Draft:Disease
Disease suppresses the player's ordinary periodic HP recovery until it expires or is cured. It does not itself inflict the repeating HP damage caused by poison, and it does not prevent every healing effect. Infection immunity blocks ordinary disease applications but does not cure a disease already present.[1]
Effects
Disease is an accumulating count. At each ten-minute-status check, one count is removed. The subsequent ordinary recovery of up to player level + 1 HP happens only when disease is gone. A count that reaches zero at that check no longer blocks its following recovery.[2]
On local maps, these checks normally occur every ten game minutes; countryside hourly advances run one such check per hour. City and village movement can advance extra game minutes, and services that jump the clock need not simulate all intermediate checks. A disease count is therefore neither one player action nor invariably ten minutes of every kind of travel. Even a disease count above 1000 continues to decrease; it is not automatically permanent.[3]
| Recovery method | While diseased |
|---|---|
| Ordinary periodic HP recovery | Blocked while the disease count remains positive |
| Healing effect | Can still restore HP; does not itself remove disease |
| Regeneration | Can still exchange one mana for one HP at its minute-status check |
| Curing | Clears disease, but does not itself restore lost HP |
| Services that explicitly clear disease or set HP | Follow their own rules; a clock jump alone proves neither recovery nor a cure |
Disease is especially dangerous alongside poison or while waiting for ordinary recovery between fights. A healing potion can prevent immediate death while leaving that longer-term limitation intact.[4]
Sources
Ordinary disease of positive strength A adds 1 through 2A counts unless infection immunity prevents it. Repeated applications add to the current count.[5]
| Source | Result and conditions |
|---|---|
| Disease melee: sewer rat, Denebian slime devil, rodent of unusual size | After a landed attack, random 0–9 must be below monster level; then applies disease of that level |
| Shared monster disease spell | Adds 1–24 counts, regardless of caster level, after the casting and resistance checks |
| Cursed potion of curing | Adds 1–24 counts; a deeper curse does not increase this range |
| Circle blackballing at a blessing request | Adds 100 counts unless infection immunity prevents it, along with the encounter's other penalties |
| Green result from a village stone | Sets disease to 1100, HP to 1 and reduces Dexterity by 5; does not check infection immunity |
The stone result is a direct assignment, so it is an exception to both the ordinary immunity check and ordinary additive disease. Its accompanying HP and Dexterity losses are not the usual effect of disease itself. The village and guild pages explain where these interactions occur.[6]
Eating Denebian slime produces a threat about an incurable wasting death, but that corpse branch does not actually add disease or inflict the threatened death. Its creature's disease melee is real; the meal's message is not a second disease mechanism.[7]
Prevention and recovery
Victrix grants infection immunity while used. Shadow form also grants it as one of its protections, with removal tied to that form's duration or cancellation. Neither source clears an existing disease. A positively blessed immunotab both grants infection immunity and performs curing; an unblessed or cursed immunotab does neither.[8]
| Remedy | Disease result | Other consequence |
|---|---|---|
| Noncursed potion of curing or cure spell | Clears all disease counts | Also clears blindness and reduces poison; no direct HP recovery |
| Healers disease service | Clears disease for 250 Au | Does not treat poison or restore HP |
| Tullimore Dew | Clears disease and poison for 10 Au when available | No direct HP recovery |
| Returning eligible Order member | Clears disease and poison | Also restores HP and supplies a meal |
| Lembas or successful religious cleansing | Clears disease and poison | Any HP recovery depends on the particular source |
| Health wish | Clears disease and poison | Restores HP to at least the normal maximum |
The tavern's bed and breakfast and an overnight Eclipse visit also explicitly clear disease and poison. The tavern bed does not itself restore HP, whereas the Eclipse visit does. Other cleansing routes include beneficial Azoth, successful holy-symbol use, religious benefices and specific pool, altar or chaos-storm rewards; use their individual conditions rather than treating any temple or long rest as a guaranteed cure.[9]
A week at the Arms directly clears status counts only when they are below 1000. A fresh 1100-count stone disease therefore survives that reset, despite the week's passage and HP restoration. A noncursed curing potion clears it outright. A village void stone clears all statuses but also drains mana and strips carried items of their special powers and enchantments, making it a costly substitute for ordinary treatment.[10]
Strategy
If you need HP immediately, distinguish healing from curing. Curing reopens ordinary recovery, but it does not refill your HP on drinking. Healing can keep you alive without solving the disease. When poison is also present, the Dew or a sufficiently strong general cure addresses both problems; a weak cure can end disease while leaving some poison.
Carry a known remedy before experimenting with village stones. The green result bypasses ordinary infection protection and leaves only one HP. Travelling to a healer afterward can be much riskier than treating the condition immediately, and a disease cure does not repair the stone's separate Dexterity loss.
References
- ↑ aux3.c in Omega 0.90.4, lines 11–47; effect3.c in Omega 0.90.4, lines 770–811; effect1.c in Omega 0.90.4, lines 203–226.
- ↑ aux2.c in Omega 0.90.4, lines 395–401; aux3.c in Omega 0.90.4, lines 11–47.
- ↑ time.c in Omega 0.90.4, lines 19–23; command2.c in Omega 0.90.4, lines 1091–1105; aux2.c in Omega 0.90.4, lines 395–401; aux3.c in Omega 0.90.4, lines 11–47; site1.c in Omega 0.90.4, lines 765–801.
- ↑ effect1.c in Omega 0.90.4, lines 203–226; aux2.c in Omega 0.90.4, lines 234–245; effect3.c in Omega 0.90.4, lines 770–811.
- ↑ effect3.c in Omega 0.90.4, lines 801–811.
- ↑ minit.h in Omega 0.90.4, line 30; minit.h in Omega 0.90.4, line 133; minit.h in Omega 0.90.4, line 223; mmelee.c in Omega 0.90.4, lines 131–137; mspec.c in Omega 0.90.4, lines 135–160; itemf1.c in Omega 0.90.4, lines 455–459; effect3.c in Omega 0.90.4, lines 770–811; guild2.c in Omega 0.90.4, lines 531–548; aux3.c in Omega 0.90.4, lines 930–1005; move.c in Omega 0.90.4, line 995; move.c in Omega 0.90.4, line 1060; move.c in Omega 0.90.4, line 1166.
- ↑ item.c in Omega 0.90.4, lines 63–139; itemf1.c in Omega 0.90.4, lines 693–697; mmelee.c in Omega 0.90.4, lines 131–137.
- ↑ itemf2.c in Omega 0.90.4, lines 518–533; effect3.c in Omega 0.90.4, lines 1114–1132; aux2.c in Omega 0.90.4, lines 340–350; command3.c in Omega 0.90.4, lines 850–862; itemf1.c in Omega 0.90.4, lines 461–470; iinit.h in Omega 0.90.4, line 68.
- ↑ effect3.c in Omega 0.90.4, lines 770–811; spell.c in Omega 0.90.4, lines 111–114; site2.c in Omega 0.90.4, lines 178–189; site1.c in Omega 0.90.4, lines 707–721; guild2.c in Omega 0.90.4, lines 713–729; itemf1.c in Omega 0.90.4, lines 447–470; effect1.c in Omega 0.90.4, lines 622–627; site1.c in Omega 0.90.4, lines 765–801; site2.c in Omega 0.90.4, lines 570–589; itemf1.c in Omega 0.90.4, lines 262–295; itemf3.c in Omega 0.90.4, lines 161–213; priest.c in Omega 0.90.4, lines 47–66; command2.c in Omega 0.90.4, lines 870–885; move.c in Omega 0.90.4, lines 303–335; aux3.c in Omega 0.90.4, lines 226–244.
- ↑ site2.c in Omega 0.90.4, lines 109–131; aux3.c in Omega 0.90.4, lines 998–1005; effect3.c in Omega 0.90.4, lines 770–811; move.c in Omega 0.90.4, lines 1070–1094.