Editing
Epidemics
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
= 3. TREATMENT = Fortunately our world offers us a wide selection of medicinal herbs. These herbs can be brewed into potions and salves which can be used to fight diseases. == 3.1 POTIONS == Elixir of Life: 1 fire flower. Elixir of Death: 1 blister heart. NOTE! Do not administer Elixir of Life and Elixir of Death to the patient at the same time. Elixir of Truth: 1 fire flower, 1 blister heart. Potion of Exorcism: 1 rain savory. Theriac: 1 drake fennel. Spirit of Air: 1 rock vine. Spirit of Earth: 1 shade creeper. Spirit of Water: 1 water blossom. Spirit of Fire: 1 sun bloom. Spirit of Life: 1 emerald pine Spirit of Void: 1 blue sage NOTE: Drinking of the wrong spirit will kill you. If you worship air, you need to drink of the Spirit of Air. If you are a Wilder, you need Spirit of Life. == 3.2. SALVES == Painkiller: 1 angel clove Antifever: 1 hill mallow Sedative: 1 swamp husk Strong sedative: 1 forest wreath Anesthetic: 1 spring rue Intervention: 1 winter dandelion == 3.3. OVERDOSING == If you use wrong amount of the wrong medicine, you are in danger of getting even worse symptoms than those you got from the disease you wanted to cure from. Once you have the right medications, you need to consult with a neophyte air or better yet, a Follower of Grace to make a _diagnosis_ of your condition. He will be able to tell you how much of which drug will be the right amount for you. But even he can misdiagnose if he isn't familiar with your disease beforehand. However, if you follow the advice of a skilled medical professional to the letter, you are in (relatively) best hands you can be. Once you know what you need to have and how much, you need to ask him, or a fellow alchemist, to _measure medicine_ so that the dosage is correct. A wise alchemist has medical supplies in advance. If you have to go foraging for herbs in the forest to get better, you are not suffering only from a disease, but also from bad planning. Hence, potion makers and salve makers: Ask for a price for your trouble. Once you have been medicated, don't expect instantaneous healing. You need to let half an hour or so pass and then you will see whether you start feeling better or worse. You will benefit greatly from having ample amounts of piety (score -p) while you are sick. However, you will see your piety consuming away slowly as your god's favor to keep you alive decreases. Your god can cure you, and he can also prevent you from dying, if you are to his or her liking. Medical potions and salves are not affected by decanting or recanting rules as it is the exact dosage of medicine that matters, not volume. == 3.4 RELATED SKILLS == Alchemists, air priests: measure medicine, potion brewing, mixing. Air priests: diagnosis, mastery of diagnosis, mastery of epidemics (mastery) == 3.5GLOBAL EPIDEMICS == While taking care of hygiene helps a great deal in not getting sick, there is also the "shit happens" factor, like when they find bubonic plague from town well and townspeople have already drank it. Therefore epidemics is an automated event with 4 stages of severity: - minor epidemic (1-2 RL day interval) - slight epidemic (1-2 RL week interval) - serious epidemic (1-3 RL month interval) - deadly epidemic (1 RL year interval) To get sick, you need to have accumulated 10 drops of some specific bacteria in your bloodstream. Each run of these events gives a random amount of players (linkdead or not) 1d6 drops. In the case of, for example, a deadly epidemic, and it is run about once every year, it is technically run once every six months to permit accumulation. In first run of the event, you might get 1d6 drops of deadly epidemic. This doesn't get you sick, but you can see it with diagnosis. After 6 months, the deadly epidemic runs again, and now comes the second 1d6, which has the chance to take you over the 10 drop threshold. So depending on epidemic severity, you always have a chance to notice and heal it before the second run comes, which has the first real possiblity of going above incubation threshold. In other words, with deadly epidemics, your chance to notice a deadly epidemic before incubation is ~6 months. So there is fairness in that the event needs to run at least twice before it can accumulate enough drops to enter incubation stage. Environment gives you these drops too - like eating contaminated food or drinking from contaminated source. Carnivorous digestion makes immune to getting contaminants from food and water, as does shapeshifter bird form. == 3.6 ABUSING == Rewards for medical procedures are not granted across primary and secondary characters. You CAN cure your primary with your sec or vice versa, but you will just not get any rewards for it. Naturally, any attempts to abuse the system will result in peppering the system with captchas. So behave. See also: help hazards
Summary:
Please note that all contributions to Icesus Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Icesus Wiki:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
icesus.org
Back to icesus.org
Play Now
Forums
Atlas
Navigation
Main page
Command book
Guilds
Items
Maps
MK2 stats
Open guilds
Secondary guilds
Professional guilds
Racial guilds
Races
Skills and spells
Rulebook
Player's Handbook
Prestigious Monsters
Worldbook
Recent changes
Contributors
Tools
What links here
Related changes
Special pages
Page information