
ĭuring the epidemic, normal gameplay was disrupted. However, dying in such a way is disadvantageous to the player's character and incurs inconvenience. Deaths in World of Warcraft are not permanent, as characters are resurrected shortly afterward. Discussion forum posters described seeing hundreds of bodies lying in the streets of the towns and cities. The difficulty in killing Hakkar may have limited the spread of the disease. At least three of the game's servers were affected. Non-player characters could contract the debuff, and could not be killed by it but could still spread it to players in effect, this turned them into asymptomatic carriers and a form of vector for the debuff.
ĭue to a programming oversight, when hunters or warlocks dismissed their pets, those pets would keep any active debuffs when summoned again. It would disappear as time passed or when the character died. However, Corrupted Blood could be passed on between any nearby characters, and would kill characters of lower levels in a few seconds, while higher level characters could keep themselves alive. Its end boss, Hakkar the Soulflayer, could affect a set number of players by applying a contagious debuff called Corrupted Blood, which was countered by players spreading out around the area, away from each other.
The epidemic began on September 13, 2005, when Blizzard introduced a new raid called Zul'Gurub into the game as part of a new update.
2.3 Comparison to the COVID-19 pandemic. The conditions and reactions of the event attracted the attention of epidemiologists for its implications of how human populations could react to a real-world epidemic. Despite measures such as programmer-imposed quarantines, and the players' abandoning of densely populated cities (or even just not playing the game), it lasted until a combination of patches and resets of the virtual world finally controlled the spread. By both accidental and then purposeful intent, a pandemic ensued that quickly killed lower-level characters and drastically changed normal gameplay, as players did what they could do to avoid infection. The spell, intended to last only seconds and function only within the new area of Zul'Gurub, soon spread across the virtual world by way of an oversight that allowed pets and minions to take the affliction out of its intended confines. When confronted and attacked, Hakkar would cast a hit point-draining and highly contagious debuff spell called "Corrupted Blood" on players. The epidemic began with the introduction of the new raid Zul'Gurub and its end boss Hakkar the Soulflayer. The Corrupted Blood incident (or World of Warcraft pandemic ) was a virtual pandemic in the MMORPG World of Warcraft, which began on September 13, 2005, and lasted for one month. The Corrupted Blood debuff being spread among characters in Ironforge, one of World of Warcraft's in-game cities.