Difference between revisions of "Sickness"

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'''Sickness''' is a status condition that prevents characters from naturally healing [[HP]] until it wears off. Sick characters may also temporarily lose [[attributes|attribute]] points ("Your disease is taking its toll").
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{{version|018}}
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'''Sickness''' is a [[status effect]] that prevents characters from naturally healing [[HP]] until it wears off. Sick characters may also occasionally suffer a single point of temporary [[stat]] damage ("Your disease is taking its toll").
  
 
The colour of the word "Sick" gives some indication of how long it will take to wear off (red -> pink -> yellow), at which point it will go away on its own. Sickness heals slower if hungry.
 
The colour of the word "Sick" gives some indication of how long it will take to wear off (red -> pink -> yellow), at which point it will go away on its own. Sickness heals slower if hungry.
  
 
==Sources of Sickness==
 
==Sources of Sickness==
*Being hit by a [[monster]] with disease attacks.
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*Being within [[line of sight]] of an [[ancient zyme]].
*Being hit by a [[needle]] of sickness.
 
 
*Casting the [[Haunt]] spell.
 
*Casting the [[Haunt]] spell.
*Drinking a [[potion of blood]] without being a [[vampire]] or having the [[Carnivore]] [[mutation]] may cause sickness.
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*Drinking a [[potion of blood]] without being a [[vampire]] or having the [[Carnivore]] [[mutation]] may occasionally cause sickness.
*Eating a contaminated or rotten [[chunk]] of meat has a chance of inflicting nausea for most [[species]]. This prevents further eating of food unless the character is near starving, at which point eating any kind of food (contaminated or not) may cause sickness instead.
 
  
 
==Dealing With Sickness==
 
==Dealing With Sickness==
 
*Quaffing a [[potion of curing]] cures sickness.
 
*Quaffing a [[potion of curing]] cures sickness.
 
*[[Regeneration]] will make sickness pass more quickly.
 
*[[Regeneration]] will make sickness pass more quickly.
*The Sustain Abilities [[intrinsic]] will prevent attribute loss during sickness.
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*The [[sustain abilities]] [[intrinsic]] will prevent all attribute loss during sickness.
*[[Kobold]]s recover from sickness more quickly than other living species.
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*[[Rotting]] resistance also confers resistance to sickness. All [[undead]] species and monsters have rotting resistance, as do [[nonliving]], [[insubstantial]], [[demonic]], and [[holy]] creatures. Certain [[demonspawn]] may get rotting resistance as one of their [[demonspawn mutations]].
*[[Rotting]] resistance also confers resistance to sickness. All [[undead]] species and monsters have rotting resistance, as do [[nonliving]], [[insubstantial]], [[demonic]], and [[holy]] creatures.
 
  
 
==History==
 
==History==
Prior to [[0.10]], [[nausea]] didn't exist, and eating contaminated chunks would drive you straight to sick status.
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Prior to [[0.10]], eating contaminated chunks would occasionally cause you to become sick. [[Saprovore]]s were partially protected from this. In [[0.13]], [[nausea]] was introduced as an intermediate step between health and sick. Eating food while nauseous would occasionally induce sickness, but had few downsides on its own.
  
[[CATEGORY: Conditions]]
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Prior to [[0.13]], sickness was one of the many unique [[needle]] [[brand]]s.
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Prior to [[0.15]], [[kobold]]s would recover from sickness more quickly than other species.
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[[Category:Status effects]]

Revision as of 21:34, 6 September 2016

Version 0.18: This article may not be up to date for the latest stable release of Crawl.

Sickness is a status effect that prevents characters from naturally healing HP until it wears off. Sick characters may also occasionally suffer a single point of temporary stat damage ("Your disease is taking its toll").

The colour of the word "Sick" gives some indication of how long it will take to wear off (red -> pink -> yellow), at which point it will go away on its own. Sickness heals slower if hungry.

Sources of Sickness

Dealing With Sickness

History

Prior to 0.10, eating contaminated chunks would occasionally cause you to become sick. Saprovores were partially protected from this. In 0.13, nausea was introduced as an intermediate step between health and sick. Eating food while nauseous would occasionally induce sickness, but had few downsides on its own.

Prior to 0.13, sickness was one of the many unique needle brands.

Prior to 0.15, kobolds would recover from sickness more quickly than other species.