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2. When the internal value for corruption hits an increment of 1000.
3. Cure them and get them again. You cannot guarantee anything.
4. The process cannot be stopped, but can be slowed by various means like hot spring baths, vindale cloaks, and being an elea.
5. Strictly speaking, no. You can adjust your playstyle to minimise the effects of some of the negatives: eg, if you didn't use rods to begin with, a disease that prevents you from using rods has no downside. Snails and chaos shapes that don't have certain body parts ignore the negatives of some diseases which remove body parts.
Ether corruption increase naturally over time. Once it hit the 1000 hidden point threshold, you get a symptom. This is also valid for NPC, but unlike you they don't get passive increase over time. The second (and immensenly bigger) source of ether corruption is to take ether damage. It will get you above the 1000 threshold in the matter of a few hits, even if it deals little to no physical damage to you due to armor. Hitting shinning Hedgehog with melee for exemple, will generate ether backslash to you. Even if it doesn't damage you because of your armor, if you don't have ether resist, it will build up corruption really fast.
You can 'reroll' a mutation by save scumming if you can. Like when you get a mutation, you don't save, load and try to get it again (which should not be hard, because it means, you're near the mutation limit). If you can't/don't want to savescum, asside from using Ether solvent and ether antibody potion to delete you last mutation, you cannot choose.
Without resistance/weakness, and without getting hit by ether, you usually get one symptom evervy 300-500 days.
There are ways to significantly reduce the passive and active build up :
Passive
> Be an Elea (sneak 50% resist to ether disease)
> Regulary bathe naked in an hotspring (like in Olvina - or one you build at home) +50% resist for 5 days, 10 days if the map also have hotspring modifier
> Eat eggs boiled in an hotspring > same resist than hotspring one
> Wear gear made of corralwood (+30% resist per piece)
> on the contrary, gear made of ether will increase the build up by 10% per piece. Tools and ranged weapons aren't concerned by that.
Active
> Increase your ether resistance, ideally up to +15 or +20. Vindale cloack can give +15 by itself
> Be an Elea (natural +20 ether resistance > immunity.
I do not know if thoses modifiers are multiplicative or additive - i.e, if you can reach 100% resist or only get close to it.
Ether disease is not all bad. But anyways...
1) That's a bad mutation. I'd say get a potion of cure mutation and get rid of it.
2) You see that 100 tick down timer? each time you get ether exposure, it goes down. Once zero You get to grow something wild called a mutation. A new eye, a new hoof, some debuff or buffs. Each one comes with an advantage and a disadvantage.
3) It's RNG. Just cure the mutation and drink some ether antibodies potion to reset. I got lucky with Wings and a Tail. Lost my belt and cloak but hey... for 255 speed and 255 dex? I'm not complaining.
There is also a way to make it more predictable. Once you can infect someone with ether mutation later on, things become easier to manage. In the infinite void, it's kinda required.
4) You can disable ether disease via the console command in the esc options. Ether disease is fun though. Don't be afraid of it. Work around it.
5) If you don't like the mutation, cure it. Grab some ether antibodies from the the dwarf blacksmiths in the northeast snow area.
Hunger for slaugher (the one you got) is one of the 'good' ones, as it gives something positive against a tradeoff. It trade Dodge Value against flat physical damage before formula calculation. Which as you said, depending on how much attribute & skills you have, can make a huge difference and even double your damage output early on.
It is also interesting to note, that it's one of thoses who evolve with your level.
Getting the mutation at lvl10 would reduce dodge by 20, and increase damage by 10, while getting the mutation at lvl 20 would reduce dodge by 30 and increase damage by 15
At lvl40, it would reduce dodge by 50 and increase damage by 25... and so on.
Given that, it might be good to get it early and keep it, so you can outpace the dodge reduction. Or keep it as the last mutation you keep, get rid of it once you're much higher level, then get it again to obtain even more damage out of it ( at the cost of making it hard to dodge at similar ennemy level )