user's face. Should be used for buffing your disease.||<span title="The host will create more roaches">Transmission 8</span>, <span title="The host will spawn 1-5 roaches on death">Stage Speed 8</span>
|-
|-
!Sensory destruction
! Pituitary Disruption
| -1 || -2 || -3 || -4 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#ff0000"| Destroys mob's senses by shutting down motor skills, creating hallucinations, damaging brain functionality, and depriving the mob of its taste.
| -3 || -2||1||-2||1||8 ||Causes the host to grow, with size scaling with stage speed. Has brute healing thresholds.||<span title="Passively heals brute damage, and causes the host to occasionally (harmlessly) vomit organs and blood. -1 Severity" style="color:#13b00e;">'''Stage Speed 6'''</span>, <span title="Triples healing speed and grants limb regeneration, but causes cell damage over time. +3 Severity" style="color:#ffc832;">'''Stage Speed 12'''</span>
|-
|-
!Sensory restoration
! Shivering
| -1 || -4 || -4 || -3 || 5 || [[Plasma]]/[[Guide_to_chemistry#Weakened Virus Plasma|Weakened Virus Plasma]] || style="color:#00aa00"| Restores mob's senses by fixing ear damage, purging alcohol from the body, blocking hallucinations, and fixing brain damage.
|0|| 2||2||2||0||2|| Cools down your body. Won't reach damaging levels unless thresholds are met.||<span title="Increases cooling speed; the host can fall below safe temperature levels. +1 Severity." style="color:#ffc832;">'''Stage Speed 5'''</span>, <span title="Further increases cooling speed. +1 Severity." style="color:#ffc832;">'''Stage Speed 10'''</span>
|-
|-
!Shivering
!Silicolysis
|0 || 2 || 2 || 2 || 2 || [[Virus Food]] || style="color:#ff0000"| Cools down your body based on stealth and resistance.
|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.||<span title="Increases the virus' growth rate while nanites are present.">Stage Speed 5</span>, <span title="Severely increases the rate at which the nanites are destroyed, and increases the damage on mechanical parts">Resistance 7</span>
|-
|-
!Sneezing
!Sneezing
| -2 || 3 || 0 || 4 || 1 || [[Virus Food]]/[[Guide_to_chemistry#Virus Rations|Virus Rations]] || style="color:#0000ff" | Forces a spread type of AIRBORNE with extra range!
| -2|| 3||0|| 4||0||1||Causes the mob to occasionally sneeze.||<span title="The symptom remains hidden until active">Stealth 4</span>, <span title="When sneezing, the host spreads the virus as if it were airborne, with long range">Transmission 12</span>
|-
!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.||<span title="The symptom works on a smaller scale, effectively healing burn damage, and causing the effect if the host takes over 75 burn damage. -1 Severity" style="color:#13b00e;">'''Resistance 6'''</span>, <span title="The effect now works on a hair trigger, having lowered thresholds for teleportation. If the burn healing threshold is met, the speed is doubled. -1 Severity" style="color:#13b00e;">'''Transmission 8'''</span>
|-
! Toxolysis
| 0 || -2||2||-2||0||6||Purges all chemicals at a fast rate from the bloodstream.||<span title="Increases chem removal speed">Resistance 7</span>, <span title="Consumed chemicals nourish the host">Stage Speed 6</span>
|-
|-
!Spontaneous Combustion
! Vitiligo
| -1 || -4 || -4 || -4 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#ff0000" | Sets your body on fire periodically, with amount of stacks based on stage speed, minus stealth.
| 2|| 0||3||1||0 ||5 ||Makes the mob lose skin pigmentation.||None
|-
!Wizarditis
|1||-2 || -3||-1||0||0|| style="color:#ff69ed" |The host believes themselves to be a wizard||<span title="The host may occasionally teleport around! +1 Severity" style="color:#ffc832;">'''Transmission 8'''</span>, <span title="The host grows a set of wizard robes, +1 Severity" style="color:#ffc832;">'''Stage Speed 7'''</span>
|-
!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||<span title="The grubs will devour toxins in the host’s bloodstream. -2 severity" style="color:#13b00e;">'''Stealth 2'''</span>, <span title="More grubs gestate, at a faster rate. Doubles severity" style="color:#ffc832;">'''Stage Speed 6'''</span>
|-
|}
==Yellow Grade ==
These symptoms are nonlethal, or very slightly lethal, but they’re usually somewhat annoying to be afflicted with.
{| class="wikitable sortable" border="1" style="text-align: center; background: #fffd7a;" ; ||
|-
! scope="col" | Symptom
! scope="col" | Stealth
! scope="col" |Resistance
! scope="col" |Stage speed
! scope="col" |Transmission
! scope="col" |Severity
! scope="col" |Level
! scope="col" class="unsortable" |Effect
! scope="col" |Threshold (hover mouse over for details)
|-
! Autobrewery Syndrome
| -1 || -2||3||-1||1|| 6||The virus causes persistent drunkenness.||<span title="The drunkenness of the virus is lowered, to only just a pleasant buzz. -1 severity" style="color:#13b00e;">'''Stealth 3'''</span>, <span title="The virus becomes severe enough to cause lethal alcohol poisoning, if the stealth is below 3. +3 Severity" style="color:#ff0000;">'''Speed 6'''</span>
|-
!Bee Infestation
| -2|| 2||1||1|| 2||0 ||Infests the host's stomach with bees, causing minor toxin damage and bee-filled coughs.||<span title="Host synthesizes honey instead of toxins, bees now sting with honey instead of toxin, healing and fattening the host and those nearby. Synthesizes insulin, making the host immune to hyperglycemic shock. -4 Severity" style="color:#13b00e;">'''Resistance 12'''</span>, <span title="The bees spawn with a random toxin, unless the resistance threshold is met. +2 Severity" style="color:#ff0000;">'''Transmission 10'''</span>
|-
!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.||<span title="The blob tile will be a strong blob">Resistance 8</span>, <span title="The blob tile may be a factory blob">Resistance 11</span>, <span title="The blob tile may be a blob node. +1 severity" style="color:#ff0000;">'''Resistance 14'''</span>
|-
! Cornu Cutaneum
| -3||3||-3 ||0 ||1|| 8||The host damages anyone who touches them||<span title="The host gains some armor. -1 Severity" style="color:#13b00e;">'''Resistance 6'''</span>, <span title="The disease damages creatures more often">Transmission 6</span>
|-
!Confusion
|1 || -1||-3||0||2||3 ||Makes the affected mob be confused for short periods of time, making them walk in random directions.||<span title="Causes brain damage over time. +1 Severity." style="color:#ffc832;">'''Resistance 6'''</span>, <span title="Increases confusion duration">Transmission 6</span>, <span title="The symptom remains hidden until active">Stealth 4</span>
|-
! Deafness
| -1 || -1||1||-3||2||3||Causes intermittent loss of hearing.||<span title="Causes permanent deafness, instead of intermittent. +1 Severity." style="color:#ffc832;">'''Resistance 9'''</span>, <span title="The symptom remains hidden until active">Stealth 4</span>
|-
!Deoxyribonucleic Acid Saboteur
| -2 || -3||0|| -3||3||3||Gives a random disability. The disabilities are cured when the disease is cured.||<span title="Increases mutation frequency">Stage Speed 10</span>, <span title="Causes two harmful mutations at once. Severity +1" style="color:#ff0000;">'''Resistance 8'''</span>, <span title="The mutations persist even if the virus is cured">Stealth 5</span>
|-
!Ducatopod
|0||2||5||-2||2||9|| style="color:#ff69ed" |Causes the host to secrete industrial grade lubricant from their feet.||<span title="Doubles lube frequency. +1 Severity." style="color:#ffc832;">'''Transmission 10'''</span>, <span title="The host's feet turn into a pair of clown shoes.">Resistance 14</span>
|-
|-
!Stimulant
!Hyphema
| -1 || -3 || -2 || -4 || 3 || [[Unstable Mutagen]]/[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]] || style="color:#00aa00"| Body starts to create its own [[Ephedrine]], increasing movement speed and reducing stuns.
| -1||-3 || -4||-2 ||3||3||Inflicts eye damage over time. Causes blindness if left unchecked.||<span title="Weakens extraocular muscles, eventually leading to complete detachment of the eyes. +1 Severity." style="color:#ff0000;">'''Resistance 12'''</span>, <span title="The symptom remains hidden until active">Stealth 4</span>
|-
|-
!Toxic Compensation
!Narcolepsy
|1 || -4 || -4 || -2 || 4 || [[Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style="color:#0000ff"| Slowly converts brute/fire damage to toxin.
|1||-1 || -2|| -2||3||3|| Makes the host drowsy and prone to falling asleep randomly.||<span title="Also relaxes the muscles, weakening and slowing the host">Transmission 7</span>, <span title="Causes narcolepsy more often, increasing the chance of the host falling asleep. +1 Severity." style="color:#ff0000;">'''Resistance 10'''</span>
|-
|-
!Toxic Filter
! Neural Decay
|1 || -4 || -4 || -2 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#00aa00"| Heals toxins in the affected mob's blood stream, based on stage speed. Available in [[Cargo|Virus Crates]].
|1||-2 || -3||-1||3|| 7||The host's brain begins to die, dealing high brain damage||<span title="Host's brain develops even more traumas than normal." style="color:#ffc832;">'''Stage Speed 9'''</span>, <span title="Allows the disease to do lethal damage. +1 Severity" style="color:#ff0000;">'''Transmission 12'''</span>
|-
|-
!Vitiligo
!Organic Flux Induction
| -3 || -1 || -1 || -2 || 5 || [[Plasma]]/[[Guide_to_chemistry#Weakened Virus Plasma|Weakened Virus Plasma]] || style="color:#0000ff"| Makes the mob lose skin pigmentation.
|0||-1 ||-1||-2||2||6|| Causes EMPs on the host occasionally. Has a cell damage healing threshold. ||<span title="Quickly heals cell damage and mutations. -1 Severity" style="color:#13b00e;">'''Stealth 2'''</span>, <span title="EMPs now affect the area immediately around the host. +1 Severity." style="color:#ffc832;">'''Transmission 8'''</span>
|-
|-
!Voice Change
!Voice Change
| -2 || -3 || -3 || -1 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#ff0000"| Changes the voice of the affected mob. Causing confusion in communication. Available in [[Cargo|Virus Crates]].
| -1||-2||-2||2||2|| 3||Changes the voice of the affected mob. Causing confusion in communication. Available in [[Supply_crates#Virus_crate|Virus Crates]].||<span title="The host's language center of the brain is damaged, leading to complete inability to speak or understand any language, permanently. +1 Severity" style="color:#ffc832;">'''Transmission 10'''</span>, <span title="Changes voice more often">Stage Speed 7</span>, <span title="The symptom remains hidden until active">Stealth 3</span>
|-
|-
!Vomiting
!Vomiting
| -2 || -1 || 0 || 1 || 3 || [[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.
| -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.||<span title="Host will vomit blood, causing internal damage">Stage Speed 5</span>, <span title="Host will projectile vomit, increasing vomiting range">Transmission 6</span>, <span title="The symptom remains hidden until active">Stealth 4</span>
|-
!Weight Loss
|0||2||-2||1||2||3|| The virus mutates the host's metabolism, making it almost unable to gain nutrition from food.||<span title="The symptom is less noticeable, and only cleanses obesity- it no longer causes starvation. -3 Severity." style="color:#13b00e;">'''Stealth 2'''</span>
|-
|}
==Red Grade==
Red grade symptoms are usually extremely debilitating or downright lethal. However, they can usually be cured before they kill the host.
{| class="wikitable sortable" border="1" style="text-align: center; background: #ffaaa6;" ; ||
|-
! scope="col" |Symptom
! scope="col" |Stealth
! scope="col" |Resistance
! scope="col" |Stage speed
! scope="col" | Transmission
! scope="col" |Severity
! scope="col" |Level
! scope="col" class="unsortable" |Effect
! scope="col" |Threshold (hover mouse over for details)
|-
!Bubonic Infection
| -1||-2||3||2|| 3||7||The host develops festering pustules, dealing toxin and brute damage.||<span title="The pustules on the host will occasionally burst, usually when the host is hit, shooting out toxic, damaging pus. +1 severity" style="color:#ffc832;">'''Transmission 4'''</span>, <span title="The host develops pustules faster">Transmission 6</span>
|-
|-
!Projectile Vomit
!Hemorrhaging Fasciitis
| -2 || -1 || 0 || 1 || 4 || [[Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style="color:#ff0000"| Like normal vomiting, except it will spread further, likely causing more to walk across the vomit.
| -3||-2|| 0||-1||4||7||Host experiences severe bleeding, which will become lethal.||<span title="Host will take brute damage as their flesh bursts open">Resistance 10</span>, <span title="Host sprays infected blood everywhere, and bleeding becomes far deadlier">Transmission 8</span>
|-
|-
!Vomiting Blood
!Irradiant Cells
| -2 || -1 || -1 || 1 || 4 || [[Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style="color:#ff0000"| Forces the affected mob to vomit blood! Makes the affected mob lose health.
| -1||2||-1||2||3||7||The host's cells destabilize, causing them to become radioactive and take radiation damage||<span title="The host takes radiation damage more frequently. +1 Severity" style="color:#ffc832;">'''Stage Speed 8'''</span>
|-
|-
!Weakness
!Macrophage
| -1 || -1 || -2 || -2 || 3 || [[Unstable Mutagen]]/[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]] || style="color:#ff0000"| Deals stamina damage to the host. May knock out if left untreated.
| -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.||<span title="The higher the resistance, the more health phages will have, and the more damage they will do.">Resistance N</span>, <span title="The higher the stage speed, the more frequently phages will burst from the host.">Stage Speed N</span>, <span title="Phages can be larger, more aggressive, and able to pierce thick clothing, with some effort. +2 severity" style="color:#ffc832;">'''Transmission 10'''</span>, <span title="Phages will carry all diseases within the host, instead of only diseases containing their own symptom.">Transmission 12</span>
|-
|-
!Weight Gain
!Spontaneous Combustion
| -3 || -3 || -2 || -2 || 4 || [[Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style="color:#ff0000"| Increases the weight gain of the mob, forcing it to eventually turn fat.
|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.||<span title="Increases the intensity of the flames">Stage Speed 4</span>, <span title="Further increases flame intensity">Stage Speed 8</span>, <span title="Host will spread the virus through skin flakes when bursting into flame">Transmission 8</span>, <span title="The symptom remains hidden until active">Stealth 4</span>
|-
|-
!Weight Loss
|}
| -3 || -2 || -2 || -2 || 3 || [[Unstable Mutagen]]/[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]] || style="color:#ff0000"| Decreases the weight of the mob, forcing it to be skinny.
==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
{| class="wikitable sortable" border="1" style="text-align: center; background: #de9a97;" ; ||
|-
! scope="col" |Symptom
! scope="col" |Stealth
! scope="col" |Resistance
! scope="col" |Stage speed
! scope="col" |Transmission
! scope="col" |Severity
! scope="col" |Level
! scope="col" class="unsortable" |Effect
! scope="col" |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||<span title="Causes paralysis and heart attacks when the host is suffocating">Stage Speed 8</span>, <span title="Doubles the damage done by the symptom. +1 Severity" style="color:#ffc832;">'''Transmission 8'''</span>
|-
|-
!Weight Even
!Alkali perspiration
| -3 || -2 || -2 || -2 || 4 || [[Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style="color:#00aa00"| Causes the weight of the mob to be even, meaning eating isn't required anymore.
|2||-2|| -2||-2||5|| 9||Causes the affected mob to burst into flames periodically. Makes victims explode on contact with water.||<span title="Doubles the intensity of the effect, but reduces its frequency. +1 severity." style="color:#ffc832;">'''Stealth 3'''</span>, <span title="Increases explosion radius when the host is wet. +2 severity." style="color:#ffc832;">'''Stage Speed 8'''</span>, <span title="Additionally synthesizes chlorine trifluoride and napalm inside the host.">Resistance 8</span>
|-
|-
!Viral Self-Adaptation
!Autophageocytosis Necrosis
| 3 || 5 || -3 || 0 || 3 || [[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.
| -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.||<span title="Synthesizes Heparin and Lipolicide inside the host, causing increased bleeding and hunger">Stage Speed 7</span>, <span title="The symptom remains hidden until active">Stealth 5</span>
|-
|-
!Viral Evolutionary Acceleration
!Heart Disease
| -2 || -3 || 5 || 3 || 3 || [[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.
|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.||<span title="The disease's warnings have small text, instead of large red text">Stealth 2</span>, <span title="Instead of having a heart attack, the host's heart will burst from their chest and attack! +1 Severity" style="color:#ffc832;">'''Transmission 10'''</span>
|-
|-
|}
|}
 
==Lavender Grade==
=== Understanding stats ===
These symptoms exist in the code, and are obtainable through adminbus, but are not generally available for player use
 
{| class="wikitable sortable" border="1" style="text-align: center; background: #eab8ff;" ; ||
After you're done mixing your disease, stats from the symptoms are added together to make disease stats. Here's what exactly they do:
|-
 
! scope="col" |Symptom
* Viruses have a default of 1 in every stat.
! scope="col" |Stealth
* 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.
! scope="col" |Resistance
* 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.
! scope="col" |Stage speed
* Chance of advancing a stage per tick is 2% or stage speed, whichever is higher.
! scope="col" | Transmission
* Cure depends on resistance and amount of symptoms: resistance - (amount of symptoms / 2)
! scope="col" |Severity
 
! scope="col" |Level
{| class="wikitable" style="text-align: center;"
! scope="col" class="unsortable" |Effect
|1 or less||2||3||4||5||6||7||8||9||10||11 or more
! scope="col" |Threshold (hover mouse over for details)
|-
!Toxoplasmosis Sapiens
|1||-2 ||-3||1||-1||-1|| The host feels slightly happier around cats||<span title="The virus causes intense damage to the host’s language center, causing them to slur their speech in an infuriating manner. +2 severity" style="color:#ffe852;">'''Transmission 4'''</span>, <span title="The virus's causes a dysmorphic mania, leading to sour mood, violent outbursts, and, in extreme cases, spontaneous organ mutation. +3 severity" style="color:#ff0000;">'''Stealth 4'''</span>
|-
!Viral Power Multiplier
|2||2||2||2||0||-1||The virus’ symptoms have their power levels increase. This symptom is impossible to obtain, however.||<span title="The virus constantly scrambles its total power among its symptoms">Transmission 8</span>, <span title="Doubles the power boost from this symptom">Stage Speed 8</span>
|-
|-
|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 undesred 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 pisitive 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.
** 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.
* Remember that live and walking infected spread more than corpses. Consider making a disease that hinders many instead of one that kills a few.
[[Category:Guides]]
[[Category:Guides]]

Latest revision as of 23:32, 14 March 2024

SUPER IMPORTANT ANNOUNCEMENT: Beestation server has disabled most virology contents by server configuration. The content described here may not work as written up to our server configuration.
SUPER IMPORTANT ANNOUNCEMENT: Beestation server has disabled most virology contents by server configuration. The content described here may not work as written up to our server configuration.
SUPER IMPORTANT ANNOUNCEMENT: Beestation server has disabled most virology contents by server configuration. The content described here may not work as written up to our server configuration.

Virology for the Layperson: Preventing Diseases

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

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.

Hunger

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

Isolation

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!

Sterilization

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

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

Mutations

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!

Vaccination

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 PanD.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

SUPER IMPORTANT ANNOUNCEMENT: Beestation server has disabled most virology contents by server configuration. The content described here may not work as written up to our server configuration.
 
[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

PanD.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

Vaccination

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.

Viral 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 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 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 Extract 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

Stealth

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. Note : virus food increases the progression speed by tenfold while in the bloodstream.

Resistance

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

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

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 three 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

Symptoms

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

Thresholds

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

SUPER IMPORTANT ANNOUNCEMENT: Beestation server has disabled most virology contents by server configuration. The content described here may not work as written up to our server configuration.

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

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

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

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

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

 
[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

SUPER IMPORTANT ANNOUNCEMENT: Beestation server has disabled most virology contents by server configuration. The content described here may not work as written up to our server configuration.

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 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 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

SUPER IMPORTANT ANNOUNCEMENT: Beestation server has disabled most virology contents by server configuration. The content described here may not work as written up to our server configuration.

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

SUPER IMPORTANT ANNOUNCEMENT: Beestation server has disabled most virology contents by server configuration. The content described here may not work as written up to our server configuration.

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

 
[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, unless mindshielded. Transmission 14
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 Stage Speed 9, 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