When Detection stays high, the host feels sick and takes medicine. A warning pulses, then a dose floods the room with drug capsules or vaccine vials and the immune cells they rally. Unlocks at skill-tree level 10.
Once Detection is 75 or higher, the host may take a treatment. Survive the dose for a reward, or walk out of the room to escape it.
A 30% chance every 10 seconds while Detection is 75+; never in a boss room
Warning: INCOMING: <dose> with a coloured tint pulsing over the room for about 2 s
Dose size grows with the Immune System Level plus one for every dose already given this run; later doses' cells also get 15% more health per earlier dose
After a dose: at least 2 minutes before the next, 40 s longer after each dose
When the dose arrives Detection eases by 5
Survive it (TREATMENT WORE OFF): nucleotides, Polymerase Shards, a 25% chance of a Chaperone Protein and a 4% chance of a Dormant Virion
Leave the room and you escape the dose, but lose the reward
The organ that introduces treatments doses you in its second fight (or sooner once Detection passes 50)
From the Codex
When people get sick they take antivirals (like Tamiflu or tenofovir), get vaccines and boosters, or are given interferon, a signalling protein that puts cells into an antiviral state.
Fun fact: Interferons were discovered in 1957 because cells infected with one virus resisted infection by a second one; they 'interfere' with viruses.
Retrovirus's protective capsule. Every few seconds it wraps the immune cells in its ring in shields.
Replaces the vaccine vial in Retrovirus runs
SHIELD: every 5 s, cells inside its 300-point ring get a shield worth 25% of their health
From the Codex
Pre-exposure prophylaxis: antiretroviral drugs taken before possible exposure to stop HIV from establishing infection. There is still no approved HIV vaccine.
Fun fact: Taken as prescribed, PrEP reduces the risk of getting HIV through sex by about 99%.