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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.
{{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.}}
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==[[virologist|Virology]] 101==
=Virology for the Layperson: Preventing Diseases=
[[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, is proper hazard wear, and knowing how to keep the infection from spreading.
 
===The Clothes===
The following will protect you, from the dangerous infections of space, each giving more and more (till total) protection against infection:
* Level-3 [[Bio Hood]]
* Level-3 [[Bio Suit]]
* Jumpsuit (virologist, CMO, geneticist, chemist, doctor, nurse suit, scrubs, Research Director)
* [[Latex Gloves]]
* Sterile mask
* [[Shoes]] (White shoes and [[Galoshes]] are the best)
* Private (clean) [[Internals]]
 
===Isolation===
If you or another crew member is infected, do not spread the infection further. Seek the isolation bay of the medical wing, or head to a room no one will enter but yourself and other infected.
 
===Sterilization===
Cleaning blood spills from the ground will prevent contact contamination, make sure blood is cleaned from the floor at all time. Any blood splatter out there could hold a dreaded space infection. Contact a [[janitor]] if you see blood on the floor, do not interact with the blood if you suspect possible infection chance. Any object or floor that has infected blood on it can infect anyone who handles or touches it.
 
===Methods of Infection===
===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.
# Take vaccine bottle it produces.
 
Additional uses:
* Reveals the cure to any infected blood sample without needing to inject a living creature.
* Shows the stats and symptoms of a virus
 
===Viral Extrapolator===
 
The viral extrapolator is a bulky, slow device, used to scan and extract diseases on the go. It has two modes, which can be toggled by using it in-hand
 
<B>Scan</B> [[File:Explorator_scan.gif|16px]] tells you what diseases are held within the target, if any, what symptoms they have, and what stage they are at.  
 
<B>Extract</B> [[File:Explorator_sample.gif|16px]] 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.  
 
<B>Upgrading the extrapolator:</B>
 
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.
 
Symptom hunting:
Some objects can contain trace samples of the disease that the extrapolator can make into a culture. Many of these start with random diseases at roundstart, and can be harvested. This is the primary source of level nine symptoms. These items are as follows:
* 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
* Mice and rats.
* Any item a sentient disease has used Secrete Infection on
* The glands of Wumborian Fugu always have a disease containing Pituitary Disruption
* Vector, the virologist's pet hamster, always has an extractable disease.
* Blob Spores created by the Blob Spores symptom always have the disease that spawned them
* Macrophages always contain the disease that spawned them.
 
==Infection Listings==
Thankfully, humanity has managed to cure and eliminate almost all of the diseases that plagued its infancy. However, the vast reaches of space have been found to harbor new illnesses that can affect the unprepared staff on Nanotrasen research stations. The following diseases are Simple Diseases that cannot be affected by the PanD.E.M.I.C 2200 or a Viral Extrapolator, and have no stats or symptoms.
{| class="wikitable sortable" style="background-color:#EAFDE6"  
|-  
! Disease Name || Vector Name || Source || Description || Spread || Cure  
! Disease Name || Vector Name || Source || Description || Spread || Cure  
|-
|-
| Alien Parasite || Xenomorph || [[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]]
| 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]]
|-
|-
| 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. || Special || [[Surgery]]
| 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]]
|-
|-
| Brain Rot || Cryptococcus Cosmosis || Virus crate, random events || An infection that causes mental degradation. || Contact || [[Mannitol]]
| Brain Rot || Cryptococcus Cosmosis || Virus crate, random events || An infection that causes mental degradation. || Contact || [[Mannitol]]
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| 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]]  
| 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. || Special || Bananas, [[Death Squad]]  
| 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]]
| 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]]
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| 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]]
| 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]]
|-
|-
| Heart Disease || N/A || Random event || The game categorizes it as a virus, and it progresses in stages, like a virus, so it's listed here.|| N/A || [[Guide to chemistry#Corazone|Corazone]], Electric Shocks, [[Surgery#Organ Manipulation|Heart Replacement Surgery]]
| 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]]
|-
|-
| Fungal Tuberculosis || Fungal Tubercle bacillus Cosmosis || [[Syndicate_Items#Fungal_Tuberculosis_Grenade|Nuke Ops Uplink]], Strange Seeds || 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]]
| 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]]
|-
|-
| 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]]  
| 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]]  
|-
|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.}}
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{{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


The Pandemic can create culture bottles (basically copies) of existing viruses, so you won't run out while experimenting.


==Multiple Diseases==
==Advanced Diseases: an explanation==
A person has three slots for advanced diseases, with a fourth slot for sentient diseases. The slot a disease fits into is determined by Severity.
An Advanced Disease is a special kind of virus, which has special Stats and Symptoms, which control its effects and attributes
If a disease tries to occupy an already occupied slot, and its transmission is higher than the resistance of the disease already in the slot, it will drive the disease out and take its place
===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!
{| class="wikitable" style="text-align: center;"
| colspan="11" |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
{| class="wikitable" style="text-align: center;"
| colspan="3" |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
#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>


==Modifying Symptoms==
To obtain a new symptom you need to mutate an existing virus. This involves adding a chemical to the virus, which will generate a new symptom. Rarer and harder to acquire chemicals will yield more potent symptoms. You will start with enough chemicals to create a powerful disease, as long as you use them carefully. You can also insert an isolated symptom into your main virus, by moving 1 unit of the isolated culture to the main mix with a dropper. It will not work every time and may need to be repeated a few times.
====Basic chemicals====
These are the basic chemicals for virus mutation. These can be added to a culture to gain a symptom from a large pool- but it's about half as efficient as mixing [[Guide_to_chemistry#Virology_Recipes|advanced chemicals]].


===Disease chemicals and modification===
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====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==
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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===
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[[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.  
* '''[[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.
* '''[[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.
* '''[[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#Virology_Recipes|Advanced Chemicals]]====
Using these will allow you to both save time and resources when trying to acquire the symptoms you want.
* '''[[Guide_to_chemistry#Anomalous Virus Food|Anomalous Virus Food]]''': Anomalous Virus Food can be used to mutate your disease and give it a level 0 symptom. It is made by combining pure Laughter with virus food. Level 0 symptoms tend to be statistically similar to other symptoms, but have an unusual effect- good for gimmicks!
* '''[[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#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#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.
Line 149: Line 246:
* '''[[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#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#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#Highly Unstable Virus Food|Advanced Virus Food]]''': Highly Unstable Virus Food can be used to mutate your disease and give it a level 9 symptom. You only get one unit, which is inert until a single uranium sheet's worth of uranium is added, but every single level nine symptom is powerful in its own way. The symptom you get will likely define the disease you make on any given round. <big><big>Highly unstable virus food was removed, and replaced with the viral extrapolator.</big></big>
====Uranium Gels====
These chemicals require large quantities of liquid uranium (obtained by grinding uranium bars). You'll require the help of mining to make these.
* '''[[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#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#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.
* '''[[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==
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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.


====[[Guide_to_chemistry#Synaptizine|Synaptizine]]====
And- Do please note, being of a scary color doesnt mean a symptom can't be used beneficially. Experiment!
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.
 
====[[Guide_to_chemistry#Spaceacillin|Spaceacillin]]====
Spaceacillin will "Falter" a disease, making it unable to spread by any method but injection. Good for meme diseases, or if you wanna meet a transmission threshold without fucking everyone over
 
====[[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, and so multiple diseases of different severity can be loaded into one bottle
 
 
====[[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. '''NEUTER YOUR STAT SYMPTOMS, ALWAYS. UNLESS IT'S SOMETHING WITH AN EFFECT YOU ACTIVELY USE, ALL AN UNNEUTERED STAT SYMPTOM WILL DO, EVEN IF THE DISEASE IS INTENTIONALLY DEADLY, IS MAKE THE DISEASE GET NOTICED FASTER, AND, SCARE PEOPLE IF YOUR DISEASE IS GOOD, PROBABLY GETTING YOU LYNCHED. NEUTER YOUR FUCKING SYMPTOMS. YES, FEVER AND ITCHING CAN DO SLIGHT DAMAGE. NEUTER THEM ANYWAYS, DAMMIT'''
==BABBY'S FIRST VIRUS==
 
{{Speech
|name=Eyre I, the Virologist
|text=Psst, hey kid. Over here. Look at you, still fresh off the arrivals shuttle. Take the biosuit off, it'll only slow you down. Listen up- I'm here to teach ya exactly how to get robust at Virology, provided you can wrap your head around some simple concepts. I've hijacked this outdated nanotrasen standard-issue virology guide to teach YOU how to be a better Virologist than those Nanotrasen quacks!  
|image=[[File:Viro action.png|64px|right]]
|image=[[File:Viro action.png|64px|right]]
}}
}}
Alright, since most people can't seem to grasp it: Virology is fucking SLOW! So this means you're gonna want to do a few things to make it faster!
1. Know what virus you want to make! I cannot fucking stress this enough. Random symptom isolation will never get you anywhere fast. Make a recipe for what you want, and then go aquire the symptoms
2. You'll need five beakers when you get started making your virus:
*Fill the first beaker to the brim with virus food and put it on the table. This is for level one and two symptoms.
*Fill the second beaker with thirty units of virus food, and dump your entire mutagen bottle in. This is for level three symptoms.
*There is no beaker for level four symptoms. Four is an unlucky number or some shit, and, more importantly, all level four symptoms suck
*Fill the third beaker with ten units virus food, ten units Plasma, and then ten units of Synaptazine. This is for level five symptoms. '''THE ORDER IS IMPORTANT. PUT SYNAPTAZINE IN BEFORE PLASMA AND YOU'LL GET A BEAKER OF VIRUS RATIONS AND PLASMA, WASTING YOUR CHEMS. DONT DO IT.'''
*Fill the fourth beaker with ten units virus food and ten units of Plasma. This is for level six symptoms
*If you have the clown's can of laughter, you can fill a fifth beaker with ten units of virus food and the entire can of laughter for level zero symptoms
3. Lay out your Formaldehyde, Synaptazine, and Unstable Virus Food.
4. Finally, set an empty beaker out, and either Rhinovirus or the Cold. The Cold's symptom is Coughing, and Rhinovirus is Sneezing. I am a plasmaman, so all my diseases need high transmission- I prefer to set out rhinovirus.
5. Whichever symptom you choose to start with, drop a drop of formaldehyde in immediately! this neuters the symptom so your plague doesnt alert and scare people, which is bad regardless of your antag status. '''Remember to use your dropper, after setting it to one unit!'''
6. After you lay out your beakers on the table near the pandemic, situate yourself on a tile adjacent to the tables containing the reagents and your PANDEMIC machine. You will never have to move during this procedure- which saves valuable time.
7. With your recipe in mind, begin placing one unit of your starting symptom culture and one unit of the virus chem corresponding to your disease into the '''empty beaker'''. Do NOT place your virus chem into your culture, or your culture into your chem- it will set you back by an insane amount!. After you make ONE reaction, place the empty beaker in the pandemic-You never need to pick any beakers but this empty beaker up during the process- and check the symptoms. If you got what you wanted, create a culture, save your previous culture if it's the starter, you will need it later, or get rid of it if it's a random step in the process, and repeat with the chem for the next symptom, doing symptoms you will neuter first and neutering them as you get them. Repeat until you reach a total of four symptoms. '''To reiterate step five, ALWAYS use a one unit dropper! it makes you far more efficient with chem usage- if you use a dropper, your starting chems will usually last an entire round!'''
8. Upon reaching four symptoms, a virus has a chance to lose symptoms on gaining new ones. To avoid this, make a culture of your four symptoms, name it, and put it aside. Take your starter culture out, and begin the step 7 process. Once you get the fifth symptom, use the step seven process with synaptazine to remove the starter symptom, and finally repeat the step seven process one last time to get the last symptom. By now, you should have two cultures- one with four symptoms, and one with two (or one, five symptom diseases exist)
9. Finally, repeat the step seven process one more time, but using the two cultures, instead of a chem and a culture. There is no reaction sound for this mixing! Once you reach the desired number of symptoms (yes, adding symptoms via mixing can delete symptoms just like adding them via chems does), name the virus, and make a culture! you're done! yay! Consider Faltering your disease with Spaceacillin if you don't want it to spread, and/or Preserving it with Cryoxadone.
10. If you are feeling more confident, or want to get more powerful diseases, you can take out your Viral Extrapolator and head to maintenance to find diseases containing more advanced symptoms
==Understanding stats==
After you're done mixing your disease, stats from the symptoms are added together to make disease stats. Viruses have a default of 0 in every stat.
* '''Stealth:''' If stealth is 2 or higher your disease will be hidden from medHUD and scanners. Generally it will also hide the warning signs of symptoms before they activate.
* '''Transmission:''' Improves the chance each tick to spread the virus, increases the amount of protection you need to prevent infection, determines the infection vector, and is needed to override other viruses.
** The infection vector is calculated with (disease's transmission - amount of symptoms). 2 or less is blood, 3 is fluid contact, 4 is skin contact, 5 is airbone. The Sneezing symptom forces sporadic airborne spreads, but does not otherwise affect this.
** When infecting someone who already has a virus, if the infecting virus' Transmission is higher than the other virus' Resistance, the latter will be overridden by the former.
* '''Stage speed:''' Increases the chance of advancing a stage each tick. It will be 2% or stage speed, whichever is higher.
* '''Resistance:''' Makes the virus harder to cure; determines the required chemical to cure, decreases the chance of it being cured each tick when in contact with the cure, and defines how resistant the virus is to being overridden by other viruses. Sentient diseases have a fixed cure, and don't rely on resistance to determine their cure.
** The chance of it being cured every tick is 15 - resistance, but always between 10 and 20.
** The cure is determined by [resistance - (amount of symptoms / 2)].
{| class="wikitable" style="text-align: center;"
|1 or less||2||3||4||5||6||7||8||9||10||11 or more
|-
|Sugar||Ethanol||Table Salt||Spaceacillin||Saline-Glucose Solution||Miner's Salve||Leporazine||Concentrated Barber's Aid||Lipolicide||Haloperidol||Krokodil
|}
* '''Severity:''' Severity determines how virus shows up on a medhud, and which slot a disease occupies. Severity adds up in a manner different to other stats- A severity score below 0, or equal to or above five will be added normally. A severity of 1 or 2 will be added to a maximum of 3. A severity of 3 or 4 will be added to a maximum of 4. Severity also determines which of a person's three disease slots a disease occupies, unless the disease is sentient. Severity is unique in that stats will modify it
{| class="wikitable" style="text-align: center;"
|Severity:||1 or less||2-4||5 or more
|-
|Slot:||1||2||3
|}
==Symptoms Table==


{{Speech
|name=Eyre I, the Virologist
|text=Mouse over the names of some of the symptoms- I've left you some advice and useful info. I've also left some similar advice on certain aspects of symptoms that either dont work properly, or need elaboration.
|image=[[File:Viro action.png|64px|right]]
}}
Hover over the thresholds to see the effects of each.


{| 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 245: Line 283:
! scope="col" | Severity
! scope="col" | Severity
! scope="col" | Level  
! scope="col" | Level  
! scope="col" | Required Chemical
! scope="col" class="unsortable" | Effect
! scope="col" class="unsortable" | Effect
! scope="col" | Threshold (hover mouse over for details)
! scope="col" | Threshold (hover mouse over for details)
|-
|-
!<span title="The deadliest of the three deadliest symptoms. Knocks you out and suffocates you at insane speeds, if you meet the easy thresholds. Kills people even faster when they enter crit">Acute Respiratory Distress Syndrome</span>
!Aptotic Culling
| -2 || 0 || -1 || -2 || 5 || 9 || [[Guide_to_chemistry#Highly Unstable Virus Food|Highly Unstable Virus Food]] || style="color:#ff0000" | 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">Transmission 8</span>
| 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
|-
!Inorganic Biology
| -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>
|-
|-
!<span title="In my opinion, this is the worst symptom. Shit stats, low meme potential. 0/10. fuck you, alopecia.">Alopecia</span>
!Self-Respiration
| 0 || 3 || 2 || 2 || 0 || 4 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style="color:#0000ff" | Causes rapid hair loss.|| None
| 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>
|-
|-
!<span title="The least overtly deadly of the three deadliest symptoms, but definitely the most fun- and also stealthy">Alkali perspiration</span>
!Sensory Restoration
| 2 || -2 || -2 || -2 || 0 || 9 || [[Guide_to_chemistry#Highly Unstable Virus Food|Highly Unstable Virus Food]] || style="color:#ff0000"| 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">Resistance 9</span>, <span title="Increases explosion radius when the host is wet. Brings severity to 6.">Stage Speed 8</span>, <span title="Additionally synthesizes chlorine trifluoride and napalm inside the host. Brings severity to 6.">Transmission 8</span>
| 0 || 1 || -2 || 2 || -1 || 4 || Restores mob's senses by fixing eye and ear damage and curing hallucinations.||None
|-
|-
!<span title="Out of the three deadliest symptoms, probably crits the fastest. However, due to dealing brute damage and not stunning, it's inferior to ARDS. However, it has a somewhat hidden threshold (stealth 2, speed 12) that makes the victim become a fast zombie">Autophageocytosis Necrosis</span>
!Superficial healing
| -2 || -2 || 1 || -2 || 6 || 9 || [[Guide_to_chemistry#Highly Unstable Virus Food|Highly Unstable Virus Food]] || style="color:#ff0000"| 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>
| -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>
|-
|-
!<span title="A beneficial symptom in disguise, the 14 resistance threshold injects the bees and the host with one of the game's best healing chems. Careful, as bees still do one brute damage per sting.">Bee Infestation</span>
!Viral Aggressive Metabolism
| -2 || 2 || 1 || 1 || 2 || 8 || [[Guide_to_chemistry#Highly Unstable Virus Food|Highly Unstable Virus Food]] || style="color:#ff0000"| 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">Resistance 14</span>, <span title="The bees spawn with a random toxin, unless the resistance threshold is met. +2 Severity">Transmission 10</span>
| 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>
|-
|-
!Blob Spores
!Viral Evolutionary Acceleration
| 1 || 6 || -2 || 1 || 3 || 9 || [[Guide_to_chemistry#Highly Unstable Virus Food|Highly Unstable Virus Food]] || style="color:#ff0000" | 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">Resistance 14</span>
| -2 || -3 || 5 || 3 || 0 || 4 || Doubles the virus’ chance of mutation||None
|-
|-
!Cornu Cutaneum
!Viral Self-Adaptation
| -3 || 3 || -3 || 0 || 1 || 0 || [[Guide_to_chemistry#Anomalous Virus Food|Anomalous Virus Food]] || style="color:#00aa00"| The host damages anyone next to them every so often ||<span title="The host gains some armor. -1 Severity">Resistance 6</span>, <span title="The disease damages creatures more often">Transmission 6</span>
| 3 || 5 || -3 || 0 || 0 || 4 || Halves the virus’ chance of mutation||None
|-
|-
!Coughing
!Viral Suspended Animation
| -1 || 3 || 1 || 2 || 0 || 0 || [[Virus Food]]/[[Guide_to_chemistry#Virus Rations|Virus Rations]] || style="color:#0000ff" | The hostcoughs occasionally||<span title="The host drops items when coughing. +1 Severity  ">resistance 3</span>, <span title="occasionally stuns the host. +1 Severity">Resistance 10</span>, <span title="The host coughs more">Stage Speed 6</span>, <span title="symptom hidden till active">Stealth 4</span>
| 4 || -2 || -2 || 1 || 0 || 4 || The virus does nothing until it reaches its final stage||None
|-
|-
!<span title="Somewhat robust. A good symptom to add to a disease that has room for it">Confusion</span>
|}
|1 || -1 || -3 || 0 || 2 || 4 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style="color:#ff0000"| Makes the affected mob be confused for short periods of time, making them walk in random directions.||<span title="Causes brain damage over time. +1 Severity. ">Resistance 6</span>, <span title="Increases confusion duration">Transmission 6</span>, <span title="The symptom remains hidden until active">Stealth 4</span>
==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;" ; ||
|-
|-
!Deafness
! scope="col" | Symptom
| -1 || -2 || -1 || -3 || 2 || 4 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style="color:#ff0000"| Causes intermittent loss of hearing.|| <span title="Causes permanent deafness, instead of intermittent. +1 Severity ">Resistance 9</span>, <span title="The symptom remains hidden until active">Stealth 4</span>
! 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)
|-
|-
!<span title="Chooses mutations from your already existing genome. it's... subpar.">Deoxyribonucleic Acid Saboteur</span>
!Alopecia
| -2 || -3 || 0 || -3 || 3 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#ff0000"| Gives a random disability. The disabilities are cured when the disease is cured.||<span title="Increases mutation frequency">Stage Speed 10</span>, <span title="Mutations will be beneficial instead of malignant. Sets base severity to 0.">Stage Speed 14</span>, <span title="Causes two harmful mutations at once. Severity +1">Resistance 8</span>, <span title="The mutations persist even if the virus is cured">Stealth 5</span>
| 0 || 3 || 2 || 2 || 0 || 5 || Causes rapid hair loss.|| None
|-
|-
!<span title="Heh. it makes lube, heh.">Ducatopod</span>
!Coughing
| 0 || 2 || 5 || -2 || 2 || 9 || [[Guide_to_chemistry#Highly Unstable Virus Food|Highly Unstable Virus Food]] || style="color:#ff0000" | Causes the host to secrete industrial grade lubricant from their feet. ||<span title="Doubles lube frequency. +1 Severity">Transmission 10</span>, <span title="The host's feet turn into a pair of clown shoes.">Resistance 14</span>
| -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 || 0 || 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. !<span title="it's... okay i guess. If personal diseases are your thing">Should be used for buffing your disease.</span>||None
| -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
| 1 || 3 || 3 || 1 || 0 || 4 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style="color:#0000ff" | Makes you grow a massive beard, regardless of gender.||None
| 1 || 3 || 3 || 1 || 0 || 5 || Makes you grow a massive beard, regardless of gender.||None
|-
|-
!<span title="One of the best stat symptoms, good on any virus. but NEUTER IT, it has a GIANT RED TEXT MESSAGE that will get you valided for sure">Fever</span>
!Fever
|-1 || 3 || 3 || 2 || 0 || 2 || [[Virus Food]] || style="color:#ff0000"| 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">Resistance 5</span>, <span title="Further increases fever intensity. +1 Severity">Resistance 10</span>
| -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>
|-
|-
!Hallucigen
!Hallucigen
| 1 || -3 || -1 || -1 || 1 || 5 || [[Plasma]]/[[Guide_to_chemistry#Weakened Virus Plasma|Weakened Virus Plasma]] || style="color:#ff0000"| Makes the affected mob have hallucinations for short periods of time. Available in [[Supply_crates#Virus_crate|Virus Crates]].||<span title="Increases the amount of hallucinations. +1 Severity">Stage Speed 7</span>, <span title="The virus mimics positive symptoms">Stealth 2</span>
| 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 || 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.||<span title="Headaches will cause severe pain, that weakens the host. +1 Severity">Stage Speed 6</span>, <span title="Headaches become less frequent but far more intense, preventing any action from the host. +1 Severity. ">Stage Speed 9</span>, <span title="Reduces headache frequency until later stages">Stealth 4</span>
| -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>
|-
|-
!<span title="A newer death symptom. very slow to kill, but kills fast when it does. ">Heart Disease</span>
!Hysteria
| 2 || 1 || -6 || -2 || 5 || 9 || [[Guide_to_chemistry#Highly Unstable Virus Food|Highly Unstable Virus Food]] || style="color:#ff0000"| 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">Transmission 10</span>
| 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>
|-
|-
!<span title="If you want a contagious disease, the stats and effect of this symptom make it nearly mandatory">Inorganic Biology</span>
!Itching
| -1 || 4 || -2 || 3 || 0 || 5 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Weakened Virus Plasma]] || style="color:#0000ff"| The virus becomes able to affect inorganic species, such as [[Golem]]s or [[Plasmamen]]. || None
|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>
|-
|-
!<span title="This symptom has some really fun uses if you get creative.">Hyperperspiration</span>
!Metabolic Boost
| 1 || -1 || 0 || -1 || 1 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#0000ff"| 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 6</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 ">Transmission 8</span>
| -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>
|-
|-
!Hyphema
! Necropolis Seed
| -1 || -3 || -4 || -2 || 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.||<span title="Weakens extraocular muscles, eventually leading to complete detachment of the eyes. +1 Severity">Resistance 12</span>, <span title="The symptom remains hidden until active">Stealth 4</span>
|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>
|-
|-
!<span title="I like using with hyperperspiration this to turn monkys to gorillas. very slowly, though.">Irradiant Cells</span>
!Photosensitive Muscle Condensation
| -1 || 2 || -1 || 2 || 3 || 8 || [[Guide_to_chemistry#Stable Uranium Gel|Stable Uranium Gel]] || style="color:#ff0000"|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">Stage Speed 8</span>
|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>
|-
|-
!Itching
!Pierrot's Throat
|0 || 3 || 3 || 1 || 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. 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 scrath itself when itching, causing superficial damage">Stage Speed 7</span>
| -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>
|-
|-
!Mind Restoration
!Polyvitiligo
| -1 || -2 || 1 || -3 || -1 || 5 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#00aa00"| The virus strengthens the bonds between neurons, reducing the duration of any ailment of the mind. Heals brain damage, and can cure mild and heavy traumas if upgraded. || <span title="Heals minor brain traumas">Resistance 6</span>, <span title="Heals severe brain traumas">Resistance 9</span>, <span title="Purges alcohol in the bloodstream">Transmission 8</span>
| 0|| 1||4||1||0||0|| style="color:#ff69ed" |The host changes color randomly.||None
|-
|-
!Nano-symbiosis
!Regenerative Coma
| 0 || 2 || 2 || -1 || -1 || 7 || [[Guide_to_chemistry#Unstable Uranium Gel|Unstable Uranium Gel]] || style="color:#0000ff" | The virus reacts to nanites in the host's bloodstream by enhancing their replication cycle. This can cause some unpredictable nanite activation.||<span title="Increases the replication boost.">Stage Speed 7</span>, <span title="Increases the virus' growth rate while nanites are present.">Transmission 5</span>
| 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>
|-
|-
!<span title="Recently buffed, should now be actually useful">Narcolepsy</span>
! Revitiligo
| 1 || -2 || -3 || -2 || 2 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#ff0000"| 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">Resistance 10</span>
| 1|| 2||1||2||0||5|| Makes the host black. Every virologist's first joke plague. No one finds it funny anymore.||None
|-
|-
!Necrotic Metabolism
!SBG Syndrome
| 2 || 2 || 2 || 0 || 0 || 5 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Weakened Virus Plasma]] || style="color:#0000ff"| The virus becomes able to affect undead races, and continues to process even when the host dies. It's especially useful if combined with symptoms like Bee Infestation or Macrophage|| None
|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>
|-
|-
!<span title="The lesser form of Autophageocytosis necrosis. it sucks.">Necrotizing Fasciitis</span>
! Pituitary Disruption
| -3 || -4 || 0 || -4 || 4 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#ff0000"| Causes brute damage over time. Fatal if left untreated.||<span title="Host will bleed profusely during necrosis">Resistance 7</span>, <span title="Causes extreme pain to the host, dealing stamina damage twice that of the normal damage">Transmission 8</span>
| -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>
|-
|-
!Necropolis Seed
! Shivering
| 0 || 3 || -10 || -3 || -1 || 9 || [[Guide_to_chemistry#Highly Unstable Virus Food|Highly Unstable Virus Food]] || style="color:#0000ff"| Makes the host do more damage with their punches, take less damage, and slows them down.|| <span title="Gibs the host on death and drops a tendril chest. +2 Severity. ">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">Resistance 20 </span>
|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>
|-
|-
!<span title="A decent damage symptom, especially with how difficult brain damage is to heal, and it's under level nine.">Neural Decay</span>
!Silicolysis
| 1 || -2 || -3 || -1 || 3 || 8 || [[Guide_to_chemistry#Stable Uranium Gel|Stable Uranium Gel]] || style="color:#ff0000"|The host's brain begins to die, dealing high brain damage||<span title="Doubles frequency of cell death">Resistance 10</span> <span title="Allows the disease to do lethal damage. +1 Severity">Transmission 12</span>
|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>
|-
|-
!<span title="Of the healsymptoms, this has the worst main side effect and the most niche heal- it's very good offensively">Organic Flux Induction</span>
!Sneezing
| 0 || -1 || -1 || -2 || 2 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#ff0000"| Causes EMPs on the host occasionally. Has a cell damage healing threshold.||<span title="Quickly heals cell damage and mutations. -1 Severity">Stealth 2</span>, <span title="EMPs now affect the area immediately around the host. +1 Severity.">Transmission 8</span>
| -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>
|-
|-
!<span title="The second half of a clown plague. Heh. Analagous to coughing, but buffs transmission a bit better, and is far less annoying, unless thresholds are met">Pierrot's Throat</span>
!Thermal Retrostable Displacement
| -1 || 3 || 1 || 2 || 0 || 0 || [[Guide_to_chemistry#Anomalous Virus Food|Anomalous Virus Food]] || style="color:#00aa00"| 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">Resistance 10</span>, <span title="The host becomes clumsy, like a clown. +2 Severity">Resistance 15</span>
| 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>
|-
|-
!<span title="TETSUOOOO">Pituitary Disruption</span>
! Toxolysis
| -3 || -2 || 1 || -2 || 1 || 7 || [[Guide_to_chemistry#Unstable Uranium Gel|Unstable Uranium Gel]] || style="color:#0000ff"| Causes the host to grow, with size scaling with stage speed. Has brute healing thresholds.||<span title="Passively heals brute damage, but causes occasional expulsion of benign teratomas. -1 Severity">Stage Speed 6</span>, <span title="Quadruples healing speed, but slowly kills the host with cellular damage. Teratomas become more advanced. Also causes limb regeneration, and for teratoma organs to be spontaneously absorbed and integrated. +3 Severity.">Stage Speed 12</span>
| 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>
|-
|-
!<span title="Hey, we ported it, and still have revitiligo too!">Polyvitiligo</span>
! Vitiligo
| 0 || 1 || 4 || 1 || 0 || 0 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style="color:#00aa00"| The host changes color randomly.||None
| 2|| 0||3||1||0 ||5 ||Makes the mob lose skin pigmentation.||None
|-
|-
!Regenerative Coma
!Wizarditis
| 0 || 2 || -3 || -3 || -2 || 8 || [[Guide_to_chemistry#Stable Uranium Gel|Stable Uranium Gel]] || style="color:#00aa00"| Causes the host to fall into a death-like coma when heavily damaged, then rapidly cures their wounds.||<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>
|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>
|-
|-
!Revitiligo
!Xenobiological Symbiosis
| 1 || 2 || 1 || 2 || 0 || 5 || [[Plasma]]/[[Guide_to_chemistry#Weakened Virus Plasma|Weakened Virus Plasma]] || style="color:#0000ff" | Makes the host black. Every virologist's first joke plague. <span title="But unlike /tg/, we didnt just up and remove it!">No one finds it funny anymore.</span>||None
|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>
|-
|-
!<span title="My favorite stat symptom. It makes you valid but I never neuter it.">SBG Syndrome</span>
|}
|0 || 3 || 3 || 1 || 0 || 0 || [[Guide_to_chemistry#Anomalous Virus Food|Anomalous Virus Food]] || style="color:#0000ff" | 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>
==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;" ; ||
|-
|-
!Self-Respiration
! scope="col" | Symptom
| 1 || -3 || -3 || -4 || -1 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#00aa00"| Quickly heals oxygen damage, negating the need for air. Causes occasional farting, which spreads miasma.|| <span title="Additionally regenerates lost blood">Resistance 8</span>
! 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)
|-
|-
!Sensory Restoration
! Autobrewery Syndrome
| 0 || 1 || -2 || 2 || -1 || 4 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Sucrose Agar|Sucrose Agar]] || style="color:#00aa00"| Restores mob's senses by fixing eye and ear damage and curing hallucinations.||None
| -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>
|-
|-
!Shivering
!Bee Infestation
|0 || 2 || 2 || 2 || 0 || 2 || [[Virus Food]] || style="color:#ff0000"| 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.">Stage Speed 5</span>, <span title="Further increases cooling speed. +1 Severity.">Stage Speed 10</span>
| -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>
|-
|-
!Silicolysis
!Blob Spores
| 0 || 4 || -1 || 1 || 0 || 7 || [[Guide_to_chemistry#Unstable Uranium Gel|Unstable Uranium Gel]] || style="color:#0000ff" | 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.||<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.">Resistance 7</span>
|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>
|-
|-
!<span title="The symptom with the highest transmission, and a starter symptom at that.">Sneezing</span>
! Cornu Cutaneum
| -2 || 3 || 0 || 4 || 0 || 1 || [[Virus Food]]/[[Guide_to_chemistry#Virus Rations|Virus Rations]] || style="color:#0000ff" | Causes the mob to occasionally sneeze.||<span title="The symptom remains hidden until active">Stealth 4</span>
| -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>
|-
|-
!Spontaneous Combustion
!Confusion
| 1 || -2 || -3 || -3 || 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. 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>
|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>
|-
|-
!Superficial healing
! Deafness
| -1 || -2 || -2 || 0 || -1 || 6 || [[Plasma]]/[[Guide_to_chemistry#Virus Plasma|Virus Plasma]] || style="color:#00aa00"|  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 viruse's healing speed is doubled">Stage Speed 8</span>
| -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>
|-
|-
!Thermal Retrostable Displacement
!Deoxyribonucleic Acid Saboteur
| 0 || 2 || -2 || -3 || 0 || 8 || [[Guide_to_chemistry#Stable Uranium Gel|Stable Uranium Gel]] || style="color:#00aa00"| 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">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">Transmission 8</span>
| -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>
|-
|-
!<span title="secretly robust as fuck, makes a virus incredibly hard to cure.">Toxolysis</span>
!Ducatopod
| 0 || -2 || 2 || -2 || 0 || 7 || [[Guide_to_chemistry#Unstable Uranium Gel|Unstable Uranium Gel]] || style="color:#0000ff"| 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>
|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>
|-
|-
!<span title="Your gateway to a single target disease.">Viral Aggressive Metabolism</span>
!Hyphema
| 1 || -4 || 3 || -3 || 0 || 3 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]] || style="color:#00aa00"| The disease starts at level 5, but cures itself over time||<span title="The virus cures itself half as fast">Stealth 4</span>
| -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>
|-
|-
!<span title="Despite the high transmission, this is actually usually the first of the three high-transmission stats to be dropped on an unorthodox disease, due to the low resistance">Viral Evolutionary Acceleration</span>
!Narcolepsy
| -2 || -3 || 5 || 3 || 0 || 3 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]] || style="color:#00aa00"| No effects other than its stats, which are quite useful. You'll typically have at least one of this and Viral Self-Adaptation in your disease.||None
|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>
|-
|-
!<span title="Despite what it may claim, this symptom has a transmission score of zero- it's pretty good if your disease needs to meet a resistance threshold">Viral Self-Adaptation</span>
! Neural Decay
| 3 || 5 || -3 || 0 || 0 || 3 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]] || style="color:#00aa00"|No effects other than its stats, which are quite useful. You'll typically have at least one of this and Viral Evolutionary Acceleration in your disease.||None
|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
| 2 || 0 || 3 || 1 || 0 || 5 || [[Plasma]]/[[Guide_to_chemistry#Weakened Virus Plasma|Weakened Virus Plasma]] || style="color:#0000ff"| Makes the mob lose skin pigmentation.||None
|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>
|-
|-
!<span title="A bit impractical, but it can be fun if you dont want to hurt the station as a traitor">Voice Change</span>
!Voice Change
| -1 || -2 || -2 || 2 || 2 || 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 [[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">Transmission 14</span>, <span title="Changes voice more often">Stage Speed 7</span>, <span title="The symptom remains hidden until active">Stealth 3</span>
| -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 || 2 || 1 || 3 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]] || style="color:#ff0000"| Forces the affected mob to vomit! Makes the affected mob lose nutrition and heal toxin damage. Vomit can transmit the virus to people stepping on it.||<span title="Host will vomit blood, causing internal damage">Resistance 7</span>, <span title="Host will projectile vomit, increasing vomiting range">Transmission 7</span>, <span title="The symptom remains hidden until active">Stealth 4</span>
| -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
!Weight Loss
| -2 || 2 || -2 || 1 || 2 || 3 || [[Guide_to_chemistry#Unstable Mutagen|Unstable Mutagen]]/[[Guide_to_chemistry#Mutagenic Agar|Mutagenic Agar]] || style="color:#ff0000"| The virus mutates the host's metabolism, making it almost unable to gain nutrition from food. ||<span title="The symptom is less noticeable">Stealth 4</span>
|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>
|-
|-
!<span title="Mostly a fun wizard plague. Doesn't have much practical use, analagous to Voice Change">Wizarditis</span>
!Hemorrhaging Fasciitis
| 1 || -2 || -3 || -1 || 0 || 0 || [[Guide_to_chemistry#Anomalous Virus Food|Anomalous Virus Food]] || style="color:#00aa00"| The host believes themselves to be a wizard ||<span title="The host may occasionally teleport around! +1 Severity">Transmission 12</span>, <span title="The host grows a set of wizard robes, +1 Severity">Stage Speed 7</span>
| -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>
|-
|-
!<span title="Macrophage is a versatile symptom, which works either as an add-on to a disease for transmission, or as a main symptom to make a disease deadly and perhaps transmit another disease as well.">Macrophage</span>
!Irradiant Cells
| -4 || 1 || -2 || 2 || 2 || 9 || [[Guide_to_chemistry#Highly Unstable Virus Food|Highly Unstable Virus Food]] || style="color:#ff0000"| 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 </span>, <span title="The higher the stage speed, the more frequently phages will burst from the host.">Stage Speed </span>, <span title="Phages can be larger, more aggressive, and able to pierce thick clothing, with some effort. +2 severity">Transmission 10</span>, <span title="Phages will carry all diseases within the host, instead of only diseases containing their own symptom.">Transmission 12</span>
| -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>
|-
!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.||<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>
|-
!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.||<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>
|-
|}
==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>
|-
!Alkali perspiration
|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>
|-
!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.||<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>
|-
!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.||<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==
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;" ; ||
|-
! 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)
|-
!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>
|-
|-
|}
|}
===General Tips===
* You can get plasma and uranium from the medical autolathe if mining has picked it up. No need to waste time going to the ORM.
* The clown will typically be happy to give you his canned laughter for Anomalous Virus Food
* Never make sucrine agar unless you absolutely need a level four symptom for some ungodly reason
* If you wear the biosuit, you're an idiot. The only time you need to wear that is when working with patients or monkeys, and it slows you down. If you release a disease as a traitor, you should have immunized yourself beforehand- a biosuit sticks out like a sore thumb
*'''ALWAYS make your diseases beforehand. Have a recipe ready to work with any given symptom. This is the MOST IMPORTANT part of being good at virology.'''
* Never use pure mutagen or pure plasma. Always make virus chems, it doubles your efficiency.
*If you want to kill a single person instead of the whole station, use chemicals instead of viruses- they're more effective than a single-host virus. Unless you rolled Bee Infection- release a resistance 14 bee plague , and inject your mark with mint toxin a few minutes later!
*Single person oriented beneficial diseases are superior to beneficial diseases with high transmission, as they can have higher stats without worrying about transmission. Unless you're a Plasmaman.
*Stealth below 2 is useless. Stealth above 2 is largely unecessary unless you need to meet a threshold or you don't want to be valided- If you neuter your symptoms properly, your disease will not be noticed by anyone other than doctors with medhuds.
===<span title="Neutered Fever, Neutered Sneezing, Inorganic Biology, Viral Evolutionary Acceleration, Revitiligo, Necrotizing Fasciitis. That was my first truly engineered death plague, and it's a pun to boot!">The Black Death</span>===
Being a traitor virologist allows you to finally come out of your shell and release those negative recipes you've been aching to test, and put those level nine symptoms to the true test!
* Sabotaging the Pandemic is usually a good idea, as it can create a vaccine for a cured virus which is cheap and easy to distribute, even if the virus is extremely resistant.
* Sabotaging the holodeck computer is also a good idea because its Emergency Medical simulation also contains a Pandemic.
* Sabotaging chemistry can stop them from making most of the chems that can cure viruses.
* A dropper works as a 1-5 unit hypospray when used on a target not wearing any eye protection.
* An infected monkey in medbay is another easy way to spread a disease
* Immunize yourself before releasing your death plague!
[[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

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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