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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-29T00:56:04Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Surroundings&amp;diff=253751</id>
		<title>Surroundings</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Surroundings&amp;diff=253751"/>
		<updated>2020-07-01T01:57:58Z</updated>

		<summary type="html">&lt;p&gt;Albedo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|17:18, 18 September 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Surroundings''' affect the types of [[crop|plant]] life, wild [[animal]]s and [[creatures]] which will appear in play within a given [[biome]]. It is possible to start a [[fortress]] that overlaps multiple alignment types (for example a terrifying [[forest]] and a calm [[shrubland]]). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
&lt;br /&gt;
Some plants and animals are unique to a certain type of surroundings and will only be found if those surroundings are present on the map. Note that most creatures also require a specific [[climate]] to spawn in. Again, it's important to check the specific biomes making up your site. Once a [[creature]] spawns on the map, it is under no compulsion to stay in its own biome and can roam as it pleases. Because of this, the specifics of what means what can be difficult to pin down sometimes.&lt;br /&gt;
&lt;br /&gt;
[[Cavern]]s are not affected by alignments, despite some subterranean creature definitions including an alignment. Good creatures like the gorlak, evil creatures like the troll and savage creatures like the giant cave spider can be found in any cavern, regardless of whether the fortress is settled in good/evil/savage surroundings or not.&lt;br /&gt;
&lt;br /&gt;
== Combinations &amp;amp; characteristics of surroundings ==&lt;br /&gt;
The names given to different areas will reflect their moral standing. For example, good biomes may be named &amp;quot;The Hills of Sweetness&amp;quot; while an evil one may be named &amp;quot;The Prairie of Agony&amp;quot;. Neutral biomes will generally have more generic names, such as &amp;quot;The Beige Jungles&amp;quot;.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
|style=&amp;quot;background:#aaaaaa&amp;quot;| ||'''Benign'''||'''Neutral'''||'''Savage'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#dddddd&amp;quot;|'''Good'''||Serene||Mirthful||Joyous Wilds&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#dddddd&amp;quot;|'''Neutral'''||Calm||Wilderness||Untamed Wilds&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#dddddd&amp;quot;|'''Evil'''||Sinister||Haunted||Terrifying&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
&lt;br /&gt;
:Including {{DFtext|Calm|7:0}}, {{DFtext|Wilderness|2:0}} and {{DFtext|Untamed Wilds|6:1}}&lt;br /&gt;
&lt;br /&gt;
[[File:neutral_biome_preview.png|thumb|120px|left|A generic, neutral biome.]]'''Neutral''' regions are the easiest to understand.  They generally mimic the real world, with recognizable wildlife.  They can be quite dangerous depending on the region, holding anything from benign and weak weasels, to the generally non-aggressive but physically powerful [[elephant]]s, to the very aggressive and very dangerous [[giant eagle]]s. As one might expect, ''Benign Neutral'' zones are really very safe, while ''Savage Neutral'' areas can pose some major difficulties, depending on the dominating climate, landforms, [[giant badger|or]] [[giant kea|wildlife]].  You'll find most of the standard aboveground plants in these alignments, such as [[prickle berry|prickle berries]], [[rope reed]], [[strawberry|strawberries]] and the like.&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Good===&lt;br /&gt;
&lt;br /&gt;
:Including {{DFtext|Serene|1:1}}, {{DFtext|Mirthful|2:1}} and {{DFtext|Joyous Wilds|3:1}}&lt;br /&gt;
&lt;br /&gt;
[[File:good_biome_preview.png|thumb|120px|left|A blue-colored good biome.]]'''Good''' biomes tend to have less aggressive (often {{token|BENIGN}}) and weaker [[creatures]], except for the [[unicorn]]. They also tend to have more [[fanciful]] creatures than neutral biomes. Good regions also support the wild [[sun berry]], which makes the best [[alcohol]] in the game. There are generally slight changes between ''Benign Good'' and ''Savage Good''.  &lt;br /&gt;
&lt;br /&gt;
====Distinctive flora &amp;amp; fauna====&lt;br /&gt;
* Animals: [[merperson]], [[mountain gnome]], [[satyr]], [[unicorn]]&lt;br /&gt;
* Plants: [[bubble bulb]], [[downy grass]], [[sun berry]]&lt;br /&gt;
* Trees: [[feather tree]]&lt;br /&gt;
* Vermin: [[fairy]], [[fluffy wambler]], [[pixie]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Evil===&lt;br /&gt;
:Including {{DFtext|Sinister|5:0}}, {{DFtext|Haunted|5:1}} and {{DFtext|Terrifying|5:1}}&lt;br /&gt;
&lt;br /&gt;
[[File:biome_evil.png|frame|left|Pink patch of an evil biome.]][[File:biome_evil2.png|frame|right|Dark red/grey patch of an evil biome.]]&lt;br /&gt;
&lt;br /&gt;
'''Evil''' regions are much more dangerous and strange than their ''Neutral'' and ''Good'' counterparts across the board. First, in addition to the ordinary wildlife native to the biome, various other [[creatures]] that are nasty, dangerous, and spiteful such as [[beak dog]]s, [[harpy|harpies]], and [[ogre]]s can be found in evil regions. &lt;br /&gt;
&lt;br /&gt;
Evil regions may exist either on their own (where they are known as &amp;quot;primordial&amp;quot; evil regions) or they may be caused by the presence of [[demon]]s or [[necromancer]]s ruling over a [[site]] in it. Evil regions possess [[sphere]]s associated with the entities inhabiting it, which influences them to some extent; for example, blight regions kill plant life, and nightmare regions are home to [[Bogeyman|bogeymen]]. Primordial evil areas are eternal, but evil regions caused by demons or necromancers may fade away if there is no activity in the area, making it possible to revert it back to normal. Presumably, slaying the demons and necromancers responsible for the corruption is the way to do so.{{version|0.47.01}}&lt;br /&gt;
&lt;br /&gt;
Most evil regions have associated evil [[weather]]. Evil clouds can inflict various [[syndrome]]s on par with those of [[forgotten beast]]s, or instantly transform creatures into freakishly powerful [[Undead#Thralls, Husks, and_Zombies|thralls]].  Evil rains may also inflict random evil syndromes, albeit less severe ones, and always cause unhappy [[thought]]s and a desire to wash (evil!). Evil rain won't refill pools, but a single evil biome may have both evil and regular rain, even at the same time.&lt;br /&gt;
&lt;br /&gt;
About half of all evil regions are &amp;quot;reanimating&amp;quot;, meaning that all wildlife and plantlife will be [[undead]], and any creature that dies will, after a short time, be reanimated as undead. Undead are hostile to all living creatures, and feel no fear or pain. In general, undead wildlife is '''extremely''' dangerous, especially in Terrifying regions, since the undead may include zombified fliers that swoop down and rip your dwarves to shreds with little to no warning at all, and even discounting those, typically harmless creatures like [[beaver]]s will turn out to be necro-buffed monstrosities that are out for all living blood. &lt;br /&gt;
&lt;br /&gt;
Undead can only be killed in [[combat]] by beheading, bisection, or pulping damage, or otherwise by [[Butcher|butchering]], [[Cave-in|cave-ins]], [[Dwarven atom smasher|particle physics]], or good old fashioned [[Magma|magma]]. Beheading, bisection and butchering may leave remains that can be reanimated; any partial corpse or body part that is not &amp;quot;mangled&amp;quot; and contains at least one hand or head can reanimate. This includes [[skin]] and even [[hair]] left over from butchering.{{clear}}&lt;br /&gt;
&lt;br /&gt;
Creatures that can [[Building destroyer|destroy buildings]], [[Trapavoid|avoid traps]] or [[Steals items|steal items]] will retain these abilities in undeath. Undead do not need to breathe, so they will not be stopped by rivers or moats, and aquatic undead can and will come ashore. Furthermore, the usual strategy of dealing with wildlife by avoiding confrontation is impossible since the undead will always stay in a state of &amp;quot;perpetually murderous towards all living beings&amp;quot; no matter how much you decide to bother them. Maybe a [[vampire]] or [[necromancer]] can help?&lt;br /&gt;
&lt;br /&gt;
If your [[Embark|embark]] site spans multiple biomes then only the evil part will have the reanimating effect, and only wildlife appearing from that side will be undead. The reanimating effect extends all the way underground. The trees at embark may all be dead, and though they can be cut down for logs, will not regrow. Undead shrubs are useless for [[Herbalist|gathering]], too. &lt;br /&gt;
&lt;br /&gt;
When embarking in a reanimating evil region, it is advised to move everything underground as soon as possible, and immediately set up plenty of [[trap]]s and/or a [[military]] armed with blunt weapons. Be very careful with [[refuse]] stockpiles and butcher's shops. Keep livestock to a minimum, as they are a liability. Needless to say, hunting is a very bad idea. &lt;br /&gt;
&lt;br /&gt;
Because of the inhospitablity of evil regions, even ''Benign Evil'' is very difficult for beginning players to earn a niche to work in, so it should be reserved for &amp;lt;s&amp;gt;great [[fun]]&amp;lt;/s&amp;gt; a challenge only.  &lt;br /&gt;
&lt;br /&gt;
====Distinctive flora &amp;amp; fauna====&lt;br /&gt;
* Animals: [[beak dog]], [[blizzard man]], [[dark gnome]], [[foul blendec]], [[grimeling]], [[harpy]], [[ice wolf]], [[nightwing]], [[ogre]], [[sea monster]], [[strangler]]&lt;br /&gt;
* Plants: [[sliver barb]], [[staring eyeball]], [[wormy tendril]]&lt;br /&gt;
* Trees: [[glumprong]]&lt;br /&gt;
* Vermin: [[blood gnat]], [[demon rat]], [[knuckle worm]], [[phantom spider]]&lt;br /&gt;
&lt;br /&gt;
===Savage===&lt;br /&gt;
: Including {{DFtext|Untamed Wilds|6:1}}, {{DFtext|Joyous Wilds|3:1}} and {{DFtext|Terrifying|5:1}}&lt;br /&gt;
&lt;br /&gt;
'''Savage''' surroundings are the only surroundings which have [[giant animal|giant]] and [[animal people|humanoid]] versions of some animals. It is also possible that two groups of animals happen outside on a savage biome, instead of one. They are also far more varied in wildlife than the other biomes.&lt;br /&gt;
&lt;br /&gt;
Most of the creatures in savage biomes will leave you alone, especially the animal men who are harmless (with a few exceptions), and most of the giant creatures will not be hostile, but then again a savage biome may just surprise you with [[giant kea]]s or [[giant badger]]s, and some of the creatures found in savage biomes are dangerous indeed. If you don't know what to expect, just look it up. &amp;quot;Savage Good&amp;quot; regions are called Joyous Wilds, &amp;quot;Savage Neutral&amp;quot; regions are called Untamed Wilds, and &amp;quot;Savage Evil&amp;quot; regions are called &amp;lt;s&amp;gt;excessively [[fun]]&amp;lt;/s&amp;gt; Terrifying.&lt;br /&gt;
&lt;br /&gt;
Savage biomes also house [[whip vine]]s, a high-value millable/brewable aboveground crop and [[highwood]]s, a slow-growing tree that can grow as thick as 3×3. &lt;br /&gt;
&lt;br /&gt;
Civilizations typically do not settle in high-savagery regions, except for [[elf|elves]] who are naturally at peace with animals. This may cause problems during [[world generation]] if the game can't find enough low-savagery regions to place civilizations in. &lt;br /&gt;
&lt;br /&gt;
====Distinctive flora &amp;amp; fauna====&lt;br /&gt;
* Animals: above-ground [[animal people]], [[giant animal]]s, [[giant desert scorpion]] (pre-[[Release information/0.42.04|0.42.04]]), [[sasquatch]], [[sea serpent]], [[yeti]]&lt;br /&gt;
* Plants: [[whip vine]]&lt;br /&gt;
* Trees: [[highwood]]&lt;br /&gt;
* Vermin: [[acorn fly]], [[fox squirrel]], [[moghopper]], [[two-legged rhino lizard]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Symptom&amp;diff=253747</id>
		<title>Symptom</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Symptom&amp;diff=253747"/>
		<updated>2020-06-30T22:35:19Z</updated>

		<summary type="html">&lt;p&gt;Albedo: lose capital Hospital&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
A '''symptom''' is a status effect most often caused by contracting a [[syndrome]]. Individual symptoms can range from mild temporary annoyances to lifelong disabilities to even death if untreated. An affected dwarf will need to be diagnosed at a [[hospital]] before a treatment can be prescribed.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Blisters==&lt;br /&gt;
'''Effects''': Areas affected become prone to infection, this becomes more and more likely as severity goes up. While usually harmless in itself*, a resulting infection might cause a loss of life or limb if not properly dealt with.&lt;br /&gt;
: (* unless in the lungs, in which case the unlucky dwarf may be unable to breathe if the effect or a subsequent infection is severe.)&lt;br /&gt;
&lt;br /&gt;
==Bleeding==&lt;br /&gt;
'''Effects''': Areas affected will continue to bleed for the duration of the effect and will not taper off like a normal wound. In effect it suggests that whatever caused the wound had an anti-coagulant in the venom. This will quickly cause an affected creature to bleed out if the syndrome is not immediately treated.&lt;br /&gt;
&lt;br /&gt;
==Bruising==&lt;br /&gt;
'''Effects''': Causes pain long after the blunt trauma that caused it is over. Even the most severe bruises will heal without intervention, but may hint at fractures under the skin.&lt;br /&gt;
&lt;br /&gt;
==Cough==&lt;br /&gt;
'''Effects''': Dwarf will stop and cough occasionally. While nearly harmless by itself severe coughs will sometimes bring up blood. In this case it's a sign of internal hemorrhaging.&lt;br /&gt;
&lt;br /&gt;
==Dizziness==&lt;br /&gt;
'''Effects''': Creature might stumble/fall in a random direction when attempting to perform an action (including moving [!!!]). The more severe the dizziness the more likely this is to happen. Beware that stumbling, much like dodging, might end up putting a dwarf in a moat, or chasm, or magma, or off a wall, or falling just enough to land unconscious for a second on a cage trap. The list goes on.&lt;br /&gt;
&lt;br /&gt;
==Drowsiness==&lt;br /&gt;
'''Effects''': Creature tires faster than normal and requires more sleep. This can be almost unnoticeable if the severity is low, but results in narcoleptic fits if high.&lt;br /&gt;
&lt;br /&gt;
==Fever==&lt;br /&gt;
'''Effects''': Appears to reduce the ability to focus. Intense fevers can also cause stunning. While a fever in itself seems relatively harmless, it's often just the most visible symptom. Feverish dwarfs blink with a red &amp;quot;X&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Impaired Function==&lt;br /&gt;
'''Effects''': Creature will be unable to use affected body parts for the duration. Much of the functionality here is mirrored in swelling, but this allows certain parts (such as organs) that normally can't swell to still cease functioning&lt;br /&gt;
&lt;br /&gt;
==Nausea==&lt;br /&gt;
'''Effects''': Creature will stop and [[Vomit]]. How often this happens depends on severity. Sustained and intense vomiting will cause dwarfs to dehydrate.&lt;br /&gt;
&lt;br /&gt;
==Necrosis==&lt;br /&gt;
'''Effects''': The affected tissue starts to rot away, which needless to say is a medical emergency. If action isn't quickly taken to remove the tissue (through either surgery or amputation) it will spread throughout the body and may cause [[Health_care#Infection|infection]], killing the creature. Also commonly seen in [[Undead]] creatures.&lt;br /&gt;
&lt;br /&gt;
==Numbness==&lt;br /&gt;
'''Effects''': Creature will not be able to feel affected body parts. This makes pain a non-issue, but also hampers their use (I.E. Something with numb hands will find using weapons difficult, something who has a leg that's fallen asleep with have difficulty standing). Prolonged numbness will lead to permanent sensory nerve damage.&lt;br /&gt;
&lt;br /&gt;
==Oozing==&lt;br /&gt;
'''Effects''': A sign of infection. Infected areas heal much slower and might kill if especially severe or widespread.&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
'''Effects''': Creatures that aren't in a martial trance that have pain above a certain level get all their rolls halved. They might give into pain and fall unconscious depending on toughness. This is more likely to happen more often the more severe the pain is, which is usually fatal in combat, since enemies will automatically target the unconscious victim's head with a perfectly accurate, perfectly square strike.&lt;br /&gt;
&lt;br /&gt;
==Paralysis==&lt;br /&gt;
'''Effects''': The creature can't move. Severity only decreases the chance of resisting the symptom. Untargeted paralysis often leads to suffocation in smaller creatures, which can include dwarves.&lt;br /&gt;
&lt;br /&gt;
==Swelling==&lt;br /&gt;
'''Effects''': Impedes the ability to use affected areas. Normally fairly harmless but can cause death by suffocation if it affects the throat. Prolonged swelling will lead to necrosis.&lt;br /&gt;
&lt;br /&gt;
==Unconsciousness==&lt;br /&gt;
'''Effects''': Affected creature will pass out for the duration of this effect, even if the creature isn't in pain or extremely tired.&lt;br /&gt;
&lt;br /&gt;
==Vomiting Blood==&lt;br /&gt;
'''Effects''': Much as excessive vomiting can lead to death from dehydration, vomiting blood can lead to death from blood loss. Considered to be a separate condition from coughing blood. If your creature happens to have green blood you'll be unable to tell this from nausea without checking the tiles.&lt;br /&gt;
&lt;br /&gt;
[[ru:DF2012:Symptom]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014:Symptoms&amp;diff=253746</id>
		<title>DF2014:Symptoms</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014:Symptoms&amp;diff=253746"/>
		<updated>2020-06-30T22:32:36Z</updated>

		<summary type="html">&lt;p&gt;Albedo: Changing from {Delete} to #REDIRECT due to older versions auto-linking to this namespace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Symptom]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Symptom&amp;diff=253745</id>
		<title>Symptom</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Symptom&amp;diff=253745"/>
		<updated>2020-06-30T22:30:19Z</updated>

		<summary type="html">&lt;p&gt;Albedo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
A '''symptom''' is a status effect most often caused by contracting a [[syndrome]]. Individual symptoms can range from mild temporary annoyances to lifelong disabilities to even death if untreated. An affected dwarf will need to be diagnosed at a [[Hospital]] before a treatment can be prescribed.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Blisters==&lt;br /&gt;
'''Effects''': Areas affected become prone to infection, this becomes more and more likely as severity goes up. While usually harmless in itself*, a resulting infection might cause a loss of life or limb if not properly dealt with.&lt;br /&gt;
: (* unless in the lungs, in which case the unlucky dwarf may be unable to breathe if the effect or a subsequent infection is severe.)&lt;br /&gt;
&lt;br /&gt;
==Bleeding==&lt;br /&gt;
'''Effects''': Areas affected will continue to bleed for the duration of the effect and will not taper off like a normal wound. In effect it suggests that whatever caused the wound had an anti-coagulant in the venom. This will quickly cause an affected creature to bleed out if the syndrome is not immediately treated.&lt;br /&gt;
&lt;br /&gt;
==Bruising==&lt;br /&gt;
'''Effects''': Causes pain long after the blunt trauma that caused it is over. Even the most severe bruises will heal without intervention, but may hint at fractures under the skin.&lt;br /&gt;
&lt;br /&gt;
==Cough==&lt;br /&gt;
'''Effects''': Dwarf will stop and cough occasionally. While nearly harmless by itself severe coughs will sometimes bring up blood. In this case it's a sign of internal hemorrhaging.&lt;br /&gt;
&lt;br /&gt;
==Dizziness==&lt;br /&gt;
'''Effects''': Creature might stumble/fall in a random direction when attempting to perform an action (including moving [!!!]). The more severe the dizziness the more likely this is to happen. Beware that stumbling, much like dodging, might end up putting a dwarf in a moat, or chasm, or magma, or off a wall, or falling just enough to land unconscious for a second on a cage trap. The list goes on.&lt;br /&gt;
&lt;br /&gt;
==Drowsiness==&lt;br /&gt;
'''Effects''': Creature tires faster than normal and requires more sleep. This can be almost unnoticeable if the severity is low, but results in narcoleptic fits if high.&lt;br /&gt;
&lt;br /&gt;
==Fever==&lt;br /&gt;
'''Effects''': Appears to reduce the ability to focus. Intense fevers can also cause stunning. While a fever in itself seems relatively harmless, it's often just the most visible symptom. Feverish dwarfs blink with a red &amp;quot;X&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Impaired Function==&lt;br /&gt;
'''Effects''': Creature will be unable to use affected body parts for the duration. Much of the functionality here is mirrored in swelling, but this allows certain parts (such as organs) that normally can't swell to still cease functioning&lt;br /&gt;
&lt;br /&gt;
==Nausea==&lt;br /&gt;
'''Effects''': Creature will stop and [[Vomit]]. How often this happens depends on severity. Sustained and intense vomiting will cause dwarfs to dehydrate.&lt;br /&gt;
&lt;br /&gt;
==Necrosis==&lt;br /&gt;
'''Effects''': The affected tissue starts to rot away, which needless to say is a medical emergency. If action isn't quickly taken to remove the tissue (through either surgery or amputation) it will spread throughout the body and may cause [[Health_care#Infection|infection]], killing the creature. Also commonly seen in [[Undead]] creatures.&lt;br /&gt;
&lt;br /&gt;
==Numbness==&lt;br /&gt;
'''Effects''': Creature will not be able to feel affected body parts. This makes pain a non-issue, but also hampers their use (I.E. Something with numb hands will find using weapons difficult, something who has a leg that's fallen asleep with have difficulty standing). Prolonged numbness will lead to permanent sensory nerve damage.&lt;br /&gt;
&lt;br /&gt;
==Oozing==&lt;br /&gt;
'''Effects''': A sign of infection. Infected areas heal much slower and might kill if especially severe or widespread.&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
'''Effects''': Creatures that aren't in a martial trance that have pain above a certain level get all their rolls halved. They might give into pain and fall unconscious depending on toughness. This is more likely to happen more often the more severe the pain is, which is usually fatal in combat, since enemies will automatically target the unconscious victim's head with a perfectly accurate, perfectly square strike.&lt;br /&gt;
&lt;br /&gt;
==Paralysis==&lt;br /&gt;
'''Effects''': The creature can't move. Severity only decreases the chance of resisting the symptom. Untargeted paralysis often leads to suffocation in smaller creatures, which can include dwarves.&lt;br /&gt;
&lt;br /&gt;
==Swelling==&lt;br /&gt;
'''Effects''': Impedes the ability to use affected areas. Normally fairly harmless but can cause death by suffocation if it affects the throat. Prolonged swelling will lead to necrosis.&lt;br /&gt;
&lt;br /&gt;
==Unconsciousness==&lt;br /&gt;
'''Effects''': Affected creature will pass out for the duration of this effect, even if the creature isn't in pain or extremely tired.&lt;br /&gt;
&lt;br /&gt;
==Vomiting Blood==&lt;br /&gt;
'''Effects''': Much as excessive vomiting can lead to death from dehydration, vomiting blood can lead to death from blood loss. Considered to be a separate condition from coughing blood. If your creature happens to have green blood you'll be unable to tell this from nausea without checking the tiles.&lt;br /&gt;
&lt;br /&gt;
[[ru:DF2012:Symptom]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Symptoms&amp;diff=253744</id>
		<title>Symptoms</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Symptoms&amp;diff=253744"/>
		<updated>2020-06-30T22:26:21Z</updated>

		<summary type="html">&lt;p&gt;Albedo: fix redirect to new page name&lt;/p&gt;
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&lt;div&gt;#REDIRECT [[cv:Symptom]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Sleep&amp;diff=253743</id>
		<title>Sleep</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Sleep&amp;diff=253743"/>
		<updated>2020-06-30T22:25:21Z</updated>

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&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|17:11, 15 September 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
[[Dwarf|Dwarves]] that have been awake for a long time will eventually become tired and desire '''sleep'''. Along with [[food|eating]] and [[alcohol|drinking]], sleep is a necessary maintenance activity that your dwarves will need to perform at intervals, a few times every season. Drowsy dwarves are indicated by a blinking gray arrow. Dwarves who are unable to sleep for 6 months may go [[insane]].&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Dwarves that are tired will work more slowly, and produce poorer-[[quality]] results. However, dwarves generally will not remain drowsy for long; upon getting sleepy they usually finish their current task, find a [[bed]], and fall asleep. If no bed is available, they will fall to the floor immediately after completing their last task (a group of drunken dwarves sleeping upon barrels of hard liquor is quite a common sight). If there is an unassigned bed located closer to them than their assigned room, they will sometimes choose to sleep there instead. Dwarves will not sleep in beds located in [[hospital]]s.&lt;br /&gt;
&lt;br /&gt;
As one might imagine, having to sleep in the dirt is not a happy occurrence, and will give your dwarves unhappy [[thought]]s. On the other hand, sleeping on a nice bed, in a nice room will give them a happy disposition upon waking. The exact arrangement of living conditions ([[bedroom design]]) is a big part of fortress design; some players lavish their dwarves' rooms and see it as an easy way to increase their happiness, some see bedrooms only as necessary provisions, and some do away with them entirely, preferring easier-to-create, easier-to-maintain public dormitories instead (these do have the advantage of making [[vampire]]-spotting a piece of cake). Nonetheless, the need to prevent your dwarves from sleeping under the stars more than a few times at the very beginning is a universally agreed-upon point of importance.&lt;br /&gt;
&lt;br /&gt;
Dwarves do not follow natural sleeping cycles. There is no &amp;quot;night&amp;quot; in fortress mode, beyond references in the form of [[night creature]]s (in adventurer mode, however, this is a different story entirely). Instead, they will sleep according to their own internal clock. At the very beginning, dwarves that arrive at the same time will tend to nod off at the same time, but as time progresses, they will diverge into their own cycles. After some time, at most a quarter of the fortress may be asleep at a time.&lt;br /&gt;
&lt;br /&gt;
Other unhappy thoughts associated with sleep are caused by being tired, collapsing from exhaustion, and being disturbed by nearby [[noise]]. Noise can cause uncomfortable or troubled sleep, or wake the dwarf entirely, with increasingly negative thoughts. &lt;br /&gt;
&lt;br /&gt;
Collapsing from exhaustion only really happens in the [[military]]. Dwarves on active military service (stationed or attacking) will forgo sleep for duty, but will be unhappy when they finally do get to sleep. Military dwarves can nonetheless spontaneously fall to the ground [[unconscious]] if they are exhausted. Since dwarves do not come with portable pillows, cannot munch on rations or take swigs from flasks as they can to relieve hunger and thirst, the need to sleep is the primary limiting factor on how long you can keep your military dwarves on high alert before they fall dangerously unconscious.&lt;br /&gt;
&lt;br /&gt;
Sleeping is not the same thing as being [[unconscious]], although the effect is the same. A dwarf may fall unconscious when they give in to [[Symptom#|Painpain]], universally a bad thing, or when recuperating from [[wound]]s in a hospital. Finally, [[hunter]]s have a tendency to fall asleep anywhere, which can cause problems with their happiness (though at a reduced penalty if they're sufficiently trained). To prevent this behavior, disable hunting from the [[labor]]s.&lt;br /&gt;
&lt;br /&gt;
==Detailed mechanics==&lt;br /&gt;
&lt;br /&gt;
Drowsiness increments by 1 during each game tick ''(i.e. 1200 per day, 33,600 per month, 403,200 per year)'', possibly more if the dwarf is a mother carrying her child. When it reaches certain thresholds, the following things happen.&lt;br /&gt;
&lt;br /&gt;
:* 50000 - dwarf starts considering going to bed (1/120 chance per tick) if idle&lt;br /&gt;
:* 54000 - dwarf decides to go to bed if idle&lt;br /&gt;
:* 57600 - dwarf starts flashing &amp;quot;[[Status icon|Drowsy]]&amp;quot;&lt;br /&gt;
:* 65000 - dwarf gets an unhappy thought about being Tired&lt;br /&gt;
:* 150000 - dwarf starts flashing &amp;quot;[[Status icon|Very Drowsy]]&amp;quot;&lt;br /&gt;
:* 160000 - dwarf gets an unhappy thought about being Exhausted&lt;br /&gt;
:* 200000 - dwarf goes insane&lt;br /&gt;
&lt;br /&gt;
Prior to version 0.31.07 (and going all the way back to the 2D versions), the unhappy thoughts resulting from hunger/thirst/drowsiness occurred at the exact same time that the dwarf started flashing, but all of the other numbers were otherwise the same. Additionally, in earlier versions (most notably 40d and earlier) dwarves cancelled jobs for food/drink/sleep much more readily.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Bedroom design]]&lt;br /&gt;
*[[Noise]]&lt;br /&gt;
*[[Adventure mode#Sleep|Sleeping in adventurer mode]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
[[ru:Sleep]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=No_Stun&amp;diff=253742</id>
		<title>No Stun</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=No_Stun&amp;diff=253742"/>
		<updated>2020-06-30T22:24:48Z</updated>

		<summary type="html">&lt;p&gt;Albedo: fix link&lt;/p&gt;
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&lt;div&gt;{{Quality|Fine|07:15, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{catbox}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
[[Creature]]s with the '''{{token|NOSTUN}}''' [[creature token#N|creature token]] cannot be [[Status icon|stunned]]. These creatures can [[gravity|fall]] multiple [[z-level]]s, suffer great [[Symptom#Pain|pain]], or be injected with stunning [[venom]] without the momentary vulnerability of becoming stunned. Creatures with this token will attack relentlessly in combat until they are killed. Luckily creatures with this token are rare.&lt;br /&gt;
&lt;br /&gt;
Interestingly, this protection does not extend to large [[web]]s; webbed creatures will still pause and trigger any [[trap]]s in their current tile.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
==Creatures who cannot be stunned==&lt;br /&gt;
&lt;br /&gt;
The following creatures possess the {{token|NOSTUN}} token.&lt;br /&gt;
&lt;br /&gt;
*[[Amethyst man|Amethyst men]]&lt;br /&gt;
*[[Angel]]s&lt;br /&gt;
*[[Bark scorpion]]s&lt;br /&gt;
**[[Bark scorpion man|Bark scorpion men]]&lt;br /&gt;
**[[Giant bark scorpion]]s&lt;br /&gt;
*[[Blood man|Blood men]]&lt;br /&gt;
*[[Bogeyman|Bogeymen]]&lt;br /&gt;
*[[Bronze colossus]]es&lt;br /&gt;
*[[Brown recluse spider]]s&lt;br /&gt;
**[[Brown recluse spider man|Brown recluse spider men]]&lt;br /&gt;
**[[Giant brown recluse spider]]s&lt;br /&gt;
*[[Cave blob]]s&lt;br /&gt;
*[[Cave floater]]s&lt;br /&gt;
*[[Cave spider]]s&lt;br /&gt;
**[[Giant cave spider]]s&lt;br /&gt;
*[[Demon]]s&lt;br /&gt;
*[[Ettin]]s&lt;br /&gt;
*[[Experiment]]s&lt;br /&gt;
*[[Fire man|Fire men]]&lt;br /&gt;
*[[Flesh ball]]s&lt;br /&gt;
*[[Floating guts]]&lt;br /&gt;
*[[Forgotten beast]]s&lt;br /&gt;
*[[Gabbro man|Gabbro men]]&lt;br /&gt;
*[[Giant desert scorpion]]s&lt;br /&gt;
*[[Grimeling]]s&lt;br /&gt;
*[[Hydra]]s&lt;br /&gt;
*[[Iron man|Iron men]]&lt;br /&gt;
*[[Jumping spider]]s&lt;br /&gt;
**[[Jumping spider man|Jumping spider men]]&lt;br /&gt;
**[[Giant jumping spider]]s&lt;br /&gt;
*[[Magma man|Magma men]]&lt;br /&gt;
*[[Mud man|Mud men]]&lt;br /&gt;
*[[Mummy|Mummies]]&lt;br /&gt;
*[[Night troll]]s&lt;br /&gt;
*[[Nightwing]]s&lt;br /&gt;
*[[Undead]]&lt;br /&gt;
*[[Titan]]s&lt;br /&gt;
*[[Vampire]]s&lt;br /&gt;
*[[Werebeast]]s&lt;br /&gt;
&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
[[ru:No Stun]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=No_Pain&amp;diff=253741</id>
		<title>No Pain</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=No_Pain&amp;diff=253741"/>
		<updated>2020-06-30T22:24:20Z</updated>

		<summary type="html">&lt;p&gt;Albedo: fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|07:16, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{catbox}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
[[Creature]]s with the '''{{token|NOPAIN}}''' [[creature token#N|creature token]] feel no [[Symptom#Pain|pain]] in (or out of) [[combat]]. These creatures will suffer grievous [[wound]]s and continue fighting without pause, making them significantly harder to kill - many foes are dispatched by a blow to the head after they fall [[unconscious]] from pain. Luckily, creatures with this token are rare.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
==Creatures who feel no pain==&lt;br /&gt;
&lt;br /&gt;
The following creatures possess the {{token|NOPAIN}} token.&lt;br /&gt;
&lt;br /&gt;
*[[Amethyst man|Amethyst men]]&lt;br /&gt;
*[[Angel]]s&lt;br /&gt;
*[[Bark scorpion]]s&lt;br /&gt;
**[[Bark scorpion man|Bark scorpion men]]&lt;br /&gt;
**[[Giant bark scorpion]]s&lt;br /&gt;
*[[Blood man|Blood men]]&lt;br /&gt;
*[[Bogeyman|Bogeymen]]&lt;br /&gt;
*[[Bronze colossus]]es&lt;br /&gt;
*[[Brown recluse spider]]s&lt;br /&gt;
**[[Brown recluse spider man|Brown recluse spider men]]&lt;br /&gt;
**[[Giant brown recluse spider]]s&lt;br /&gt;
*[[Cave spider]]s&lt;br /&gt;
**[[Giant cave spider]]s&lt;br /&gt;
*[[Demon]]s&lt;br /&gt;
*[[Experiment]]s&lt;br /&gt;
*[[Fire man|Fire men]]&lt;br /&gt;
*[[Forgotten beast]]s&lt;br /&gt;
*[[Gabbro man|Gabbro men]]&lt;br /&gt;
*[[Giant desert scorpion]]s&lt;br /&gt;
*[[Grimeling]]s&lt;br /&gt;
*[[Hydra]]s&lt;br /&gt;
*[[Iron man|Iron men]]&lt;br /&gt;
*[[Jumping spider]]s&lt;br /&gt;
**[[Jumping spider man|Jumping spider men]]&lt;br /&gt;
**[[Giant jumping spider]]s&lt;br /&gt;
*[[Magma man|Magma men]]&lt;br /&gt;
*[[Molemarian]]s&lt;br /&gt;
*[[Mud man|Mud men]]&lt;br /&gt;
*[[Mummy|Mummies]]&lt;br /&gt;
*[[Naked mole dog]]s&lt;br /&gt;
*[[Night troll]]s&lt;br /&gt;
*[[Nightwing]]s&lt;br /&gt;
*[[Undead]]&lt;br /&gt;
*[[Titan]]s&lt;br /&gt;
*[[Vampire]]s&lt;br /&gt;
*[[Werebeast]]s&lt;br /&gt;
&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
[[ru:No Pain]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Giant_jumping_spider&amp;diff=253740</id>
		<title>Giant jumping spider</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Giant_jumping_spider&amp;diff=253740"/>
		<updated>2020-06-30T22:22:56Z</updated>

		<summary type="html">&lt;p&gt;Albedo: fix redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|10:39, 18 May 2015 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|meat=23-65&lt;br /&gt;
|skin=chitin&lt;br /&gt;
|fat=21-34&lt;br /&gt;
|intestine=8&lt;br /&gt;
|eye=2&lt;br /&gt;
|brain=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant jumping spiders''' do not share the web-spitting ability nor poisonous fangs of other spider species. They may be considered the least dangerous kind of giant spider, however they are still more than a match for an untrained, [[weapon]]less dwarf. Like other spiders, they are immune to [[stun]]ning and [[Symptom#Pain|pain]], so your dwarves should focus on killing blows, not disabling attacks.&lt;br /&gt;
&lt;br /&gt;
Like all the other new giant bugs introduced in 0.34.01, giant jumping spiders are ''not'' large predators and will generally leave your dwarves alone. They only live a maximum of 3 years, making them a poor choice for [[animal trainer|training]] and [[zoo|display]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dwarves may [[preference|admire]] them for their ''ability to leap'' (or their ''striking appearance''). &lt;br /&gt;
Breeding attempts have been successful, observed to breed rapidly, although despite being spiders they breed much like mammals do, with the females becoming pregnant and then giving birth to generally one or two young. Given the lack of any maintenance requirement such as pastures or nest boxes they make good meat animals and have the added bonus of being able to effectively defend themselves from attackers, as such they can be pastured with more defenseless creatures that require pastures for protection.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Cave_adaptation&amp;diff=253739</id>
		<title>Cave adaptation</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Cave_adaptation&amp;diff=253739"/>
		<updated>2020-06-30T22:22:29Z</updated>

		<summary type="html">&lt;p&gt;Albedo: fix redirect&lt;/p&gt;
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&lt;div&gt;{{Quality|Exceptional|19:36, 29 January 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Cave adaptation''' is a mechanic that causes [[Dwarf|dwarves]] who spend too much time underground with insufficient exposure to outdoor sunlight to grow sick when finally exposed to it. It is controlled by the {{token|CAVE_ADAPT}} [[creature token|token]].&lt;br /&gt;
&lt;br /&gt;
Exposure of cave-adapted dwarves to outdoor sunlight can cause two negative [[thought]]s: &amp;quot;irritated by the sun&amp;quot; and &amp;quot;nauseated by the sun&amp;quot;. The latter results from more severe cave adaptation and triggers profuse [[vomit]]ing, which can leave an otherwise capable soldier momentarily defenseless. Cave adaptation causes no problems if the affected dwarves simply remain [[Tile attributes|underground]].&lt;br /&gt;
&lt;br /&gt;
== Prevention and treatment==&lt;br /&gt;
First and foremost, be aware that cave adaptation requires much more effort to fully eradicate than it's worth. Most dwarves can spend their entire lives lurking in the dark with no negative consequences. Cave adaptation is only a major concern for your military dwarves, as they are the only ones who really need to be functioning at full capacity when outside. Menial labor dwarves sent out to build roads or structures can endure the unpleasant aspects of cave adaptation just fine, while dwarves you regularly send out to fish or gather plants will quickly lose their cave adaptation entirely. Also, note that only dwarves suffer from cave adaptation. If this process sounds like too much effort, you might just want to recruit a few non-dwarven [[mercenary|mercenaries]] for outdoor combat.&lt;br /&gt;
&lt;br /&gt;
Treatment of cave adaptation is accomplished by exposing your dwarves to outdoor sunlight for an extended period of time. Any tile with the {{DFtext|Outside|3:1}} trait will suffice, gradually reducing the cave adaptation of any dwarf standing there. This can't be cheated - even seemingly-transparent roofs made of [[grate]]s or [[glass]] still cause the tile to be treated as {{DFtext|Inside|6:0}}. The progress of treating severe cave adaptation can be observed through a dwarf's '''Thoughts and Preferences''', as limited exposure to sunlight will first convert severe cave adaptation into mild cave adaptation; see [[Personality trait#Personality-Trait-Like Characteristics|personality traits]] for details.&lt;br /&gt;
&lt;br /&gt;
It takes a lot of sunlight to undo any serious amount of adaptation; a fully cave-adapted dwarf requires 9 weeks of exposure to be fully cured. As such, you'll need to devise entertaining and well-decorated [[Activity zone#Meeting Area|meeting area]]s to lure your dwarves to the surface and keep them there. Make sure there are plenty of high-value decorations in place, or the negative thoughts associated with being in sunlight will cause your dwarves a lot of stress. Also, be aware that any such zone is ripe for attack by invaders; make sure there are soldiers nearby, surround the site with high walls, and consider building a retractable [[bridge]] above it so you can quickly block out the outside world as needed.&lt;br /&gt;
&lt;br /&gt;
For your military, a cheap and sloppy solution is to simply send them outdoors a lot. Attacking the local wildlife is a low-risk exercise that gives your soldiers valuable military training alongside their cave adaptation treatment. Unfortunately, this is not an automated process; letting your dwarves return to the darkness will gradually reestablish their adaptation, and micromanaging your dwarves that much quickly becomes annoying. If you can prevent the reestablishment of cave adaptation, however, the process is much more effective. An alternative strategy is to simply station your dwarves outside for part of the year, using the [[Scheduling]] screen.&lt;br /&gt;
&lt;br /&gt;
Cave adaptation can be ''prevented'' by keeping your dwarves out of {{DFtext|Dark|0:1}} tiles as much as possible. Every moment spent in the dark slightly increases your dwarves' cave adaptation, eradicating the benefits of your surface garden parties, but fortunately these tiles can be converted to harmless {{DFtext|Light|6:1}} tiles with nothing more expensive than time, effort, and a large supply of rock [[block]]s. Any tile that has had all its roofing removed becomes an {{DFtext|Outside|3:1}} {{DFtext|Light|6:1}} tile, the sort which is useful for treating cave adaptation. Building a roof over these tiles replaces the {{DFtext|Outside|3:1}} trait with {{DFtext|Inside|6:0}}, but leaves the {{DFtext|Light|6:1}} trait untouched. These sunlit indoor tiles neither cure nor cause cave adaptation, making them perfect for housing those dwarves who will be heading to the surface often. Once you have a sizable workforce and some well-trained miners, it shouldn't take too long to channel away the top few floors of your fortress and reconstruct them with blocks. Doing this for your entire fortress, however, is almost certainly more work than it's worth. If you have a dedicated squad of soldiers for surface threats and convert their training and living areas to {{DFtext|Light|6:1}} tiles, they should be safe from cave adaptation going forward, especially if you are regularly treating them to wildlife hunts and [[mission]]s abroad.&lt;br /&gt;
&lt;br /&gt;
=== Cave adaptation mechanics ===&lt;br /&gt;
* If a dwarf is in a {{DFtext|Dark|0:1}} tile, cave adaptation increases by 1 every [[Time|tick]] to a maximum of 800,000 (403,200 ticks is one year, so the maximum is just short of 2 years).&lt;br /&gt;
* If a dwarf is in an {{DFtext|Outside|3:1}} tile, cave adaptation decreases by 10 every tick.&lt;br /&gt;
* If a dwarf is in an {{DFtext|Outside|3:1}} tile while the sun is out (i.e. not [[Weather|raining or snowing]]), the following happens:&lt;br /&gt;
** If cave adaptation is between 403,200 and 604,800 (between 1 and 1.5 years), the dwarf will become dizzy and experience minor pain and fatigue. They will also receive the unhappy thought &amp;quot;was irritated by the sun recently&amp;quot;.&lt;br /&gt;
** If cave adaptation is at 604,800 or higher (1.5 years), the dwarf will experience [[nausea]], [[Stunned|dizziness]], [[Symptom#Pain|pain]], and fatigue. They will start vomiting profusely and will also receive the unhappy thought &amp;quot;was nauseated by the sun recently&amp;quot;.&lt;br /&gt;
** Otherwise, nothing bad happens.&lt;br /&gt;
&lt;br /&gt;
Negative effects of cave adaptation have a percentage chance to trigger (1/1000 per tick) and they are cumulative, so a sufficiently long string of unlucky rolls can actually cause a cave-adapted dwarf to [[Unconscious|pass out]] from exhaustion upon stepping outside. Note that it is possible to get both cave adaptation thoughts at the same time.&lt;br /&gt;
&lt;br /&gt;
== Explanation ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
'''A [http://www.bay12forums.com/smf/index.php?topic=85908.msg2321608#msg2321608 scientific explanation] of cave adaptation by Deus Machina.'''&lt;br /&gt;
&lt;br /&gt;
Underground has low levels of light and very little air circulation.&lt;br /&gt;
&lt;br /&gt;
Dwarves develop low-light vision (plump helmets are ''packed'' with beta carotene!) and their facial follicles become sensitive to the motions that a breeze produces against their beards, which allows them to tell where tunnels turn.&lt;br /&gt;
&lt;br /&gt;
As they go deeper, their eyes become less relied upon, and they adapt further to rely on their whisker-based follication.&lt;br /&gt;
&lt;br /&gt;
These eventually become so sensitive that, should a dwarf venture outside, the wind is the equivalent of multicolored and varying strobe lights. This is as aggravating to a dwarf's follication as a Pink Floyd show seen while sober is to our sight, up to the point of causing nausea.&lt;br /&gt;
&lt;br /&gt;
While some have proposed beard shaving as a method of treating hyperfollication, these people are believed to be elf spies, and drafted to cavern exploring instead.&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
[[ru:Cave adaptation]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Adder&amp;diff=253738</id>
		<title>Adder</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Adder&amp;diff=253738"/>
		<updated>2020-06-30T22:21:52Z</updated>

		<summary type="html">&lt;p&gt;Albedo: fix double redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:40, 9 October 2014 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=Vipera_berus&lt;br /&gt;
|skull=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''For logical designs related to the addition of numbers, see [[Adder (Computing)]].''&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Adders''' are [[syndrome|venomous]] [[Creature|snakes]] found in many [[temperate]] [[biome]]s. &lt;br /&gt;
&lt;br /&gt;
Adder bites deliver a [[venom]] that can cause immediate strong [[Symptom#Pain|pain]] followed by long-term (but not permanent) [[syndrome|nausea, blisters, and swelling]]. Though the bite itself is not usually fatal, such pain can cause unconsciousness, which ''can'' lead to fatal complications in combat.&lt;br /&gt;
&lt;br /&gt;
Adders are distinct for being the [[list of creatures by adult size|smallest creatures]] in the game which aren't [[vermin]].&lt;br /&gt;
&lt;br /&gt;
Adders can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into cheap exotic [[pet]]s. They are born adults and as such can't be permanently tamed. [[Butcher]]ing an adder only produces a [[skull]], making them worthless to your [[meat industry]]. Female adders are [[egg]]-layers, producing 3-10 edible eggs with regularity, and providing significantly more food than would be expected from such a small creature.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] adders for their ''warning hisses''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Loch Shin adder.JPG|thumb|center|400px|Admired for its ''warning hisses''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Anatomy&amp;diff=253737</id>
		<title>Anatomy</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Anatomy&amp;diff=253737"/>
		<updated>2020-06-30T22:20:11Z</updated>

		<summary type="html">&lt;p&gt;Albedo: /* Head */ specific link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|21:17, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
This page contains a list of all the body parts in the game.&lt;br /&gt;
&lt;br /&gt;
==Head==&lt;br /&gt;
&lt;br /&gt;
*[[Hair]]&lt;br /&gt;
*[[Eye]]s&lt;br /&gt;
:Eyes, while not essential for life, are bad to lose.  The loss of one or both eyes alone will not cause death, but may have other adverse effects. If both eyes are lost then the creature will lose its vision. Currently, eyes cannot be entirely lost, only damaged.&lt;br /&gt;
:*Eyelids&lt;br /&gt;
::These can be damaged and Toady believes that eyes will be washed with soap if they cannot be washed by the eyelids due to injury.&lt;br /&gt;
*[[Brain]]&lt;br /&gt;
:Any major damage to the brain will likely result in [[death]]. Minor damage may result in [[Symptom#Unconsciousness|unconsciousness]].&lt;br /&gt;
&lt;br /&gt;
==Upper Body==&lt;br /&gt;
&lt;br /&gt;
*[[Lung]]s&lt;br /&gt;
:Damage to one or both lungs can be sustained, but will cause difficulty of breath and may result in a loss of speed.  Major damage will cause death.&lt;br /&gt;
*[[Heart]]&lt;br /&gt;
:Major damage to the heart will cause certain death.&lt;br /&gt;
*Stomach&lt;br /&gt;
:It's bad if it's damaged.  Anything with a stomach will retch and then puke if the stomach is broken.&lt;br /&gt;
*[[Liver]]&lt;br /&gt;
:Used for processing [[alcohol]].  Dwarven livers are much stronger than human livers and have never been damaged by alcohol.  The loss of a liver is a terrible thing for a dwarf. &lt;br /&gt;
*Guts&lt;br /&gt;
:Under pressure, and can pop out of wound. Also damage here causes vomiting and pain&lt;br /&gt;
*Arms&lt;br /&gt;
:*Upper Arms&lt;br /&gt;
:*Lower Arms&lt;br /&gt;
:*Hands&lt;br /&gt;
::*Fingers&lt;br /&gt;
:::*[[Nail]]s&lt;br /&gt;
Is also considered the main part of every creature. In general when this is gone the creature is dead and this is the part that decides what the corpse is and what the severed parts are.&lt;br /&gt;
&lt;br /&gt;
==Lower Body==&lt;br /&gt;
&lt;br /&gt;
*Legs&lt;br /&gt;
:*Upper Legs&lt;br /&gt;
:*Lower Legs&lt;br /&gt;
:*Feet&lt;br /&gt;
::*Toes&lt;br /&gt;
:::*[[Nail]]s&lt;br /&gt;
::::These will grow and become unkempt if not taken care of.  This is done automatically by dwarves.&lt;br /&gt;
&lt;br /&gt;
==[[Skin]]==&lt;br /&gt;
The first protective layer.&lt;br /&gt;
&lt;br /&gt;
==[[Fat]]==&lt;br /&gt;
[[Fat]] can be gained or lost depending on how much a creature eats and how much it works.  It will melt if heated to a high enough temperature.  This is a layer below the skin and above the muscle.&lt;br /&gt;
&lt;br /&gt;
==Muscle==&lt;br /&gt;
This layer is under the fat.&lt;br /&gt;
&lt;br /&gt;
==Arteries==&lt;br /&gt;
If damaged, heavy bleeding will likely result in death.  They appear to contain several gallons of blood.&lt;br /&gt;
&lt;br /&gt;
==Nerves==&lt;br /&gt;
If damaged, the body part they are connected to will become useless or less effective.&lt;br /&gt;
&lt;br /&gt;
==Tendons==&lt;br /&gt;
If destroyed, the limbs they connect will be useless.&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014:Pain&amp;diff=253736</id>
		<title>DF2014:Pain</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014:Pain&amp;diff=253736"/>
		<updated>2020-06-30T22:16:02Z</updated>

		<summary type="html">&lt;p&gt;Albedo: fix redirect to new page name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
#REDIRECT [[DF2014:Symptom#Pain]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=253735</id>
		<title>Syndrome</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=253735"/>
		<updated>2020-06-30T22:15:42Z</updated>

		<summary type="html">&lt;p&gt;Albedo: fix links to new page name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|13:02, 6 April 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Snakebite.png|200px|thumb|right|A single bite from a [[helmet snake]] lead to a slow, lingering death for this unfortunate hippo.]]&lt;br /&gt;
A '''syndrome''' is a specific combination of [[symptom]]s that a poor, helpless creature might get from a disease, venom or other effect, through encountering certain other creatures, substances, or supernatural [[weather]].  Syndromes generally cause unpleasant and frequently fatal symptoms over a short to long period of time, but some will clear up over time or with the assistance of a [[doctor]].  A [[Health care|hospital]] is required to diagnose and potentially treat those syndromes that can be helped by treatment. &lt;br /&gt;
&lt;br /&gt;
==List of syndromes==&lt;br /&gt;
Syndromes are generally named after the animal, substance or effect that delivers them.  Note that in a world with [[dragon]]s and [[giant elephant]]s, dwarves (and elves and humans) fall into the &amp;quot;small creatures&amp;quot; category for purposes of this discussion.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Syndrome&lt;br /&gt;
! Venom&lt;br /&gt;
! Acquired&lt;br /&gt;
! Short-term Symptoms&lt;br /&gt;
! Long-term Symptoms&lt;br /&gt;
! Chronic Symptoms &lt;br /&gt;
|-&lt;br /&gt;
| Adder bite&lt;br /&gt;
| adder venom (injected)&lt;br /&gt;
| Being bitten by an [[adder]], [[giant adder]] or [[adder man]]&lt;br /&gt;
| Strong pain&lt;br /&gt;
| Swelling&amp;lt;br&amp;gt;Blisters&amp;lt;br&amp;gt;Nausea&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bark scorpion sting&lt;br /&gt;
| bark scorpion venom (injected)&lt;br /&gt;
| Being stung by a [[bark scorpion]], [[giant bark scorpion]] or [[bark scorpion man]]&lt;br /&gt;
| Strong pain&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Black mamba bite&lt;br /&gt;
| black mamba venom (injected)&lt;br /&gt;
| Being bitten by a [[black mamba]], [[giant black mamba]] or [[black mamba man]]&lt;br /&gt;
| Dizziness&amp;lt;br&amp;gt;Drowsiness&amp;lt;br&amp;gt;Strong pain&amp;lt;br&amp;gt;Fever&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Blob blisters&lt;br /&gt;
| cave blob fluid&amp;lt;br /&amp;gt;(contact or ingested)&lt;br /&gt;
| Touching a [[cave blob]]&lt;br /&gt;
| Mild pain&amp;lt;br/&amp;gt;Mild blisters&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Brown recluse spider bite&lt;br /&gt;
| brown recluse spider venom (injected)&lt;br /&gt;
| Being bitten by a [[brown recluse spider]], [[giant brown recluse spider]] or [[brown recluse spider man]]&lt;br /&gt;
| Nausea&amp;lt;br&amp;gt;Fever&amp;lt;br&amp;gt;Pain&amp;lt;br&amp;gt;&lt;br /&gt;
| Severe localized necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bumblebee sting&lt;br /&gt;
| bumblebee venom (injected)&lt;br /&gt;
| Being stung by a [[bumblebee]] worker&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Strong swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bushmaster bite&lt;br /&gt;
| bushmaster venom (injected)&lt;br /&gt;
| Being bitten by a [[bushmaster]], [[giant bushmaster]] or [[bushmaster man]]&lt;br /&gt;
| Strong pain&amp;lt;br&amp;gt;Mild bleeding&amp;lt;br&amp;gt;Dizziness&amp;lt;br&amp;gt;Nausea&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave floater sickness&lt;br /&gt;
| cave floater gas&amp;lt;br /&amp;gt;(inhaled or ingested)&lt;br /&gt;
| Expelled from [[cave floater]]&lt;br /&gt;
| Mild nausea&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Strong drowsiness (delayed)&amp;lt;br/&amp;gt;Strong dizziness (delayed)&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave spider bite&lt;br /&gt;
| cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[cave spider]]&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Very mild dizziness&lt;br /&gt;
|-&lt;br /&gt;
| Copperhead snake bite&lt;br /&gt;
| copperhead snake venom (injected)&lt;br /&gt;
| Being bitten by a [[copperhead snake]], [[giant copperhead snake]] or [[copperhead snake man]]&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Swelling&amp;lt;br&amp;gt;Nausea&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant cave spider bite&lt;br /&gt;
| giant cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[giant cave spider]]&lt;br /&gt;
| Size-dependant paralysis.&lt;br /&gt;
| Death by asphyxiation, in small targets. Large targets are generally unhindered...unless you count the high probability of being eaten by the giant cave spider as a hindrance.&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
|-&lt;br /&gt;
| Gila monster bite&lt;br /&gt;
| gila monster venom (injected)&lt;br /&gt;
| Being bitten by a [[gila monster]], [[giant gila monster]] or [[gila monster man]]&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Mild swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Gnomeblight&lt;br /&gt;
| [[gnomeblight]]&amp;lt;br /&amp;gt;(contact, inhaled, injected, or ingested)&lt;br /&gt;
| Purposely exposing oneself to the extract. Only affects [[mountain gnome]]s and [[dark gnome]]s.&lt;br /&gt;
| None&lt;br /&gt;
| Severe systemic necrosis&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant desert scorpion sting&lt;br /&gt;
| giant desert scorpion venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being stung by a [[giant desert scorpion]] &lt;br /&gt;
| Necrosis of the brain and nervous system&lt;br /&gt;
| '''Certain death'''&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
|- &lt;br /&gt;
| Helmet snake bite&lt;br /&gt;
| helmet snake venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[helmet snake]]&lt;br /&gt;
| Minor bleeding&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Nausea&amp;lt;br/&amp;gt;Dizziness&amp;lt;br/&amp;gt;Localized swelling&amp;lt;br/&amp;gt;Localized oozing&amp;lt;br/&amp;gt;Localized bruising&amp;lt;br/&amp;gt;Strong pain&amp;lt;br/&amp;gt;Intense localized necrosis&amp;lt;br/&amp;gt;Possible loss of limb &lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Honey bee sting&lt;br /&gt;
| honey bee venom (injected)&lt;br /&gt;
| Being stung by a [[honey bee]] worker&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Strong swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Inebriation{{version|0.42.01}}&lt;br /&gt;
| [[Alcohol]] (consumed/injected)&lt;br /&gt;
| Consuming alcoholic drinks&lt;br /&gt;
| Nausea&amp;lt;br&amp;gt;Dizziness&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Personality changes&amp;lt;br&amp;gt;Euphoria&amp;lt;br&amp;gt;Erratic behavior&amp;lt;br&amp;gt;Trouble breathing&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Iron man cough&lt;br /&gt;
| iron man gas&amp;lt;br /&amp;gt;(inhaled)&lt;br /&gt;
| Expelled by [[iron man]]&lt;br /&gt;
| Coughing blood&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| King cobra bite&lt;br /&gt;
| king cobra venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[king cobra]]&lt;br /&gt;
| Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;Pain, dizziness, drowsiness&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Phantom spider bite&lt;br /&gt;
| phantom spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[phantom spider]]&lt;br /&gt;
| None&lt;br /&gt;
| Numbness and mild dizziness&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Platypus sting&lt;br /&gt;
| platypus venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being kicked by a [[platypus]], [[giant platypus]] or [[platypus man]]&lt;br /&gt;
| Pain and swelling&lt;br /&gt;
| Extreme pain, swelling possibly to the point of necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Rattlesnake bite&lt;br /&gt;
| rattlesnake venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[rattlesnake]], [[giant rattlesnake]] or [[rattlesnake man]]&lt;br /&gt;
| Pain, nausea, blisters, swelling, bruising&lt;br /&gt;
| Severe localized necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Serpent man bite&lt;br /&gt;
| serpent man venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[serpent man]]&lt;br /&gt;
| Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Mummy's curse&lt;br /&gt;
| [[DF2014:Mummy|Disturbance interaction]].&lt;br /&gt;
| Being cursed by a [[mummy]], when caught raiding their tombs&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| 20% chance of any skill roll failing, regardless of skill.&lt;br /&gt;
|-&lt;br /&gt;
| Vampirism&lt;br /&gt;
| [[Deity|Divine]] Curse.&lt;br /&gt;
| Drinking the blood of a [[vampire]]. Toppling statues in shrines in Adventure Mode or temples in Fortress Mode (random chance).&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Victim becomes a [[vampire]].&lt;br /&gt;
|-&lt;br /&gt;
| Werebeast Curse&lt;br /&gt;
| [[Deity|Divine]] Curse.&lt;br /&gt;
| Being bitten by a [[werebeast]] or toppling statues in shrines in Adventure Mode (random chance).&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Victim becomes a [[werebeast]].&lt;br /&gt;
|-&lt;br /&gt;
| Necromancy&lt;br /&gt;
| [[Deity|Divine]] Curse.&lt;br /&gt;
| Reading a book/slab that contains the secrets of life and death.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Reader becomes a [[Necromancer]].&lt;br /&gt;
|-&lt;br /&gt;
| evil rain sickness&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
| Being caught outside in [[Weather#Evil weather|freakish weather]] in an evil [[biome]]&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|-&lt;br /&gt;
| evil cloud sickness&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Being caught in a [Weather#Evil weather|creeping cloud]] in an evil [[biome]]&lt;br /&gt;
|-&lt;br /&gt;
| beast sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[forgotten beast]]s&lt;br /&gt;
|-&lt;br /&gt;
| titan sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[titan]]s&lt;br /&gt;
|-&lt;br /&gt;
| night sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[werebeast]]s or [[experiment]]s&lt;br /&gt;
|-&lt;br /&gt;
| demon sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[demon]]s&lt;br /&gt;
|-&lt;br /&gt;
| divine sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[angel]]s&lt;br /&gt;
|}&lt;br /&gt;
: 1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.&lt;br /&gt;
: 2. Necrosis of the brain will eventually result in death once the brain rots away completely. &lt;br /&gt;
: 3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain. &lt;br /&gt;
: 4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms. &lt;br /&gt;
: 5. [[Titan]]s, [[forgotten beast]]s, [[werebeast]]s, [[experiment]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from mildly hazardous (mild [[Symptom#Blisters|blisters]] from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood).&lt;br /&gt;
&lt;br /&gt;
==The anatomy of a syndrome==&lt;br /&gt;
Mechanically, syndromes are bundles of tokens attached to a material (or to an interaction effect; see below) - they're confined to creature materials in vanilla DF, but it's a simple matter to add them to inorganic materials.  When the material is injected, touched, inhaled, or ingested (depending on the syndrome), the creature suffers the predations of a nasty disease or poison.  Here's an example syndrome, taken from the Giant Cave Spider raws.&lt;br /&gt;
&lt;br /&gt;
If you are having troubles getting the syndromes to work (i.e., in combat reports, getting &amp;quot;'''supersnake''' n/a splatters~etc&amp;quot;), then simply throw the venom template into the actual creature's raw, which is what the LOCAL_CREATURE_MAT actually calls on; the venom being in the same file.&lt;br /&gt;
&lt;br /&gt;
    [USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
        [STATE_NAME:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [PREFIX:NONE]&lt;br /&gt;
        [ENTERS_BLOOD]&lt;br /&gt;
        [SYNDROME]&lt;br /&gt;
            [SYN_NAME:giant cave spider bite]&lt;br /&gt;
            [SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
            [SYN_IMMUNE_CREATURE:SPIDER_CAVE:ALL]&lt;br /&gt;
            [SYN_INJECTED]&lt;br /&gt;
            [CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]&lt;br /&gt;
&lt;br /&gt;
The first line, USE_MATERIAL_TEMPLATE, is creating a new material, called POISON, using the CREATURE_EXTRACT_TEMPLATE as the basis.  After this, the STATE_NAME and STATE_ADJ tokens are used to define the names and adjectives assigned to different states of the material - GAS, LIQUID and ALL_SOLID, in this case, though ALL is also a valid token.  At this stage, you can use any material tags like MAT_FIXED_TEMP or similar to set further material properties, though this usually isn't necessary.&lt;br /&gt;
&lt;br /&gt;
  ENTERS_BLOOD&lt;br /&gt;
This tag determines whether a poison enters the blood or not. If it is not included, the poison will splatter (if liquid) or flow (if gas) over the affected body part instead when injected. If you're using a contact poison, leave this out. Necessary for injected poisons.&lt;br /&gt;
  SYNDROME&lt;br /&gt;
This tag ends the material details and begins the definition of the actual syndrome.&lt;br /&gt;
  SYN_NAME&lt;br /&gt;
This one is self-explanatory - the name of the syndrome as it will appear in-game.&lt;br /&gt;
  SYN_AFFECTED_CLASS&lt;br /&gt;
This token defines what CREATURE_CLASS will be affected by the syndrome.  Most creatures are classed under GENERAL_POISON.  Multiple tokens can be used in a single syndrome.&lt;br /&gt;
  SYN_IMMUNE_CLASS&lt;br /&gt;
As above, but makes class immune.&lt;br /&gt;
  SYN_IMMUNE_CREATURE&lt;br /&gt;
This token defines which creatures CANNOT be affected by the syndrome - useful for addressing specific instances within a population, such as a specific caste or an individual creature that falls under GENERAL_POISON. Syntax is [SYN_IMMUNE_CREATURE:creature:caste]. ALL can be used for the caste.&lt;br /&gt;
  SYN_AFFECTED_CREATURE&lt;br /&gt;
As above, but makes creature or caste susceptible.&lt;br /&gt;
  SYN_CLASS&lt;br /&gt;
This tag sets a class for the syndrome that can be used in [[Interaction token|interactions.]]&lt;br /&gt;
  SYN_IDENTIFIER{{version|0.42.01}}.&lt;br /&gt;
Similar to SYN_CLASS, this sets an identifier that can be shared between multiple syndromes, for use with the SYNDROME_DILUTION_FACTOR creature token. In vanilla DF, this is used to allow dwarves to drink more alcohol before becoming inebriated.&lt;br /&gt;
  SYN_NO_HOSPITAL{{version|0.42.01}}.&lt;br /&gt;
Probably prevents affected dwarves from being carried to the hospital.{{verify}}&lt;br /&gt;
  SYN_CONCENTRATION_ADDED:x:x{{version|0.42.01}}.&lt;br /&gt;
Repeated exposure to the syndrome will result in the effects becoming more intense. In vanilla [SYN_CONCENTRATION_ADDED:100:1000] is used with alcohol.&lt;br /&gt;
&lt;br /&gt;
  SYN_INJECTED, SYN_CONTACT, SYN_INHALED, SYN_INGESTED&lt;br /&gt;
This token determines the method of infection - injected syndromes must be injected via a creature attack, while contact syndromes result from any contamination of a creature by material splatter (such as blood), inhaled syndromes must be inhaled in gaseous form (such as from boiling or a creature breath attack), and ingestion syndromes must be eaten or drunk.  Any combination of these tags can be used.  A fun variation on the usual creature injection routine is to create a material with a SYN_CONTACT syndrome and have a creature use it for blood - this tends to end poorly for any predator that chooses to attack them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:VENOM:LIQUID:100:100]&lt;br /&gt;
This is one method for getting a poison into a creature. If [ENTERS_BLOOD] is applied, it will be injected into the bloodstream. Otherwise, it will just splatter over the area. Put this on a creature attack. Substance type (gas, liquid, solid) does not appear to have an effect. The numbers on the end are minimum and maximum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CE_X, or creature effect tokens, are the real meat and bones of your syndrome.  They're detailed below.&lt;br /&gt;
&lt;br /&gt;
==Creature effect tokens==&lt;br /&gt;
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected.  An example CE token is as follows:&lt;br /&gt;
&lt;br /&gt;
  [CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner.  The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later.&lt;br /&gt;
&lt;br /&gt;
As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) ends it, the order of the intervening tokens isn't important. PEAK and END aren't required.&lt;br /&gt;
&lt;br /&gt;
*CE_X&lt;br /&gt;
The effect type.  This can be a number of different tokens, as detailed in the table below this list.&lt;br /&gt;
*SEV:X&lt;br /&gt;
The severity of the effect.  Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten.&lt;br /&gt;
*PROB:X&lt;br /&gt;
The probability of the effect actually manifesting in the victim, as a percentage.  100 means always, 1 means a 1 in 100 chance.&lt;br /&gt;
*LOCALIZED (Overwrites BP tokens)&lt;br /&gt;
This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the syndrome have no effect. This token also makes inhaled syndromes have no effect. &lt;br /&gt;
*BP:BODY_PART:TISSUE (Overwritten by LOCALIZED)&lt;br /&gt;
Specifies which body parts and tissues are to be affected by the syndrome. BODY_PART can be BY_CATEGORY:x to target body parts with a matching [CATEGORY:x] [[body token]] (or ALL to affect everything), BY_TYPE:x to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:x to target individual body parts by their ID (as specified in the [BP] token). For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL.  The syndrome would act on all bodyparts within the creature with the CATEGORY tag LUNG and affect all tissue layers.  For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all bodyparts. Multiple targets can be given in one syndrome by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target bodyparts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas. Not everything takes a target!&lt;br /&gt;
*VASCULAR_ONLY (Optional)&lt;br /&gt;
This syndrome only affects tissue layers with the VASCULAR token.&lt;br /&gt;
*MUSCULAR_ONLY (Optional)&lt;br /&gt;
This syndrome only affects tissue layers with the MUSCULAR token.  Are you seeing a trend here?&lt;br /&gt;
*SIZE_DILUTES (Optional)&lt;br /&gt;
This token presumably causes the effects of the syndrome to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.&lt;br /&gt;
*SIZE_DELAYS (Optional)&lt;br /&gt;
As above, this token has yet to be tested but presumably delays the onset of a syndrome according to the size of the victim.&lt;br /&gt;
*DWF_STRETCH:X{{version|0.42.01}} (Optional)&lt;br /&gt;
Multiplies the duration of the syndrome by X in Fortress mode.  If X is 72, syndrome will last the same amount of ticks in fortress and adventure mode.&lt;br /&gt;
*ABRUPT{{version|0.42.01}} (Optional)&lt;br /&gt;
Makes the symptom begin immediately rather than ramping up. {{verify}}&lt;br /&gt;
*CAN_BE_HIDDEN (Optional)&lt;br /&gt;
Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}&lt;br /&gt;
*RESISTABLE (Optional)&lt;br /&gt;
Determines if the effect can be hindered by the target creature's [[Attribute#Disease_Resistance|disease resistance attribute]]. Without this token, disease resistance is ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!&lt;br /&gt;
&lt;br /&gt;
Non-targeted syndromes will ignore any BP tokens and LOCALIZED tokens.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| CE_BLEEDING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BLISTERS&lt;br /&gt;
| Yes&lt;br /&gt;
| Covers the targeted bodypart with blisters.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BRUISING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to undergo bruising.&lt;br /&gt;
|-&lt;br /&gt;
| CE_IMPAIR_FUNCTION&lt;br /&gt;
| Yes&lt;br /&gt;
| An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate.  This token only affects organs, not limbs. Note that this effect is currently bugged, and will not &amp;quot;turn off&amp;quot; until the creature receives a wound to cause its body parts to update.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NECROSIS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NUMBNESS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_OOZING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes pus to ooze from the afflicted bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PAIN&lt;br /&gt;
| Yes&lt;br /&gt;
| Afflicts the targeted bodypart with intense pain.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PARALYSIS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes paralysis. Paralysis is complete paralysis and will cause suffocation in smaller creatures. Paralysis on a limb may lead to motor nerve damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SWELLING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis.&lt;br /&gt;
|-&lt;br /&gt;
| CE_COUGH_BLOOD&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DIZZINESS&lt;br /&gt;
| No&lt;br /&gt;
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DROWSINESS&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Drowsiness condition.&lt;br /&gt;
|-&lt;br /&gt;
| CE_FEVER&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Fever condition.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NAUSEA&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.&lt;br /&gt;
|-&lt;br /&gt;
| CE_UNCONSCIOUSNESS&lt;br /&gt;
| No&lt;br /&gt;
| Renders unconscious.&lt;br /&gt;
|-&lt;br /&gt;
| CE_VOMIT_BLOOD&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_ERRATIC_BEHAVIOR{{version|0.42.01}}&lt;br /&gt;
| No&lt;br /&gt;
| Causes erratic behavior, meaning &amp;quot;People that like to brawl have a chance of starting a brawl-level fight with any nearby adult&amp;quot; [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady]&lt;br /&gt;
|}&lt;br /&gt;
====Healing Effects====&lt;br /&gt;
Starting with DF version 0.47.01, there are healing counterparts to most of the tokens above that will heal various syndrome effects or physical damage.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| CE_STOP_BLEEDING&lt;br /&gt;
| Yes?&lt;br /&gt;
| Decreases the severity of the bleeding of any wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the bleeding is decreased.&lt;br /&gt;
|-&lt;br /&gt;
| CE_CLOSE_OPEN_WOUNDS&lt;br /&gt;
| Yes?&lt;br /&gt;
| Closes any wounds on the targeted bodypart with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| CE_HEAL_TISSUES&lt;br /&gt;
| Yes?&lt;br /&gt;
| Heals the tissues of the targeted bodypart with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| CE_HEAL_NERVES&lt;br /&gt;
| Yes?&lt;br /&gt;
| Heals the nerves of the targeted bodypart with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_PAIN&lt;br /&gt;
| Yes?&lt;br /&gt;
| Decreases the severity of pain produced by wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the pain is decreased.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_SWELLING&lt;br /&gt;
| Yes?&lt;br /&gt;
| Decreases the severity of swelling on the targeted bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| CE_CURE_INFECTION&lt;br /&gt;
| Yes?&lt;br /&gt;
| Probably decreases the severity of the infection from infected wounds over time.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_PARALYSIS&lt;br /&gt;
| Yes?&lt;br /&gt;
| Decreases the severity of any paralysis effects on the targeted bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REGROW_PARTS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes missing bodyparts to regrow. SEV controls how quickly bodyparts are regrown. In adventure, parts will be regrown until you travel or wait/sleep {{bug|0011396}}.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_DIZZINESS&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any dizziness the creature has.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_NAUSEA&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any nausea the creature has.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_FEVER&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any fever the creature has.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special Effects===&lt;br /&gt;
Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any substance or custom interaction.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| CE_ADD_TAG&lt;br /&gt;
| No&lt;br /&gt;
| tags&lt;br /&gt;
| Adds a tag to the affected creature.  Many arguments can be used sequentially within one syndrome token. Valid tags are the same as that of the [[interaction token]] '''IT_REQUIRES''', ie.&lt;br /&gt;
&lt;br /&gt;
BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, LIKES_FIGHTING (or LIKESFIGHTING), MISCHIEVOUS (or MISCHIEVIOUS), NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, NO_AGING, STERILE, UTTERANCES.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REMOVE_TAG&lt;br /&gt;
| No&lt;br /&gt;
| tags&lt;br /&gt;
| Removes a tag from a creature.  Supported arguments are the same as CE_ADD_TAG.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DISPLAY_TILE&lt;br /&gt;
| No&lt;br /&gt;
| TILE:[[Tilesets|tile number]]:[[Color#Modding color|colour]]&lt;br /&gt;
| The creature displays the specified tile and colour instead of its normal one.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DISPLAY_NAME&lt;br /&gt;
| No&lt;br /&gt;
| NAME:singular:plural:adjective&lt;br /&gt;
| Attaches a specified name to the creature's normal name.&lt;br /&gt;
|-&lt;br /&gt;
| CE_FLASH_TILE&lt;br /&gt;
| No&lt;br /&gt;
| TILE:tile number:colour:FREQUENCY:ticks default tile:ticks syndrome tile&lt;br /&gt;
| The creature flashes between its normal tile and the one specified here.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PHYS_ATT_CHANGE&lt;br /&gt;
| No&lt;br /&gt;
| [[Attribute]]:percentage:fixed boost(?)&lt;br /&gt;
| Alters the physical [[attribute]]s of a creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_MENT_ATT_CHANGE&lt;br /&gt;
| No&lt;br /&gt;
| [[Attribute]]:percentage:fixed boost(?)&lt;br /&gt;
| Alters the mental [[attribute]]s of a creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BODY_APPEARANCE_MODIFIER&lt;br /&gt;
| No&lt;br /&gt;
| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?) &lt;br /&gt;
| Alters the size of the creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BP_APPEARANCE_MODIFIER&lt;br /&gt;
| Yes&lt;br /&gt;
| body part:APPEARANCE_MODIFIER:attribute:number]&lt;br /&gt;
| Alters the characteristics (height, width etc.) of a body part.&lt;br /&gt;
|-&lt;br /&gt;
| CE_MATERIAL_FORCE_MULTIPLIER&lt;br /&gt;
| No&lt;br /&gt;
| MAT_MULT:[[material token|material]]:A:B&lt;br /&gt;
| Makes creature affected by materials more or less by a factor of A/B. If A is 3 and B is 2, the creature will be 1.5x weaker to the defined material (can be NONE:NONE for all); if 2:3, the creature will be 1.5 times stronger.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SPEED_CHANGE&lt;br /&gt;
| No&lt;br /&gt;
| speed modifier:number&lt;br /&gt;
| Changes the speed of a creature. &lt;br /&gt;
Speed modifier contains one or both of:&lt;br /&gt;
* SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster)&lt;br /&gt;
* SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero)&lt;br /&gt;
The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CE_CAN_DO_INTERACTION&lt;br /&gt;
| No&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature able to perform an interaction.  See [[Interaction token]].  To specify the interaction, use the argument:&lt;br /&gt;
* CDI:INTERACTION:interaction name&lt;br /&gt;
|-&lt;br /&gt;
| CE_SPECIAL_ATTACK_INTERACTION{{version|0.47.01}}&lt;br /&gt;
| Yes&lt;br /&gt;
| INTERACTION:&amp;lt;interaction name&amp;gt;:BP:&amp;lt;selection criteria&amp;gt;:&amp;lt;name of category,type, or token of designated part/parts&amp;gt;&lt;br /&gt;
| Makes the creature able to perform an interaction when using an attack with a designated body part/parts. See [[#Spreading diseases in 0.47.01|below]] for an example&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CE_BODY_MAT_INTERACTION&lt;br /&gt;
| No&lt;br /&gt;
| MAT_TOKEN:&amp;lt;body material token&amp;gt;&lt;br /&gt;
| Causes one of the creature's body materials to trigger an interaction when the material is ingested, injected, etc (depending on the [CE:SYNDROME_TAG]s used; note that more than one may be specified). Generated vampire syndromes use '''RESERVED_BLOOD''' as the body material token in this syndrome tag, so as to specify the blood material of any creature with the syndrome.  The following tokens should be inserted after this:&lt;br /&gt;
* '''CE:INTERACTION:interaction_id''' -  replace 'interaction_id' with the name of the target interaction&lt;br /&gt;
* '''CE:SYNDROME_TAG:syndrome_trigger_type''' - replace 'syndrome_trigger_type' with any of SYN_INGESTED, SYN_INJECTED, SYN_CONTACT, SYN_INHALED&lt;br /&gt;
The linked interaction must have an [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]] token for this to work!&lt;br /&gt;
&lt;br /&gt;
Note that this currently only works on materials obtained from historical figures and has only been tested with ingested materials linked to interactions with ADD_SYNDROME interaction effects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CE_BODY_TRANSFORMATION&lt;br /&gt;
| No&lt;br /&gt;
| PROB:percentage:START:time:END:time&lt;br /&gt;
| Transforms into another creature.  PROB and END arguments optional.  The target creature may either be specified directly using CE:CREATURE or else set to be randomly selected as guided by creature and/or caste flag restrictions (of which multiple may be specified).&lt;br /&gt;
* CE:CREATURE:CREATURE_ID:CASTE_ID - Specify the creature and caste (for example: CE:CREATURE:DWARF:FEMALE). ANY can be used in place of a specific CASTE_ID to randomise the caste for every transformation.&amp;lt;br&amp;gt;&lt;br /&gt;
* CE:CREATURE_FLAG:FLAG{{version|0.47.01}} - Any creature with the specified [[:Interaction_token#Creature_and_Caste_Flags|creature flag]] is a valid transformation target.&amp;lt;br&amp;gt;&lt;br /&gt;
* CE:FORBIDDEN_CREATURE_FLAG{{version|0.47.01}} - Forbids all creatures with the specified [[:Interaction_token#Creature_and_Caste_Flags|creature flag]] from being randomly selected.&amp;lt;br&amp;gt;&lt;br /&gt;
* CE:CREATURE_CASTE_FLAG:FLAG{{version|0.47.01}} - Any creature with the specified [[:Interaction_token#Creature_and_Caste_Flags|caste flag]] is a valid transformation target.&amp;lt;br&amp;gt;&lt;br /&gt;
* CE:FORBIDDEN_CREATURE_CASTE_FLAG{{version|0.47.01}} - Forbids all creatures with the specified [[:Interaction_token#Creature_and_Caste_Flags|caste flag]] from being randomly selected.&amp;lt;br&amp;gt;&lt;br /&gt;
*CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED{{version|0.47.01}} - Unknown. Possibly disallows all creatures with only slow gaits.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Note that any wounds the creature has suffered will instantly heal upon transforming, both into and out of the target form.  [[Undead]] limbs of a creature with this token will grow into a full instance of that creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SKILL_ROLL_ADJUST&lt;br /&gt;
| No&lt;br /&gt;
| PERC:percentage:PERC_ON:percentage&lt;br /&gt;
| Alters the skill level of a creature.  The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SENSE_CREATURE_CLASS&lt;br /&gt;
| No&lt;br /&gt;
| START:time:CLASS:creature class:tile:color&lt;br /&gt;
| Allows creature to see other creatures with given class through walls. Vampires, for example, have START:0:CLASS:GENERAL_POISON:15:4:0:1.&lt;br /&gt;
|-&lt;br /&gt;
| CE_CHANGE_PERSONALITY{{version|0.42.01}}&lt;br /&gt;
| No&lt;br /&gt;
| FACET:[[DF2014:Personality_trait#Facets|trait]]:amount&lt;br /&gt;
| Changes a [[personality trait]] by amount. Multiple FACET:trait:amount sets may be used.&lt;br /&gt;
|-&lt;br /&gt;
| CE_FEEL_EMOTION{{version|0.42.01}}&lt;br /&gt;
| No&lt;br /&gt;
| EMOTION:[[emotion]]&lt;br /&gt;
| Makes the creature feel a specific [[emotion]]; severity based on standard SEV value. The [[thought]] the creature receives is: &amp;quot;[creature] feels [emotion] due to [syndrome name]&amp;quot;. See [[Emotion]] for the list of valid emotions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''All''' creature effect tokens take START, END and PROB numbers, and can be followed by [CE:PERIODIC] and/or [CE:COUNTER_TRIGGER] to restrict when they actually take effect.&lt;br /&gt;
* PERIODIC:period_type:min_value:max_value&lt;br /&gt;
* {{text anchor|COUNTER_TRIGGER}}:counter_name:min_value:max_value:REQUIRED&lt;br /&gt;
&lt;br /&gt;
Currently, the only valid period type is MOON_PHASE.&lt;br /&gt;
&lt;br /&gt;
===Counter Triggers===&lt;br /&gt;
Valid counter values are below:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Counter&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOLIC&lt;br /&gt;
| How long it's been (in [[time]] units) since the creature last had a drink of alcohol. Only present on creatures who need alcohol to get through the working day.&lt;br /&gt;
* 100800 (3 months) = and is starting to work slowly due to its scarcity&lt;br /&gt;
* 201600 (6 months) = and really wants a drink&lt;br /&gt;
* 302400 (9 months) = and has gone without a drink for far, far too long&lt;br /&gt;
* 403200 (1 year) = and can't even remember the last time he/she had some&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| How cave-adapted the creature is. Increases by 1 for every [[time]] unit spent underground, to a maximum of 800000.&lt;br /&gt;
* 403200 (1 year) = going outside causes irritation&lt;br /&gt;
* 604800 (1.5 years) = going outside causes nausea&lt;br /&gt;
|-&lt;br /&gt;
| PARTIED_OUT&lt;br /&gt;
| How long before the creature will decide to attend another party. Starts at 3+ months and counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| MILK_COUNTER&lt;br /&gt;
| How long before the creature can be milked again. Starts at the creature's MILK frequency and counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| EGG_SPENT&lt;br /&gt;
| How long before the creature can lay more eggs. Starts at 3 months and counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| GROUNDED_ANIMAL_ANGER&lt;br /&gt;
| How angry (and likely to attack) an animal is from being over-crowded. Increases when over-crowded and otherwise counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| TIME_SINCE_SUCKED_BLOOD&lt;br /&gt;
| How long it's been (in [[time]] units) since the creature last sucked somebody's blood.&lt;br /&gt;
|-&lt;br /&gt;
| DRINKING_BLOOD&lt;br /&gt;
| How much longer the creature will be drinking somebody's blood. Starts at 2.4 days and counts down to zero.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
==Inorganic syndromes and you!==&lt;br /&gt;
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition.  The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced.  This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release.  &lt;br /&gt;
&lt;br /&gt;
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.&lt;br /&gt;
  [MELTING_POINT:NONE]&lt;br /&gt;
  [BOILING_POINT:10000]&lt;br /&gt;
  [MAT_FIXED_TEMP:10001]&lt;br /&gt;
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas.  Creatures who inhale the gas will be immediately hit with the syndrome you thoughtfully attached to the material definition earlier!&lt;br /&gt;
&lt;br /&gt;
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spreading diseases==&lt;br /&gt;
It's fully possible to make a nasty disease capable of spreading itself from an infected dwarf to others, though it requires some skill in modding [[interaction token|interactions]] as well. Here is an example of a plague-inflicting interaction:&lt;br /&gt;
&lt;br /&gt;
  [INTERACTION:PLAGUE]&lt;br /&gt;
  	[I_TARGET:A:CREATURE]&lt;br /&gt;
  		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
  		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
  		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  		[IT_MANUAL_INPUT:creatures]&lt;br /&gt;
  	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
  		[IE_TARGET:A]&lt;br /&gt;
  		[IE_IMMEDIATE]&lt;br /&gt;
  		[SYNDROME]&lt;br /&gt;
  			[SYN_NAME:the plague]&lt;br /&gt;
  			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  			[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]&lt;br /&gt;
  			[CE_CAN_DO_INTERACTION:START:1500:END:25000]&lt;br /&gt;
  				[CDI:ADV_NAME:Spread the plague]&lt;br /&gt;
  				[CDI:INTERACTION:PLAGUE]&lt;br /&gt;
  				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
  				[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
  				[CDI:WAIT_PERIOD:30]&lt;br /&gt;
&lt;br /&gt;
As you can see, the syndrome here inflicts blisters, fever and, after roughly a month, necrosis of the whole body - that's when the infected creatures will start dying out. But before that happens, CE_CAN_DO_INTERACTION makes them capable of spreading the plague further.&lt;br /&gt;
&lt;br /&gt;
You also need a disease vector that will bring the plague straight to your fort. (hint: use [[large rat|various]] [[rat man|species]] [[giant rat|of rats]] - they're perfect for that). The following code, added to a creature's raws, ensures the creature will infect anybody it encounters:&lt;br /&gt;
&lt;br /&gt;
  [CAN_DO_INTERACTION:PLAGUE]&lt;br /&gt;
  	[CDI:ADV_NAME:Spread the plague]&lt;br /&gt;
  	[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
  	[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
  	[CDI:WAIT_PERIOD:30]&lt;br /&gt;
&lt;br /&gt;
As soon as the said creature is startled by your dwarves, the [[fun]] will begin.&lt;br /&gt;
&lt;br /&gt;
==''In 0.47.01''==&lt;br /&gt;
As of version 0.47.01, it may be possible to use a creature's established methods of attack for use in disease-spreading.&lt;br /&gt;
&lt;br /&gt;
Let's use the borrowed example of the plague above. This time, the plague will spread through biting, using the following syndrome code:&lt;br /&gt;
&lt;br /&gt;
  [INTERACTION:PLAGUE]&lt;br /&gt;
  	[I_TARGET:A:CREATURE]&lt;br /&gt;
  		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
  		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
  		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  		[IT_MANUAL_INPUT:creatures]&lt;br /&gt;
  	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
  		[IE_TARGET:A]&lt;br /&gt;
  		[IE_IMMEDIATE]&lt;br /&gt;
  		[SYNDROME]&lt;br /&gt;
  			[SYN_NAME:the plague]&lt;br /&gt;
  			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  			[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]&lt;br /&gt;
  			[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:PLAGUE:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The line [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE_PLAGUE:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] allows any infected creature with an attack using mouth or tooth category body parts to immediately spread the disease using said attack. The victim of the attack may then spread the disease if they are able to attack with the needed body part/parts.&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:DF2012:Syndrome]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Venom&amp;diff=253734</id>
		<title>Venom</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Venom&amp;diff=253734"/>
		<updated>2020-06-30T22:14:47Z</updated>

		<summary type="html">&lt;p&gt;Albedo: fix links to new page name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|05:09, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Venom''' is a naturally-occurring poison that will cause a [[syndrome]] in certain creatures when certain conditions are met, typically when entering the [[blood]] via a [[serpent man]] or [[Giant cave spider|giant cave spider bite]]. It is produced by certain creatures according to their [[raw file]], and may be [[extracts|extracted]] and stored in [[vial]]s. &lt;br /&gt;
&lt;br /&gt;
Each specific animal's venom delivers a [[Syndrome#List of syndromes|specific syndrome]], which is a known combination of [[symptom]]s, some short-term, some long-term, and some (in rare cases) permanent (aka &amp;quot;chronic&amp;quot;). Some few syndromes (such as [[gila monster]]s') are seen as mild annoyances, some (such as a [[giant desert scorpion]]s') are a death sentence, but most are a mortal threat, at least. Of the wide of variety possible symptoms, one of the mildest is [[Symptom#Nausea|nausea]] and vomiting, but even that can dehydrate a dwarf and take them out of combat while they seek to quench their thirst. The most immediately dangerous venoms cause [[Symptom#Paralysis|paralysis]], which can stop the lungs, leading to suffocation. Most any bite that causes strong [[Symptom#Pain|pain]] can in turn cause unconsciousness, leaving the victim helpless in combat, which is rarely survived.  Longer term, [[Symptom#Blisters|blisters]] can lead to deadly infections, and [[Symptom#Necrosis|necrosis]] (which causes tissue to die) of any body part can also lead to eventual death, but the usual treatment, amputation, is not much better.  Even [[Symptom#Dizziness|mild dizziness]] can be a death sentence to any dwarf who works or travels near magma, water, or long falls (and do any ''not''?).  There are few venoms that ''can't'' kill an unlucky dwarf, one way or the other; if your fortress has many venomous creatures nearby, have some [[coffin]]s ready.&lt;br /&gt;
&lt;br /&gt;
Currently, it is disputed whether or not venom can be administered, but it may still be purchased or sold.&lt;br /&gt;
&lt;br /&gt;
Research has shown that in at least some circumstances, venom and other syndrome-inducing materials can be spattered or covered upon weapons and bolts, which may result in attacks inflicting the related syndromes. {{cite forum|106397}}&lt;br /&gt;
&lt;br /&gt;
Some [[forgotten beast]]s and [[titan]]s are generated with venom, which they can inject through bites or stingers, alternatively covering their bodies entirely, or making their [[blood]] toxic.&lt;br /&gt;
&lt;br /&gt;
[[File:venom_snake.jpg|thumb|250px|center|A snake's venom.]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Syndrome]] for a list of various venomous varmints.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = zamoth&lt;br /&gt;
| elvish  = neleni&lt;br /&gt;
| goblin  = luskon&lt;br /&gt;
| human   = ámtoc&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
{{Category|Extracts}}&lt;br /&gt;
[[ru:Venom]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Titan&amp;diff=253733</id>
		<title>Titan</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Titan&amp;diff=253733"/>
		<updated>2020-06-30T22:13:21Z</updated>

		<summary type="html">&lt;p&gt;Albedo: fix link to new page name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:49, 28 April 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
[[File:Ozosm-sarasti.jpg|400px|thumb|right|''The Mountain Titan Ozosm has come! A great humanoid composed of native platinum. It has wings and it has a regal bearing. Beware its webs!'' ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
'''Titans''' are large, monstrous, procedurally generated [[megabeast]]s that lurk in the surface world, [[path]]ing through to your fort and seeding destruction amongst your [[dwarves]]. They are the above-ground equivalent of [[forgotten beast]]s.&lt;br /&gt;
&lt;br /&gt;
Titans are attracted by [[wealth]] and population size. Additionally, one may randomly appear when you reclaim a fortress. When a titan becomes visible onscreen, the game automatically pauses and displays a message.&lt;br /&gt;
&lt;br /&gt;
== Generation ==&lt;br /&gt;
Titans are procedurally randomized - being of any form, and made of any sort of material. Multiple titans may come to attack your fortress, each coming at different times. Most take the form of an animal, some not found in vanilla ''Dwarf Fortress'', with extra features (e.g. extra eyes, feathers) or removed body parts (e.g. skinless cobras) and unusual colours. However, a titan can also take more generic forms, such as shelled blobs, quadrupeds, and humanoid golems. Materials range from flesh and [[blood]], to flimsy things like [[ash]] and [[steam]], to truly scary monsters of pure [[rock]], [[gem]], or [[metal]]. They may get a special attack, ranging from things such as venomous stings, poisoned blood, or explosive dust clouds, to flame breath.&lt;br /&gt;
&lt;br /&gt;
If a titan has a venomous attack of some sort, it is randomly generated, as are the resulting [[symptom]]s including, where applicable, the titan's [[Syndrome#Breath attacks||breath attack]].  Venom attacks come in a variety of forms, from boiling ichor to trailing dust, and the effects can range from mild pain to complete and instantaneous necrosis or paralysis. Some forms of venom can spread from spatters and contact with your dwarves, eventually 'infecting' your entire fort - decontaminating your soldiers in shallow running water is one way to deal with this problem. Some titans breathe [[fire]] or shoot [[web]]s in lieu of any syndrome-bearing attacks. Web-shooters are immune to the effects of webs they, or any other creature, create and will shoot web even at targets they lack a proper path to. Titans based on spiders may be capable of shooting webs in addition to any other special abilities.&lt;br /&gt;
&lt;br /&gt;
Unlike forgotten beasts, the number of titans in a world can be controlled if it is created through the [[advanced world generation]] screen. All are [[building destroyer]]s, and are almost entirely [[Trapavoid|immune]] to [[trap]]s (they are {{token|TRAPAVOID}} and {{token|NOSTUN}} but non-webspinners will trigger a trap that has been webbed). They are also [[No Pain|immune to pain]], nausea and fear, and [[No Exert|feel no exertion]]. [[Bridge]]s are also less useful, as they cannot be raised or lowered as long as the beast is standing on (or under) them, preventing the traditional [[magma]] pit / [[dwarven atom smasher]] designs from working. Unlike forgotten beasts, titans possess unique titles depending on the biome they inhabit - titans living in marshes will be known as marsh titans, titans living in savannas may be known as savanna titans, etc.&lt;br /&gt;
&lt;br /&gt;
The description of some titans are also affected by the alignment of the biome from which they come from, possibly most notable with the recorded examples of titans from good-aligned biomes having descriptions ending with &amp;quot;It emanates an aura of giving and kindness&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Death and application ==&lt;br /&gt;
Unless the player has completely walled themselves out of the surface world, it is not possible to avoid confrontation with a titan when one spawns. Titans are not intelligent creatures and those made of &amp;quot;fleshy&amp;quot; materials can be [[butcher]]ed; due to their massive size, they will leave you with hundreds of [[meat]] and [[bone]] units and dozens of [[prepared organs]]. Titan [[shell]]s may prove valuable during a [[strange mood]], particularly on a map without other sources of shells. Unfortunately, all titans have a [[Item value|value]] multiplier of 1. &lt;br /&gt;
&lt;br /&gt;
Some titans whose bodies are made of liquid, gas, fire, or powder will die or lose limbs on the first hit. Others are extremely difficult to kill due to being made of very hard materials or having an amorphous shape. When confronted with such near-invulnerable creatures the only option is usually to use your brain and try to lock it away somehow. Walls and raised [[bridge|draw bridges]] stop them. Since they are [[building destroyer]]s, you can use installed [[furniture]] to lure them to a particular location. If you can put it in a pit, a clever trapmaker can feed it invaders. If a near-indestructible beast isn't in a position to threaten your dwarves, it can be used to train [[Crossbowman|marksdwarves]].&lt;br /&gt;
&lt;br /&gt;
Due to arriving from the surface, [[cave-in]] traps may not be as efficient against a titan as they are against forgotten beasts unless the player deliberately allows them to enter the fortress. They'll be killed by dropping either natural or constructed walls or floors on them. It is also possible to capture some titans in cage traps by using [[giant cave spider]] webs (or similar). Titans possess a [[pet]] value of 2000, but they cannot be [[Animal trainer|tamed]] due to lacking the necessary tokens.&lt;br /&gt;
&lt;br /&gt;
You can prevent titans from appearing by editing [[d_init.txt]] to change [INVADERS:YES] to [INVADERS:NO], though that will also prevent [[ambush]]es and [[siege]]s, or through setting the number of titans generated to 0 in [[advanced world generation]]&lt;br /&gt;
&lt;br /&gt;
== Titan Threat Analysis==&lt;br /&gt;
'''If you do not want your [[fun]] spoiled, do not look below!'''&lt;br /&gt;
{{clear|both}}&lt;br /&gt;
[[File:Forest_Titan_Size.png|frame|Estimated size comparison between a titan and a dwarf.]]&lt;br /&gt;
Titans pose different levels of threat to your fortress, based on their composition, body shape, movements or special attacks. This list also works with forgotten beasts and [[demon]]s.&lt;br /&gt;
&lt;br /&gt;
Of course, general threat must be appraised after all categories. A giant blob made of smoke with webs is still pretty harmless and very fragile, despite it having webs, and a no-frills humanoid made of [[steel]] with no special attack will cause dangerously large amounts of [[fun]], being essentially a far more resilient [[bronze colossus]].&lt;br /&gt;
&lt;br /&gt;
'''Material Composition'''&lt;br /&gt;
*''Water, Grime, Filth, Salt, Steam, Smoke, Snow'': Liquids, gasses, and powders are incredibly fragile, and most of them don't do any damage either. In fact, they usually die to [[Cat|kittens]] playfully scratching them or babies punching them. Unless paired with a dangerous attack method, these should not be a threat at all.&lt;br /&gt;
*''Fire'': While very fragile, [[fire]] is incredibly !![[fun]]!!. This type of titan will usually stay at the edge of the map and may burn large parts of the grasslands when it first enters. Engagement should be avoided if it does not path to your fortress (and into a trap) as it could cause casualties with fire spread, contact, and fireballs (passive ability). Dropping an unarmed [[goblin]] or two (or a ceiling) on top of it should kill it as it will die as easily as any other gas beast. Upon death, titans made of fire tend to explode in a large fireball which will kill all units within range, so keep your melee fighters away!&lt;br /&gt;
*''Flesh'': Most forgotten beasts are fleshy. It's about the standard level of threat for a titan. Invertebrates are generally more fragile than vertebrates due to lack of bones, so it's easier to damage the brain or mangle their body parts.&lt;br /&gt;
*''Rock or Mineral'': Quite difficult, but not unbeatable. Can be damaged with metallic weapons. Beasts may be made of native copper or silver ore; see below for those.&lt;br /&gt;
*''Glass or Gem'': They are generally pretty tough, though not quite as much as being made of diamond might imply. If you have poorly equipped dwarves, military action is not advised. &lt;br /&gt;
*''Non-weapon grade metal'': Similar to rock titans. Most weapons-grade metal can damage it.&lt;br /&gt;
*''Copper/Silver'': If you've got a good military and weapons as good as bronze, it should at least be beatable. Don't expect an easy fight by any means, however.&lt;br /&gt;
*''Bronze'': If you have encountered a bronze colossus before, this beast should be comparable in how dangerous it is. Whether it is more or less dangerous will depend on various features such as size, body type, whether it can fly, material emissions and whatever syndromes it may possess.&lt;br /&gt;
*''Iron'': Are you having [[fun]] yet? Do not send anything against it that has less than steel weapons; it will be pointless. [[Magma]] also does nothing against these.&lt;br /&gt;
*''Steel'': While exceedingly rare, these are fortress-ending threats on the level of [[HFS]]. These can be beaten only with cave-in traps, falling traps, obsidian/ice traps or adamantine weapons. Be sure to post &amp;lt;s&amp;gt;how your fortress ended horribly&amp;lt;/s&amp;gt; the epic story of your struggle with it on the Bay12 forums!&lt;br /&gt;
&lt;br /&gt;
'''Body Shape'''&lt;br /&gt;
*''Blob'': Depends on material - fleshy blobs having only a single body part. All attacks will target it, causing it to accumulate damage rapidly until it explodes into gore.{{verify}} Has only a blunt push attack, which at a titan's size is deadly. However, ''inorganic'' blobs are a whole other story, and ''metal'' blobs are a sign that the game hates your guts.&lt;br /&gt;
*''Quadruped, Humanoid'': about the average for a titan. Try and use cutting weapons to cripple them. Or spears.&lt;br /&gt;
*''Insect, Spider'': Obnoxious because of the large number of redundant limbs. The large majority of spiders (not &amp;quot;tarantulas&amp;quot;, apparently) will be guaranteed to have a webbing attack and should thus be treated with extreme care.&lt;br /&gt;
&lt;br /&gt;
'''Movement'''&lt;br /&gt;
*''Walking'': Normal movement. All titans are also amphibious.&lt;br /&gt;
*''Flying'': More dangerous than walking, for obvious mobility reasons. Be sure you only have one entry for your fortress.&lt;br /&gt;
&lt;br /&gt;
'''Special attack'''&lt;br /&gt;
*''None'': Consider yourself lucky—most forgotten beasts have some kind of [[syndrome]]-based effect. However, certain kinds of beasts have inherent abilities, like fireballs for a beast composed of fire, or webs for a spider-based beast.&lt;br /&gt;
*''Noxious Secretions'': Every single part of the creature's body is covered in extract. If it's in liquid or solid form and any of your dwarves touch this extract, they will receive the syndrome effects. Usually not a threat since dwarves are often well clothed, your military even more so. If the secretions are in gas form, treat the titan as if it has a toxic breath attack. Note that, unlike other attacks, gaseous noxious secretions are effective even if the beast is caged.&lt;br /&gt;
*''Hunger for warm blood'': When the creature stabs the opponent, some blood will be drawn. Additionally, its ability to detect any creature with blood will let it &amp;quot;see&amp;quot; dwarves through walls and other solid objects.&lt;br /&gt;
*''Poisonous bite or sting'': Not dangerous by titan standards. &lt;br /&gt;
*''Spitting glob'': Generally not dangerous, unless you forgot shields and shield use on your military for some reason.&lt;br /&gt;
*''Fire breath'': By itself not threatening if you have shields and decent shield skill. However, [[fun]] is always where fire is — a burst of flame is quite likely to start a wildfire.&lt;br /&gt;
*''Toxic blood, vapor, or gas'': Threat depends on the syndrome's effects - can be harmless or kill your entire military. You may want to sacrifice something to see what the titan extract does.&lt;br /&gt;
*''Webs'': Webs are incredibly deadly in melee, but do not help much in range. It will slaughter your whole melee squad with incredible ease, but not your ranged squad as long as the ranged squad is out of reach. Engage it with marksdwarves or kill it with a cunning trap.&lt;br /&gt;
*''Deadly dust'': Possibly the most [[fun]] attack a titan can come with. Deadly dust acts like [[cave-in]] dust with syndromes. Dust coming from all directions (as opposed to a breath attack) is even more fun. If the material of the titan is weak (like flesh), or if it has articulations or organs to be damaged, it will harm itself with its own deadly dust. However if it is made of stronger material, it will be immune to this effect.  Deadly dust is generally a very effective defense against melee and marksdwarves, but is a liability if the titan is fleshy and not a blob.&lt;br /&gt;
&lt;br /&gt;
===Applications===&lt;br /&gt;
Titans can be put to various uses if correctly managed. See [[Forgotten beast#Applications|here]] for more information.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode==&lt;br /&gt;
Titans can be encountered in [[adventure mode]] and are considered &amp;quot;beasts&amp;quot; for the purposes of asking about troubles. They are common targets for quests and reside in [[shrine (megabeast)|shrine]]s.&lt;br /&gt;
&lt;br /&gt;
Titans are relatively easy to defeat in adventure mode, at least as far as supernatural creatures go. Though they are gigantic, they have two major weaknesses: they are unintelligent, and so possess no observer skill; and they live in shrines, surrounded by pillars, which make excellent cover for a stealthed adventurer. It is therefore quite possible to sneak up behind a titan and slay it, without it ever noticing that you're there.&lt;br /&gt;
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This strategy should not be attempted on titans which are naturally without eyes, or which possess a hunger for warm blood, as these have omnidirectional {{token|EXTRAVISION}}. &lt;br /&gt;
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{{Creatures}}&lt;br /&gt;
{{Category|Building destroyer}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;br /&gt;
{{Category|No Exert}}&lt;br /&gt;
{{Category|No Pain}}&lt;br /&gt;
{{Category|No Stun}}&lt;br /&gt;
{{Category|Flying}}&lt;br /&gt;
{{Category|Shell}}&lt;br /&gt;
{{Category|Syndrome}}&lt;br /&gt;
{{Category|Trapavoid}}&lt;br /&gt;
{{Category|Webs}}&lt;br /&gt;
[[ru:Titan]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Forgotten_beast&amp;diff=253732</id>
		<title>Forgotten beast</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Forgotten_beast&amp;diff=253732"/>
		<updated>2020-06-30T22:12:52Z</updated>

		<summary type="html">&lt;p&gt;Albedo: fix link to new page name&lt;/p&gt;
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:''In the deep, there are beasts so fell and terrible, that only they know what they are, for none who have met them have lived to tell of it... they are the Forgotten Beasts, born of the chaos from before the world's birth... they have waited, brooding in the dark places of the world... and now... by digging too deep... we have awakened them.''&lt;br /&gt;
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'''Forgotten beasts''' are large, monstrous, procedurally generated [[megabeast]]s that spawn in the [[caverns]] beneath your fortress, [[path]]ing through to your fort and seeding destruction amongst your [[dwarves]]. They are the subterranean equivalent of [[titan]]s. &lt;br /&gt;
&lt;br /&gt;
Forgotten beasts are attracted by [[wealth]] and population size. Additionally, one may randomly appear when you reclaim a fortress. When a forgotten beast becomes visible onscreen, the game automatically pauses and displays a message.&lt;br /&gt;
&lt;br /&gt;
== Generation ==&lt;br /&gt;
Forgotten beasts are procedurally randomized, and may be of any form, and be made of any sort of material. Multiple forgotten beasts may come to attack your fortress, each coming at different times. Most take the form of an animal, some not found in vanilla DF, with extra features (e.g. extra eyes, feathers) or removed body parts (e.g. skinless cobras) and unusual colours. However, a forgotten beast can also take more generic forms, such as shelled blobs, quadrupeds, and humanoid golems. Materials range from flesh and blood, to flimsy things like [[ash]] and [[steam]], to truly scary monsters of pure [[rock]], [[gem]], or [[metal]]. They may get a special attack, ranging from anything between venomous stings, poisoned blood, explosive dust clouds, to flame breath. Some forgotten beasts have &amp;quot;hunger for warm blood&amp;quot;, which lets them notice all warm-blooded creatures.&lt;br /&gt;
&lt;br /&gt;
If a forgotten beast has a venomous attack of some sort, it is randomly generated as are the resulting [[symptom]]s. The beast's [[Syndrome#Breath_attacks|breath attack]] is also randomly generated, if it has one. Venom attacks come in a variety of forms, from boiling ichor to trailing dust, and the effects can range from mild pain to complete and instantaneous necrosis or paralysis. Some forms of venom can spread from spatters and contact with your dwarves, eventually infecting your entire fort. Decontaminating your soldiers in shallow running water is one way to deal with this problem. Some beasts breathe fire or shoot [[web]] in lieu of any syndrome-bearing attacks. Web-shooters are immune to the effects of webs they, or any other creature, create and will shoot web even at targets they lack a proper path to. Forgotten beasts based on spiders may be capable of shooting webs in addition to any other special abilities.&lt;br /&gt;
&lt;br /&gt;
The number of forgotten beasts cannot be controlled directly, but is influenced by the size of the world and is directly proportional to the number of cavern layers, as exactly one beast is spawned per each underground region. All are [[building destroyer]]s, and are almost entirely immune to [[trap]]s (they are trapavoid and nostun but non-webspinners will trigger a trap that has been webbed). [[Bridge]]s are also less useful, as they cannot be raised or lowered as long as the beast is standing on (or under) them, preventing the traditional [[magma]] pit / [[dwarven atom smasher]] designs from working. This is probably one of [[Main:Toady One|Toady One]]'s ways of making the encounters even more [[fun]].&lt;br /&gt;
&lt;br /&gt;
[[Image:DF2010ForgottenBeast1.png|thumb|center|500px]]&lt;br /&gt;
&lt;br /&gt;
== Death and application ==&lt;br /&gt;
{{random image|location=right|size=300px}}&lt;br /&gt;
If you need to kill a forgotten beast, order your military to attack. Some beasts, however, are content not to path to your fortress and will stay dormant underground. Most &amp;quot;fleshy&amp;quot; forgotten beasts can be butchered; some are quite massive and may leave you with hundreds of meat and bone units and dozens of prepared organ units. Forgotten beast [[shell]]s may prove valuable during a [[strange mood]], particularly on a map without other sources of shells. Unfortunately, all forgotten beasts have a value multiplier of 1. &lt;br /&gt;
&lt;br /&gt;
Some forgotten beasts whose bodies are made of liquid, gas, fire, or powder will die or lose limbs on the first hit. Other forgotten beasts are extremely difficult to kill due to being made of very hard materials or having an amorphous shape. When confronted with such near-invulnerable creatures the only option is usually to use your brain and try to lock it away (the beast; dwarven brains are locked away by default) somehow. Walls and raised [[bridge|draw bridges]] stop them. Since they are [[building destroyer]]s, you can use installed [[furniture]] to lure them to a particular location. If you can put it in a pit, a clever trapmaker can feed it invaders. If a near-indestructible beast isn't in a position to threaten your dwarves, it can be used to train marksdwarves.&lt;br /&gt;
&lt;br /&gt;
One method of defeating nearly combat-invulnerable forgotten beasts (those whose bodies are made of rock, for instance) is to cause a [[Cave-in]] on top of them. They'll be killed by dropping either natural or constructed walls or floors on them. It is also possible to capture some forgotten beasts in cage traps by using [[giant cave spider]] webs (or similar).&lt;br /&gt;
&lt;br /&gt;
You can prevent forgotten beasts from appearing by editing [[d_init.txt]] to change [INVADERS:YES] to [INVADERS:NO], though that will also prevent [[ambush]]es and [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
== Forgotten Beast Threat Analysis==&lt;br /&gt;
'''If you do not want your [[fun]] spoiled, do not look below!'''&lt;br /&gt;
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&lt;br /&gt;
{{clear|both}}&lt;br /&gt;
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Forgotten beasts pose different levels of threat to your fortress, based on their composition, body shape, movements or special attacks. This list also works with [[titan]]s and [[demon]]s.&lt;br /&gt;
&lt;br /&gt;
Of course, general threat must be appraised after all categories. A giant blob made of smoke with webs is still pretty harmless and very fragile, despite it having webs, and a no-frills humanoid made of steel with no special attack will cause dangerously large amounts of [[fun]], being essentially a far more resilient bronze colossus.&lt;br /&gt;
&lt;br /&gt;
'''Material Composition'''&lt;br /&gt;
*''Water, Grime, Filth, Salt, Steam, Smoke, Snow'': Liquids, gasses, and powders are incredibly fragile, and most of them don't do any damage either. In fact, they usually die to kittens playfully scratching them or babies punching them. Unless paired with a dangerous attack method, these should not be a threat at all.&lt;br /&gt;
*''Fire'': While very fragile, [[fire]] is incredibly !![[fun]]!!. This type of forgotten beast will usually stay at the edge of the map and may burn large parts of the cavern when it first enters. Engagement should be avoided if it does not path to your fortress (and into a trap) as it could cause casualties with fire spread, contact, and fireballs (passive ability). Dropping an unarmed goblin or two (or a ceiling) on top of it should kill it as it will die as easily as any other gas beast. Upon death, beasts made of fire tend to explode in a large fireball which will kill all units within range, so keep your melee fighters away!&lt;br /&gt;
*''Flesh'': Most forgotten beasts are fleshy. It's about the standard level of threat for a forgotten beast. Invertebrates are generally more fragile than vertebrates, due to lack of bones.&lt;br /&gt;
*''Rock or Mineral'': Quite difficult, but not unbeatable. Can be damaged with metallic weapons. Beasts may be made of native copper or silver ore; see below for those.&lt;br /&gt;
*''Glass or Gem'': They are generally pretty tough, though not quite as much as being made of diamond might imply. If you have poorly equipped dwarves, military action is not advised. &lt;br /&gt;
*''Non-weapon grade metal'': Similar to rock forgotten beasts. Most weapons-grade metal can damage it.&lt;br /&gt;
*''Copper/Silver'': If you've got a good military and weapons as good as bronze, it should at least be beatable. Don't expect an easy fight by any means, however.&lt;br /&gt;
*''Bronze'': If you have encountered a [[bronze colossus]] before, this beast should be comparable in how dangerous it is. Whether it is more or less dangerous will depend on various features such as size, body type, whether it can fly, material emissions and whatever syndromes it may possess.&lt;br /&gt;
*''Iron'': Are you having [[fun]] yet? Do not send anything against it that has less than steel weapons; it will be pointless. Magma also does nothing against these.&lt;br /&gt;
*''Steel'': While exceedingly rare, these are fortress-ending threats on the level of [[HFS]]. These can be beaten only with cave-in traps, falling traps, obsidian/ice traps or adamantine weapons. Be sure to post &amp;lt;s&amp;gt;how your fortress ended horribly&amp;lt;/s&amp;gt; the epic story of your struggle with it on the Bay12 forums !&lt;br /&gt;
&lt;br /&gt;
'''Body Shape'''&lt;br /&gt;
[[File:Forgotten_Beast_Size.png|frame|Estimated size comparison between a forgotten beast and a dwarf.]]&lt;br /&gt;
*''Blob'': Depends on material - fleshy blobs having only a single body part. All attacks will target it, causing it to accumulate damage rapidly until it explodes into gore.{{verify}} Has only a blunt push attack, which at an FB's size is deadly. However, ''inorganic'' blobs are a whole other story, and ''metal'' blobs are a sign that the game hates your guts.&lt;br /&gt;
*''Worm, Slug, Nematode'': Quite slow, and have one huge body part with internal organs (including brain) easily reachable. Unless paired with some dangerous special attack, these should be easy.&lt;br /&gt;
*''Quadruped, Humanoid'': about the average for FBs. Try and use cutting weapons to cripple them. Or spears.&lt;br /&gt;
*''Insect, Spider'': Obnoxious because of the large number of redundant limbs. The large majority of spiders (not &amp;quot;tarantulas&amp;quot;, apparently) will be guaranteed to have a webbing attack and should thus be treated with extreme care.&lt;br /&gt;
&lt;br /&gt;
'''Movement'''&lt;br /&gt;
*''Walking'': Normal movement. All FBs are also amphibious.&lt;br /&gt;
*''Flying'': More dangerous than walking, for obvious mobility reasons. Be sure you only have one entry for your caverns.&lt;br /&gt;
&lt;br /&gt;
'''Special attack'''&lt;br /&gt;
*''None'': Consider yourself lucky—most forgotten beasts have some kind of [[syndrome]]-based effect. However, certain kinds of beasts have inherent abilities, like fire balls for a beast composed of fire, or webs for a spider-based beast.&lt;br /&gt;
*''Noxious Secretions'': Every single part of the creature's body is covered in extract. If it's in liquid or solid form and any of your dwarves touch this extract, they will receive the syndrome effects. Curiously enough, [[biter|biting]] does not qualify as touching. Usually not a threat since dwarves are often well clothed, your military even more so. If the secretions are in gas form, treat the FB as if it has a toxic breath attack. Note that, unlike other attacks, gaseous noxious secretions are effective even if the beast is [[cage]]d.&lt;br /&gt;
*''Hunger for warm blood'': When the creature stabs the opponent, some blood will be drawn. Additionally, its ability to detect any creature with blood will let it &amp;quot;see&amp;quot; dwarves through walls and other solid objects.&lt;br /&gt;
*''Poisonous bite or sting'': Not dangerous by FB standards. &lt;br /&gt;
*''Spitting glob'': Generally not dangerous, unless you forgot shields and shield use on your military for some reason.&lt;br /&gt;
*''Fire breath'': By itself not threatening if you have shields and decent shield skill. However, [[Fun]] is always where fire is—a burst of flame is quite likely to start a cavern wildfire. Amusingly, fire-breathing organic FBs are not immune to fire and may even burn themselves to death, though this usually takes some time.&lt;br /&gt;
*''Toxic blood, vapor, or gas'': Threat depends of the syndrome's effects. Can be harmless or kill your entire military. You may want to sacrifice something for seeing what the FB's extract does.&lt;br /&gt;
*''Webs'': Webs are incredibly deadly in melee, but do not help much at range. It will slaughter your whole melee squad with incredible ease, but not your ranged squad as long as the ranged squad is out of reach. Engage it with marksdwarves or kill it with a cunning trap.&lt;br /&gt;
*''Deadly dust'': Possibly the most [[fun]] attack a FB can come with. Deadly dust acts like [[cave-in]] dust with syndromes. Dust coming from all directions (as opposed to a breath attack) is even more [[fun]]. If the material of the FB is weak (like flesh), or if it has articulations or organs to be damaged, it will harm itself with its own deadly dust. However if it is made of stronger material, it will be immune to this effect. Deadly dust is generally a very effective defense against melee and marksdwarves, but is a liability if the FB is fleshy and not a blob.&lt;br /&gt;
&lt;br /&gt;
==Applications==&lt;br /&gt;
Forgotten beasts are hard to catch, being both [[Creature token#T|[TRAPAVOID]]] and [[Creature token#N|[NOSTUN]]]; however trapping them is not impossible. All webbed creatures become vulnerable to [[trap]]s, except for the ones that have a [[web]]bing attack of their own: having a [[giant cave spider]] shoot web on your cage traps will render them into perfect FB-proof nets. Your new prizes can be put to various uses; the most obvious ones consist in dropping them onto various invaders - forgotten beasts are hostile toward each other and will attack any [[Surroundings|wildlife]] or [[Civilization|civilized]] creature they may encounter - but with careful micromanagement, the opportunities are limitless. &lt;br /&gt;
&lt;br /&gt;
===Silk farm===&lt;br /&gt;
Web-shooting forgotten beasts are notoriously hard to catch and you'll only get your hands on one of these through ''very'' careful micromanagement, such as building a 'trap room' with retractable bridges and some random animal at the center to attract the beast. The set-up is otherwise the same as that of a [[silk farm]], except that forgotten beast silk is only as valuable as mere [[cave spider]] silk. Note that some beasts have special attacks ''in addition'' to their web-shooting ability (in the case of beasts based on spider-like anatomy resembling that of the [[giant cave spider]]), which may make them more difficult to capture and use (as they may kill their targets rather than simply covering them with webs).&lt;br /&gt;
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===Weapon coating===&lt;br /&gt;
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[http://www.bay12forums.com/smf/index.php?topic=91084 Syndrome-bearing poison can and will affect any creature it can spread to and infect.] While there is no formal job or workshop related to poison coating in vanilla DF (although it does exist in some [http://dwarffortresswiki.org/index.php/Masterwork:Main_Page mods]), poisoning your weapons is still possible thanks to the impossibly infinite metabolism of your caged guests. Pit them in a similar set-up to that of a [[silk farm]] (you may want to set up a pit from above the farm so you can regularly replace the bait used for the silk farm, or just use a syndrome-immune creature, e.g. a [[zombie]]) and put your weapons (and ammo) stockpiles in the farm so your beast will shoot syndrome-inducing dust/spittle on them. '''Make sure your military dwarves wear gloves when they equip your newly poisoned weapons,''' unless you actually want them to vomit or rot themselves in the middle of the battlefield. You also want them to wear cloaks so they don't contaminate each other while sparring. Some poisons can be '''extremely fun'''; dwarves equipped with poisoned weapons can one-shot most creatures - well, most creatures with functioning organs, at least - through the infliction of superficial wounds. If you can prevent your dwarves from infecting themselves, that is.&lt;br /&gt;
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===Getting rid of cavern creatures===&lt;br /&gt;
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Forgotten beasts will actively seek and attack any other [[creature]]s, including cavern wildlife. Sealing the FB in a cavern will make it continuously kill wild inhabitants of the cavern, as these keep coming until their local populations are extinct. You can later obtain a decent supply of [[bone]]s from the skeletons of the creatures the FB killed, when the beast accidentally dies or after you manage to deal with it.&lt;br /&gt;
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==[http://www.reddit.com/r/dwarffortress/comments/19083j/what_makes_forgotten_beasts_forgotten/c8jlvg7 On The Origins of Forgotten Beasts] ==&lt;br /&gt;
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{{D for Dwarf}}&lt;br /&gt;
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In the time before time, when Armok himself was not part of the great machine beast framework, the idea itself of ALL-dom, dwarf dom, elf dom, tools and valueless, remained in the greater unknowable realm of hard possibility called &amp;lt;HARDDISKSPACE&amp;gt;; all was concept data idiosyncratic.&lt;br /&gt;
&lt;br /&gt;
Thence came the being of the &amp;lt;flesh machine&amp;gt; and the &amp;lt;machine beast framework&amp;gt; and thence Armok was, is, and ever will be.&lt;br /&gt;
&lt;br /&gt;
Armok hands moved, and invoked the commands of the ur-&amp;lt;plane/realm?&amp;gt;, and raised the possibility of all worlds that can be, of the-blessed-who-can-know-Armok.&lt;br /&gt;
&lt;br /&gt;
Thence Armok exhaled his vaporous breath and said &amp;quot;CREATE NEW WORLD&amp;quot; and the &amp;lt;machine beast framework&amp;gt; began his dire task.&lt;br /&gt;
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Legions of empires, battalions of timelines, and civilizations of worlds were born, lost, and discarded, as the will of Armok angered in wait.&lt;br /&gt;
&lt;br /&gt;
Finally World Acceptance was allowed.&lt;br /&gt;
&lt;br /&gt;
Yet, the &amp;lt;Flesh Machine Beast Framework&amp;gt; has failed Armok. For Armok knows of the world behind the worlds, of the '''Intent''' of his dimension, of the destination of the unmoving stone.&lt;br /&gt;
&lt;br /&gt;
He knows that the beasts of &amp;lt;null result un-parseable&amp;gt;, those ideas from the time before the rules, exist not.&lt;br /&gt;
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The Pen-Factor of Armok, the Toady One, foresaw this failure. He knew that the Armok transcended the very power of the universe vessel, the &amp;lt;Machine Beast Framework&amp;gt;, and to please our god, to let him revel in the glory that is the knowing of himself, he forced the existence of the beasts...&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* If a beast has a dust attack, the dust will behave like it was from a [[cave-in]], flinging dwarves away (causing further damage if they hit a wall) and knocking them out. {{Bug|3133}}&lt;br /&gt;
* forgotten beasts will hide in trees in an attempt to ambush dwarves and woodcutters without ever coming down.&lt;br /&gt;
&lt;br /&gt;
==Art==&lt;br /&gt;
View a [[Forgotten beast/gallery|gallery]] of artwork from the [http://www.bay12forums.com/smf/index.php?topic=124312.0 forums].&lt;br /&gt;
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{{random image|location=left|size=600px}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;br /&gt;
{{Category|Trapavoid}}&lt;br /&gt;
{{Category|Building destroyer}}&lt;br /&gt;
{{Category|No Stun}}&lt;br /&gt;
{{Category|Flying}}&lt;br /&gt;
{{Category|Syndrome}}&lt;br /&gt;
{{Category|Webs}}&lt;br /&gt;
{{Category|Shell}}&lt;br /&gt;
[[ru:DF2012:Forgotten beast]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Animal_person&amp;diff=253731</id>
		<title>Animal person</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Animal_person&amp;diff=253731"/>
		<updated>2020-06-30T22:12:27Z</updated>

		<summary type="html">&lt;p&gt;Albedo: fix link to new page name&lt;/p&gt;
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&lt;div&gt;{{Quality|Exceptional|21:25, 2 July 2013 (UTC)}}&lt;br /&gt;
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'''Animal people''' are half-man, half-beast [[creature]]s with various animal-like traits (such as [[flying]], [[steals items|thievery]], and [[syndrome|poisons]]), inherited from their base animal. They generally have significantly longer [[age|lifespans]] than their base animals, as well as the ability to [[learns|learn]]. They can be legless but get arms even if their base animal is limbless. Their body size is the average of their base animal's size and 70,000 (the size of a [[human]]). This works out so that the smallest animal people are 35,000cm³, half the size of a [[human]], but they can get [[sperm whale man|very large]]. Animal people can join [[civilization]]s and live in [[site]]s. They can also come to your fort as [[visitor]]s.&lt;br /&gt;
&lt;br /&gt;
Animal people are playable creatures in [[adventure mode]]. If they became established members of a playable civ (dwarf, elf, human), they will appear listed in the creature selection screen alongside the main races. Otherwise, they are selectable under {{DFtext|Intelligent Wilderness Creature|7:0}}. Some animal people may not be available due to having [[extinction|died out]] or being uncontacted (e.g. excluded to an isolated island).&lt;br /&gt;
&lt;br /&gt;
Wild animal people wander on the surface in [[savage]] environments or dwell underground in the [[cavern]]s; these two populations form distinct groups. Subterranean animal people are actually a civilization in themselves, rarely encountered, in small groups or &amp;quot;tribes&amp;quot;. They are equipped with primitive weaponry such as wooden [[spear]]s and [[blowgun]]s (they are the only known source of [[blowdart]]s). Subterranean animal people will be labeled as {{DFtext|Hostile|4:0}} upon discovery. They are not interested in negotiations and will attack your dwarves on sight. Encountering them often comes as a surprise, since there is no way to know about their presence before embarking. They do not appear in the {{k|c}}ivilizations [[menu]].&lt;br /&gt;
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Subterranean animal people are also found in generated [[sewer]]s, formed from a collection of outcasts.&lt;br /&gt;
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== Subterranean animal people ==&lt;br /&gt;
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* {{Tile|a|6:0}} [[Amphibian man]]&lt;br /&gt;
* {{Tile|a|0:1}} [[Antman]]&lt;br /&gt;
* {{Tile|b|0:1}} [[Bat man]]&lt;br /&gt;
* {{Tile|f|7:1}} [[Cave fish man]]&lt;br /&gt;
* {{Tile|s|0:1}} [[Cave swallow man]]&lt;br /&gt;
* {{Tile|o|7:1}} [[Olm man]]&lt;br /&gt;
* {{Tile|r|2:0}} [[Reptile man]]&lt;br /&gt;
* {{Tile|r|0:1}} [[Rodent man]]&lt;br /&gt;
* {{Tile|s|7:1}} [[Serpent man]]&lt;br /&gt;
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=== Ethics ===&lt;br /&gt;
&lt;br /&gt;
Being an entity in their own right, subterranean animal people possess ethics much like other civs. Those particular ethics are incomplete for now — being directly copied from [[kobold]]s and their [[personality trait|values]] all set to zero (none).&lt;br /&gt;
&lt;br /&gt;
Like kobolds, subterranean animal people consider the killing of other living beings acceptable, but treason is unthinkable, and they'll respond to the murder of their own kind by exiling the offender from their tribe. They oppose torturing for information and the torture of animals, but consider torturing for fun appropriate. Assault is considered a personal matter, while slavery, the taking of animal trophies, and the consumption of sapient beings (which includes other animal people) are all unthinkable acts.&lt;br /&gt;
&lt;br /&gt;
== Other animal people ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|a|7:0}} [[Aardvark man]] &lt;br /&gt;
|| {{Tile|a|6:0}} [[Adder man]]&lt;br /&gt;
|| {{Tile|a|7:1}} [[Albatross man]] &lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|A|2:0}} [[Alligator man]]&lt;br /&gt;
|| {{Tile|A|2:1}} [[Anaconda man]] &lt;br /&gt;
|| {{Tile|a|2:1}} [[Anole man]]&lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|a|7:0}} [[Armadillo man]] &lt;br /&gt;
|| {{Tile|a|5:0}} [[Axolotl man]]&lt;br /&gt;
|| {{Tile|a|7:0}} [[Aye-aye man]] &lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|b|7:0}} [[Badger man]]&lt;br /&gt;
|| {{Tile|s|6:1}} [[Bark scorpion man]] &lt;br /&gt;
|| {{Tile|b|6:0}} [[Barn owl man]]&lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|b|6:0}} [[Beaver man]] &lt;br /&gt;
|| {{Tile|b|4:0}} [[Beetle man]]&lt;br /&gt;
|| {{Tile|B|0:1}} [[Black bear man]] &lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|s|0:1}} [[Black mamba man]]&lt;br /&gt;
|| {{Tile|b|1:1}} [[Bluejay man]] &lt;br /&gt;
|| {{Tile|b|6:0}} [[Bobcat man]]&lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|s|6:0}} [[Brown recluse spider man]] &lt;br /&gt;
|| {{Tile|s|6:0}} [[Bushmaster man]]&lt;br /&gt;
|| {{Tile|b|6:0}} [[Bushtit man]] &lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|b|0:1}} [[Buzzard man]]&lt;br /&gt;
|| {{Tile|c|7:1}} [[Capuchin man]] &lt;br /&gt;
|| {{Tile|c|6:0}} [[Capybara man]]&lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|c|4:1}} [[Cardinal man]] &lt;br /&gt;
|| {{Tile|c|0:1}} [[Cassowary man]]&lt;br /&gt;
|| {{Tile|c|2:1}} [[Chameleon man]] &lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|c|6:1}} [[Cheetah man]]&lt;br /&gt;
|| {{Tile|c|7:0}} [[Chinchilla man]] &lt;br /&gt;
|| {{Tile|c|6:0}} [[Chipmunk man]]&lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|c|6:0}} [[Coati man]] &lt;br /&gt;
|| {{Tile|c|7:1}} [[Cockatiel man]]&lt;br /&gt;
|| {{Tile|s|6:0}} [[Copperhead snake man]] &lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|c|6:0}} [[Cougar man]]&lt;br /&gt;
|| {{Tile|c|7:0}} [[Coyote man]] &lt;br /&gt;
|| {{Tile|c|4:1}} [[Crab man]]&lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|c|0:1}} [[Crow man]] &lt;br /&gt;
|| {{Tile|c|6:0}} [[Cuttlefish man]]&lt;br /&gt;
|| {{Tile|d|3:1}} [[Damselfly man]] &lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|d|6:0}} [[Deer man]]&lt;br /&gt;
|| {{Tile|t|6:0}} [[Desert tortoise man]] &lt;br /&gt;
|| {{Tile|d|6:1}} [[Dingo man]]&lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|d|3:1}} [[Dragonfly man]] &lt;br /&gt;
|| {{Tile|e|6:0}} [[Eagle man]]&lt;br /&gt;
|| {{Tile|e|6:0}} [[Echidna man]] &lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|E|7:0}} [[Elephant man]]&lt;br /&gt;
|| {{Tile|S|6:0}} [[Elephant seal man]] &lt;br /&gt;
|| {{Tile|E|6:0}} [[Elk man]]&lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|E|6:0}} [[Emu man]] &lt;br /&gt;
|| {{Tile|f|2:1}} [[Firefly man]]&lt;br /&gt;
|| {{Tile|f|0:1}} [[Fly man]] &lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|f|6:0}} [[Flying squirrel man]]&lt;br /&gt;
|| {{Tile|f|4:0}} [[Fox man]] &lt;br /&gt;
|| {{Tile|g|6:0}} [[Gazelle man]]&lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|T|6:0}} [[Giant tortoise man]] &lt;br /&gt;
|| {{Tile|g|4:1}} [[Gila monster man]]&lt;br /&gt;
|| {{Tile|G|6:0}} [[Giraffe man]] &lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|g|0:1}} [[Grackle man]]&lt;br /&gt;
|| {{Tile|g|2:1}} [[Grasshopper man]] &lt;br /&gt;
|| {{Tile|l|7:0}} [[Gray langur man]]&lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|s|7:0}} [[Gray squirrel man]] &lt;br /&gt;
|| {{Tile|o|7:0}} [[Great horned owl man]]&lt;br /&gt;
|| {{Tile|f|2:1}} [[Green tree frog man]] &lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|p|7:0}} [[Grey parrot man]]&lt;br /&gt;
|| {{Tile|B|6:0}} [[Grizzly bear man]] &lt;br /&gt;
|| {{Tile|g|6:0}} [[Groundhog man]]&lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|h|7:0}} [[Hamster man]] &lt;br /&gt;
|| {{Tile|h|6:0}} [[Hare man]]&lt;br /&gt;
|| {{Tile|h|7:0}} [[Harp seal man]] &lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|h|6:0}} [[Hedgehog man]]&lt;br /&gt;
|| {{Tile|H|7:0}} [[Hippo man]] &lt;br /&gt;
|| {{Tile|m|7:0}} [[Hoary marmot man]]&lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|b|7:1}} [[Honey badger man]] &lt;br /&gt;
|| {{Tile|h|0:1}} [[Hornbill man]]     &lt;br /&gt;
|| {{Tile|h|6:0}} [[Horseshoe crab man]] &lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|h|6:0}} [[Hyena man]]&lt;br /&gt;
|| {{Tile|i|6:0}} [[Ibex man]] &lt;br /&gt;
|| {{Tile|i|2:1}} [[Iguana man]]&lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|i|6:0}} [[Impala man]] &lt;br /&gt;
|| {{Tile|j|6:0}} [[Jackal man]]&lt;br /&gt;
|| {{Tile|J|6:1}} [[Jaguar man]] &lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|s|0:1}} [[Jumping spider man]]&lt;br /&gt;
|| {{Tile|k|2:0}} [[Kakapo man]] &lt;br /&gt;
|| {{Tile|K|6:0}} [[Kangaroo man]]&lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|k|2:0}} [[Kea man]] &lt;br /&gt;
|| {{Tile|k|4:0}} [[Kestrel man]]&lt;br /&gt;
|| {{Tile|k|0:1}} [[King cobra man]] &lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|k|7:1}} [[Kingsnake man]]&lt;br /&gt;
|| {{Tile|k|6:0}} [[Kiwi man]] &lt;br /&gt;
|| {{Tile|k|7:0}} [[Koala man]]&lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|l|0:1}} [[Leech man]] &lt;br /&gt;
|| {{Tile|g|6:1}} [[Leopard gecko man]]&lt;br /&gt;
|| {{Tile|l|6:1}} [[Leopard man]] &lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|L|0:1}} [[Leopard seal man]]&lt;br /&gt;
|| {{Tile|L|6:1}} [[Lion man]] &lt;br /&gt;
|| {{Tile|l|6:1}} [[Lion tamarin man]]&lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|l|6:0}} [[Lizard man]] &lt;br /&gt;
|| {{Tile|l|0:1}} [[Loon man]]&lt;br /&gt;
|| {{Tile|l|4:1}} [[Lorikeet man]] &lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|l|6:0}} [[Louse man]]&lt;br /&gt;
|| {{Tile|l|6:0}} [[Lynx man]] &lt;br /&gt;
|| {{Tile|m|0:1}} [[Magpie man]]&lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|m|1:1}} [[Mandrill man]] &lt;br /&gt;
|| {{Tile|m|2:1}} [[Mantis man]]&lt;br /&gt;
|| {{Tile|l|2:1}} [[Masked lovebird man]] &lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|m|6:0}} [[Mink man]]&lt;br /&gt;
|| {{Tile|b|4:1}} [[Monarch butterfly man]] &lt;br /&gt;
|| {{Tile|m|7:0}} [[Mongoose man]]&lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|M|6:0}} [[Monitor lizard man]] &lt;br /&gt;
|| {{Tile|s|4:1}} [[Moon snail man]]&lt;br /&gt;
|| {{Tile|M|6:0}} [[Moose man]] &lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|m|0:1}} [[Mosquito man]]&lt;br /&gt;
|| {{Tile|m|6:0}} [[Moth man]] &lt;br /&gt;
|| {{Tile|g|7:1}} [[Mountain goat man]]&lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|M|6:0}} [[Muskox man]] &lt;br /&gt;
|| {{Tile|N|7:0}} [[Narwhal man]]&lt;br /&gt;
|| {{Tile|n|4:1}} [[Nautilus man]] &lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|o|6:1}} [[Ocelot man]]&lt;br /&gt;
|| {{Tile|o|7:0}} [[Octopus man]] &lt;br /&gt;
|| {{Tile|C|6:0}} [[One-humped camel man]]&lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|o|7:0}} [[Opossum man]] &lt;br /&gt;
|| {{Tile|O|0:1}} [[Orca man]]&lt;br /&gt;
|| {{Tile|o|6:1}} [[Oriole man]] &lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|o|7:1}} [[Osprey man]]&lt;br /&gt;
|| {{Tile|O|0:1}} [[Ostrich man]] &lt;br /&gt;
|| {{Tile|o|6:0}} [[Otter man]]&lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|P|7:1}} [[Panda man]] &lt;br /&gt;
|| {{Tile|p|6:0}} [[Pangolin man]]&lt;br /&gt;
|| {{Tile|p|2:1}} [[Parakeet man]] &lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|l|2:1}} [[Peach-faced lovebird man]]&lt;br /&gt;
|| {{Tile|p|7:1}} [[Penguin man]] &lt;br /&gt;
|| {{Tile|p|6:0}} [[Peregrine falcon man]]&lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|p|6:0}} [[Platypus man]] &lt;br /&gt;
|| {{Tile|B|7:1}} [[Polar bear man]]&lt;br /&gt;
|| {{Tile|t|2:0}} [[Pond turtle man]] &lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|p|6:0}} [[Porcupine man]]&lt;br /&gt;
|| {{Tile|p|0:1}} [[Puffin man]] &lt;br /&gt;
|| {{Tile|S|6:0}} [[Python man]]&lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|r|7:0}} [[Raccoon man]] &lt;br /&gt;
|| {{Tile|r|0:1}} [[Rat man]]&lt;br /&gt;
|| {{Tile|s|7:0}} [[Rattlesnake man]] &lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|r|0:1}} [[Raven man]]&lt;br /&gt;
|| {{Tile|r|4:0}} [[Red panda man]] &lt;br /&gt;
|| {{Tile|r|6:0}} [[Red squirrel man]]&lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|r|0:1}} [[Red-winged blackbird man]] &lt;br /&gt;
|| {{Tile|m|7:0}} [[Rhesus macaque man]]&lt;br /&gt;
|| {{Tile|R|7:0}} [[Rhinoceros man]] &lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|r|6:0}} [[Roach man]]&lt;br /&gt;
|| {{Tile|C|2:0}} [[Saltwater crocodile man]] &lt;br /&gt;
|| {{Tile|s|7:0}} [[Skink man]]&lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|s|0:1}} [[Skunk man]] &lt;br /&gt;
|| {{Tile|B|0:1}} [[Sloth bear man]]&lt;br /&gt;
|| {{Tile|s|7:0}} [[Sloth man]] &lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|s|6:0}} [[Slug man]]&lt;br /&gt;
|| {{Tile|s|7:0}} [[Snail man]] &lt;br /&gt;
|| {{Tile|t|2:0}} [[Snapping turtle man]]&lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|o|7:1}} [[Snowy owl man]] &lt;br /&gt;
|| {{Tile|s|6:0}} [[Sparrow man]]&lt;br /&gt;
|| {{Tile|W|7:0}} [[Sperm whale man]] &lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|m|0:1}} [[Spider monkey man]]&lt;br /&gt;
|| {{Tile|s|4:1}} [[Sponge man]] &lt;br /&gt;
|| {{Tile|s|7:1}} [[Squid man]]&lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|s|6:0}} [[Stoat man]] &lt;br /&gt;
|| {{Tile|s|7:1}} [[Swan man]]&lt;br /&gt;
|| {{Tile|T|7:1}} [[Tapir man]] &lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|t|6:0}} [[Thrips man]]&lt;br /&gt;
|| {{Tile|t|0:1}} [[Tick man]] &lt;br /&gt;
|| {{Tile|T|6:1}} [[Tiger man]]&lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|t|2:0}} [[Toad man]] &lt;br /&gt;
|| {{Tile|C|6:0}} [[Two-humped camel man]]&lt;br /&gt;
|| {{Tile|v|4:0}} [[Vulture man]] &lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|W|6:0}} [[Walrus man]]&lt;br /&gt;
|| {{Tile|W|6:0}} [[Warthog man]] &lt;br /&gt;
|| {{Tile|w|6:0}} [[Weasel man]]&lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|s|7:1}} [[White stork man]] &lt;br /&gt;
|| {{Tile|B|6:0}} [[Wild boar man]]&lt;br /&gt;
|| {{Tile|w|7:0}} [[Wolf man]] &lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|w|6:0}} [[Wolverine man]]&lt;br /&gt;
|| {{Tile|w|6:0}} [[Wombat man]] &lt;br /&gt;
|| {{Tile|w|7:0}} [[Worm man]]&lt;br /&gt;
|-&lt;br /&gt;
|| {{Tile|w|6:0}} [[Wren man]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animal people organized by Attributes==&lt;br /&gt;
&lt;br /&gt;
@ Probably only functions as a citizen in Fortress Mode (Needs Testing/Verification)&lt;br /&gt;
&lt;br /&gt;
+ Probably only functions in Adventure Mode (Needs Testing/Verification)&lt;br /&gt;
&lt;br /&gt;
(#) Probably only functions for procedurally generated &amp;quot;mob spawns&amp;quot; and not for adventurers (Needs Testing/Verification)&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
! Attribute !! Effect !! Species of Animal Person&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Amphibious]]''' || Move and breathe normally on water AND dry land || [[Alligator man]] | [[Axolotl man]] | [[Capybara man]] | [[Crab man]] | [[Elephant seal man]] | [[Gila monster man]] | [[Green tree frog man]] | [[Harp seal man]] | [[Hippo man]] | [[Horseshoe crab man]] | [[Leopard seal man]] | [[Olm man]] | [[Otter man]] | [[Platypus man]] | [[Pond turtle man]] | [[Reptile man]] | [[Saltwater crocodile man]] | [[Snapping turtle man]] | [[Toad man]] | [[Walrus man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Aquatic]]''' || Move and breathe normally in water, but drown in less than 4/7 units of water. || | [[Cuttlefish man]] | [[Moon snail man]] | [[Narwhal man]] | [[Nautilus man]] | [[Octopus man]] | [[Orca man]] | [[Sperm whale man]] | [[Sponge man]] | [[Squid man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[egg|Egglaying]]@''' || Females will lay (sterile) eggs if given a nest box to claim ||  | Assumedly all species of egglaying birds&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Flying]]+(bugged)''' || Can fly through the air ||  | [[Albatross man]] | [[Barn owl man]] | [[Bluejay man]] | [[Bushtit man]] | [[Buzzard man]] | [[Cardinal man]] | [[Crow man]] | [[Damselfly man]] | [[Dragonfly man]] | [[Eagle man]] | [[Firefly man]] | [[Fly man]] | [[Grackle man]] | [[Great horned owl man]] | [[Grey parrot man]] | [[Hornbill man]] | [[Kea man]] | [[Kestrel man]] | [[Loon man]] | [[Lorikeet man]] | [[Magpie man]] | [[Mantis man]] | [[Masked lovebird man]] | [[Monarch butterfly man]] | [[Mosquito man]] | [[Moth man]] | [[Oriole man]] | [[Osprey man]] | [[Parakeet man]] | [[Peach-faced lovebird man]] | [[Peregrine falcon man]] | [[Puffin man]] | [[Raven man]] | [[Red-winged blackbird man]] | [[Roach man]] | [[Snowy owl man]] | [[Sparrow man]] | [[Swan man]] | [[Thrips man]] | [[Vulture man]] | [[Wren man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Genderless]]''' || Cannot breed in normal gameplay ||  | [[Leech man]] | [[Slug man]] | [[Snail man]] | [[Sponge man]] | [[Worm man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[No Pain]]''' || Feels no pain ||  | [[Bark scorpion man]] | [[Brown recluse spider man]] | [[Jumping spider man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[No Stun]]''' || Cannot be stunned || | [[Bark scorpion man]] | [[Brown recluse spider man]] | [[Jumping spider man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Shell]]''' || Has a shell that can be yielded if butchered, however, dwarves won't butcher animal people in non-modded DF. ||  | [[Armadillo man]] | [[Desert tortoise man]] | [[Giant tortoise man]] | [[Moon snail man]] | [[Nautilus man]] | [[Pond turtle man]] | [[Snail man]] | [[Snapping turtle man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Steals drink]](#)''' || Approaches any available drink and steals it. Guzzles entire barrels at once, on the spot. ||  | [[Black bear man]] | [[Grizzly bear man]] | [[Polar bear man]] | [[Sloth bear man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Steals food]](#)''' || Approaches any available drink and steals it, carrying a stack of food off-map. ||  | [[Black bear man]] | [[Buzzard man]] | [[Capuchin man]] | [[Coati man]] | [[Gray langur man]] | [[Grizzly bear man]] | [[Honey badger man]] | [[Kea man]] | [[Mandrill man]] | [[Polar bear man]] | [[Raccoon man]] | [[Rhesus macaque man]] | [[Sloth bear man]] | [[Vulture man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Steals items]](#)''' || Approaches an item and steals it, carrying it off-map. ||  | [[Capuchin man]] | [[Coati man]] | [[Gray langur man]] | [[Kea man]] | [[Mandrill man]] | [[Raccoon man]] | [[Rhesus macaque man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Syndrome]]''' || Venoms that cause various [[symptom]]s, usually applied by bite or a special sting attack ||  | [[Adder man]] | [[Bark scorpion man]] | [[Black mamba man]] | [[Brown recluse spider man]] | [[Bushmaster man]] | [[Copperhead snake man]] | [[Gila monster man]] | [[King cobra man]] | [[Platypus man]] | [[Rattlesnake man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Web]]s''' || Can move through webbing and collect it in adventure mode with {{k|g}}. No web spray attack included. ||  | [[Brown recluse spider man]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''(All animal people have the Learning and Humanoid Attributes)'''&lt;br /&gt;
&lt;br /&gt;
== Creature &amp;amp; Body Tokens Altered From Base Animal Raws ==&lt;br /&gt;
These are the tokens removed, added or replaced from the base creature that animal people come from. They are replaced in the c_variation_default.txt raw file by the tokens APPLY_CREATURE_VARIATION:ANIMAL_PERSON and APPLY_CREATURE_VARIATION:ANIMAL_PERSON_LEGLESS which come from the animal person's raws.&lt;br /&gt;
&lt;br /&gt;
'''[[Creature token|Tokens]] removed and added'''&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Token &lt;br /&gt;
! Change&lt;br /&gt;
|-&lt;br /&gt;
|| NAME &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| GENERAL_CHILD_NAME &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| GENERAL_BABY_NAME &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| CASTE_NAME &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| CHILDNAME &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| BABYNAME&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| SMALL_REMAINS &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| DESCRIPTION &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| CREATURE_TILE &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| COLOR &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| MAXAGE &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| SOUND &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| PET &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| PETVALUE &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| PENETRATEPOWER &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| VERMIN_EATER &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| VERMIN_HATEABLE &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| VERMIN_GROUNDER &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| VERMIN_FISH &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| VERMIN_SOIL &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| VERMIN_SOIL_COLONY &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| VERMIN_ROTTER &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| VERMIN_NOTRAP&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| FISHITEM &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| IMMOBILE_LAND&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| TRIGGERABLE_GROUP &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| MOUNT&lt;br /&gt;
|| Removed only from creatures with legs&lt;br /&gt;
|-&lt;br /&gt;
|| PET_EXOTIC &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| NOT_BUTCHERABLE &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| SPEED &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| SWIMSPEED &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| MUNDANE&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| POPULATION_NUMBER&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| CLUSTER_NUMBER&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_SKILL&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_VERB&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_CONTACT_PERC&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_PRIORITY&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_FLAG_WITH&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_PENETRATION_PERC&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_PREPARE_AND_RECOVER&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_FLAG_EDGE&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_FLAG_CANLATCH&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| SPECIALATTACK_INJECT_EXTRACT&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| SPECIALATTACK_SUCK_BLOOD&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_VELOCITY_MODIFIER&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| GAIT&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| UBIQUITOUS&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| LARGE_ROAMING&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| SAVAGE&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| GRAVITATE_BODY_SIZE:70000&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| CHANGE_FREQUENCY_PERC:10&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| CAN_LEARN&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| CAN_SPEAK&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| EQUIPS&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| CANOPENDOORS&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| LOCAL_POPS_CONTROLLABLE&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| LOCAL_POPS_PRODUCE_HEROES&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''APPLY_CREATURE_VARIATION:ANIMAL_PERSON [[Body token|Body Tokens]] Converted'''&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Target Tag&lt;br /&gt;
! Replacement Tag&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED&lt;br /&gt;
|| HUMANOID&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED_FRONT_GRASP&lt;br /&gt;
|| HUMANOID&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED_NECK&lt;br /&gt;
|| HUMANOID_NECK:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED_NECK_FRONT_GRASP&lt;br /&gt;
|| HUMANOID_NECK&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED_HOOF&lt;br /&gt;
|| HUMANOID_HOOF:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED_NECK_HOOF&lt;br /&gt;
|| HUMANOID_NECK_HOOF:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| HUMANOID_ARMLESS&lt;br /&gt;
|| HUMANOID:4FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| HUMANOID_ARMLESS_NECK&lt;br /&gt;
|| HUMANOID_NECK:4FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BODY_WITH_HEAD_FLAG&lt;br /&gt;
|| HUMANOID:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BASIC_1PARTBODY:BASIC_HEAD&lt;br /&gt;
|| HUMANOID:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BASIC_2PARTBODY:BASIC_HEAD&lt;br /&gt;
|| HUMANOID:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BASIC_1PARTBODY:BASIC_HEAD_NECK&lt;br /&gt;
|| HUMANOID_NECK:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BASIC_2PARTBODY:BASIC_HEAD_NECK&lt;br /&gt;
|| HUMANOID_NECK:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| INSECT&lt;br /&gt;
|| HUMANOID_4ARMS:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| INSECT_4LEGS_2ARMS&lt;br /&gt;
|| HUMANOID:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| SPIDER&lt;br /&gt;
|| HUMANOID_6ARMS:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 5TOES_FQ_FINGERS&lt;br /&gt;
|| 5FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 4TOES_FQ_FINGERS&lt;br /&gt;
|| 4FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 3TOES_FQ_FINGERS&lt;br /&gt;
|| 3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 5TOES_FQ_REG&lt;br /&gt;
|| 5FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 4TOES_FQ_REG&lt;br /&gt;
|| 4FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 3TOES_FQ_REG&lt;br /&gt;
|| 3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 5TOES_RQ_ANON&lt;br /&gt;
|| 5TOES&lt;br /&gt;
|-&lt;br /&gt;
|| 4TOES_RQ_ANON&lt;br /&gt;
|| 4TOES&lt;br /&gt;
|-&lt;br /&gt;
|| 3TOES_RQ_ANON&lt;br /&gt;
|| 3TOES&lt;br /&gt;
|-&lt;br /&gt;
|| 5TOES_RQ_REG&lt;br /&gt;
|| 5TOES&lt;br /&gt;
|-&lt;br /&gt;
|| 4TOES_RQ_REG&lt;br /&gt;
|| 4TOES&lt;br /&gt;
|-&lt;br /&gt;
|| 3TOES_RQ_REG&lt;br /&gt;
|| 3TOES&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''APPLY_CREATURE_VARIATION:ANIMAL_PERSON:LEGLESS [[Body token|Body Tokens]] Converted'''&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Target Tag&lt;br /&gt;
! Replacement Tag&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED&lt;br /&gt;
|| HUMANOID_LEGLESS&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED_NECK&lt;br /&gt;
|| HUMANOID_LEGLESS_NECK:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED_HOOF&lt;br /&gt;
|| HUMANOID_LEGLESS:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED_NECK_HOOF&lt;br /&gt;
|| HUMANOID_LEGLESS_NECK:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| HUMANOID_ARMLESS&lt;br /&gt;
|| HUMANOID_LEGLESS:4FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| HUMANOID_ARMLESS_NECK&lt;br /&gt;
|| HUMANOID_LEGLESS_NECK:4FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BODY_WITH_HEAD_FLAG&lt;br /&gt;
|| HUMANOID_LEGLESS:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BASIC_1PARTBODY:BASIC_HEAD&lt;br /&gt;
|| HUMANOID_LEGLESS:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BASIC_2PARTBODY:BASIC_HEAD&lt;br /&gt;
|| HUMANOID_LEGLESS:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BASIC_1PARTBODY:BASIC_HEAD_NECK&lt;br /&gt;
|| HUMANOID_LEGLESS_NECK:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BASIC_2PARTBODY:BASIC_HEAD_NECK&lt;br /&gt;
|| HUMANOID_LEGLESS_NECK:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| INSECT&lt;br /&gt;
|| HUMANOID_LEGLESS_4ARMS:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| SPIDER&lt;br /&gt;
|| HUMANOID_LEGLESS_6ARMS:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 5TOES_FQ_FINGERS&lt;br /&gt;
|| 5FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 4TOES_FQ_FINGERS&lt;br /&gt;
|| 4FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 3TOES_FQ_FINGERS&lt;br /&gt;
|| 3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 5TOES_FQ_REG&lt;br /&gt;
|| 5FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 4TOES_FQ_REG&lt;br /&gt;
|| 4FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 3TOES_FQ_REG&lt;br /&gt;
|| 3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 5TOES_RQ_ANON&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| 4TOES_RQ_ANON&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| 3TOES_RQ_ANON&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| 5TOES_RQ_REG&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| 4TOES_RQ_REG&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| 3TOES_RQ_REG&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Present from the first official release of the game, the animal people did not exist as a class but were instead part of a small group of subterranean creatures that harassed your dwarves. [[23a:frogman|Frogmen]], [[23a:lizardman|lizardmen]], and [[23a:snakeman|snakemen]] emerged from [[23a:cave river|cave rivers]], and [[23a:antman|antmen]], [[23a:batman|batmen]], and [[23a:ratman|ratmen]] would come out from [[23a:chasm|chasms]] to attack.&lt;br /&gt;
&lt;br /&gt;
[[40d:release information|v0.27.169.32a]] released three-dimensional worlds, and subterranean creatures were moved to flock near generated [[40d:chasm|chasms]], [[40d:underground river|underground rivers]], and [[40d:Underground pool|underground pools]]. [[cave swallow man|Cave swallowmen]] and [[olm man|olmmen]] were introduced. The first set of above-ground savage animal people were also introduced: [[leech man|leechmen]], [[snail man|snailmen]], [[slug man|slugmen]], and [[tiger man|tigermen]].&lt;br /&gt;
&lt;br /&gt;
In [[v0.31:release information|v0.31]], every creature was renamed and/or had their properties revamped (for example, &amp;quot;frogman&amp;quot; was changed to &amp;quot;amphibian man&amp;quot; and &amp;quot;batman&amp;quot; was changed to &amp;quot;bat man&amp;quot;). Not all animal people were redefined in this version, and some continued to use old codes for many releases. The version also introduced &amp;quot;[[creature variation token|creature variation]]&amp;quot; templates, which made converting existing animals to humanoid (and giant) variations much more efficient. Underground features were expanded to the current [[cavern]]s, and subterranean animal people formed civilizations. More anthropomorphic variations of animals present at the time were added.&lt;br /&gt;
&lt;br /&gt;
More animal people were added to the game in [[v0.34:release information|v0.34]].&lt;br /&gt;
&lt;br /&gt;
[[Release information/0.42.01|v0.42.01]] allowed animal people to join civilizations, live in sites, and visit forts. Animal people became playable as adventurers. (A grizzly bear hammerman has much to offer a dwarven society.) [[Release information/0.42.04|v0.42.04]] added more animal people to the game.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Humanoid versions of animals with the {{token|MEANDERER}} token will keep it when converted, leading to severe issues with their pathfinding. These animal people will move extremely slowly unless performing a task.{{Bug|9588}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
[[Ru:Animal people]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Anatomy&amp;diff=253730</id>
		<title>Anatomy</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Anatomy&amp;diff=253730"/>
		<updated>2020-06-30T22:11:45Z</updated>

		<summary type="html">&lt;p&gt;Albedo: fix link to new page name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|21:17, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
This page contains a list of all the body parts in the game.&lt;br /&gt;
&lt;br /&gt;
==Head==&lt;br /&gt;
&lt;br /&gt;
*[[Hair]]&lt;br /&gt;
*[[Eye]]s&lt;br /&gt;
:Eyes, while not essential for life, are bad to lose.  The loss of one or both eyes alone will not cause death, but may have other adverse effects. If both eyes are lost then the creature will lose its vision. Currently, eyes cannot be entirely lost, only damaged.&lt;br /&gt;
:*Eyelids&lt;br /&gt;
::These can be damaged and Toady believes that eyes will be washed with soap if they cannot be washed by the eyelids due to injury.&lt;br /&gt;
*[[Brain]]&lt;br /&gt;
:Any major damage to the brain will likely result in [[death]]. Minor damage may result in [[symptom|unconsciousness]].&lt;br /&gt;
&lt;br /&gt;
==Upper Body==&lt;br /&gt;
&lt;br /&gt;
*[[Lung]]s&lt;br /&gt;
:Damage to one or both lungs can be sustained, but will cause difficulty of breath and may result in a loss of speed.  Major damage will cause death.&lt;br /&gt;
*[[Heart]]&lt;br /&gt;
:Major damage to the heart will cause certain death.&lt;br /&gt;
*Stomach&lt;br /&gt;
:It's bad if it's damaged.  Anything with a stomach will retch and then puke if the stomach is broken.&lt;br /&gt;
*[[Liver]]&lt;br /&gt;
:Used for processing [[alcohol]].  Dwarven livers are much stronger than human livers and have never been damaged by alcohol.  The loss of a liver is a terrible thing for a dwarf. &lt;br /&gt;
*Guts&lt;br /&gt;
:Under pressure, and can pop out of wound. Also damage here causes vomiting and pain&lt;br /&gt;
*Arms&lt;br /&gt;
:*Upper Arms&lt;br /&gt;
:*Lower Arms&lt;br /&gt;
:*Hands&lt;br /&gt;
::*Fingers&lt;br /&gt;
:::*[[Nail]]s&lt;br /&gt;
Is also considered the main part of every creature. In general when this is gone the creature is dead and this is the part that decides what the corpse is and what the severed parts are.&lt;br /&gt;
&lt;br /&gt;
==Lower Body==&lt;br /&gt;
&lt;br /&gt;
*Legs&lt;br /&gt;
:*Upper Legs&lt;br /&gt;
:*Lower Legs&lt;br /&gt;
:*Feet&lt;br /&gt;
::*Toes&lt;br /&gt;
:::*[[Nail]]s&lt;br /&gt;
::::These will grow and become unkempt if not taken care of.  This is done automatically by dwarves.&lt;br /&gt;
&lt;br /&gt;
==[[Skin]]==&lt;br /&gt;
The first protective layer.&lt;br /&gt;
&lt;br /&gt;
==[[Fat]]==&lt;br /&gt;
[[Fat]] can be gained or lost depending on how much a creature eats and how much it works.  It will melt if heated to a high enough temperature.  This is a layer below the skin and above the muscle.&lt;br /&gt;
&lt;br /&gt;
==Muscle==&lt;br /&gt;
This layer is under the fat.&lt;br /&gt;
&lt;br /&gt;
==Arteries==&lt;br /&gt;
If damaged, heavy bleeding will likely result in death.  They appear to contain several gallons of blood.&lt;br /&gt;
&lt;br /&gt;
==Nerves==&lt;br /&gt;
If damaged, the body part they are connected to will become useless or less effective.&lt;br /&gt;
&lt;br /&gt;
==Tendons==&lt;br /&gt;
If destroyed, the limbs they connect will be useless.&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014:Symptoms&amp;diff=253729</id>
		<title>DF2014:Symptoms</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014:Symptoms&amp;diff=253729"/>
		<updated>2020-06-30T22:10:05Z</updated>

		<summary type="html">&lt;p&gt;Albedo: moved to DF2014:Symptom&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wrong namespace|Symptom}}&lt;br /&gt;
&lt;br /&gt;
Moved to [[DF2014:Symptom]] due to article naming (singular/plural)&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Symptom&amp;diff=253728</id>
		<title>Symptom</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Symptom&amp;diff=253728"/>
		<updated>2020-06-30T22:09:41Z</updated>

		<summary type="html">&lt;p&gt;Albedo: moved from incorrect page name (plural); copy/paste + TOC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
A '''symptom''' is a status effect most often caused by contracting a [[syndrome]]. They range from mild temporary annoyances to lifelong disabilities to even death if untreated. An affected dwarf will need to be diagnosed at a [[Hospital]] before a treatment can be prescribed.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Blisters==&lt;br /&gt;
'''Effects''': Areas affected become prone to infection, this becomes more and more likely as severity goes up. While usually harmless in itself*, a resulting infection might cause a loss of life or limb if not properly dealt with.&lt;br /&gt;
: (* unless in the lungs, in which case the unlucky dwarf may be unable to breathe if the effect or a subsequent infection is severe.)&lt;br /&gt;
&lt;br /&gt;
==Bleeding==&lt;br /&gt;
'''Effects''': Areas affected will continue to bleed for the duration of the effect and will not taper off like a normal wound. In effect it suggests that whatever caused the wound had an anti-coagulant in the venom. This will quickly cause an affected creature to bleed out if the syndrome is not immediately treated.&lt;br /&gt;
&lt;br /&gt;
==Bruising==&lt;br /&gt;
'''Effects''': Causes pain long after the blunt trauma that caused it is over. Even the most severe bruises will heal without intervention, but may hint at fractures under the skin.&lt;br /&gt;
&lt;br /&gt;
==Cough==&lt;br /&gt;
'''Effects''': Dwarf will stop and cough occasionally. While nearly harmless by itself severe coughs will sometimes bring up blood. In this case it's a sign of internal hemorrhaging.&lt;br /&gt;
&lt;br /&gt;
==Dizziness==&lt;br /&gt;
'''Effects''': Creature might stumble/fall in a random direction when attempting to perform an action (including moving [!!!]). The more severe the dizziness the more likely this is to happen. Beware that stumbling, much like dodging, might end up putting a dwarf in a moat, or chasm, or magma, or off a wall, or falling just enough to land unconscious for a second on a cage trap. The list goes on.&lt;br /&gt;
&lt;br /&gt;
==Drowsiness==&lt;br /&gt;
'''Effects''': Creature tires faster than normal and requires more sleep. This can be almost unnoticeable if the severity is low, but results in narcoleptic fits if high.&lt;br /&gt;
&lt;br /&gt;
==Fever==&lt;br /&gt;
'''Effects''': Appears to reduce the ability to focus. Intense fevers can also cause stunning. While a fever in itself seems relatively harmless, it's often just the most visible symptom. Feverish dwarfs blink with a red &amp;quot;X&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Impaired Function==&lt;br /&gt;
'''Effects''': Creature will be unable to use affected body parts for the duration. Much of the functionality here is mirrored in swelling, but this allows certain parts (such as organs) that normally can't swell to still cease functioning&lt;br /&gt;
&lt;br /&gt;
==Nausea==&lt;br /&gt;
'''Effects''': Creature will stop and [[Vomit]]. How often this happens depends on severity. Sustained and intense vomiting will cause dwarfs to dehydrate.&lt;br /&gt;
&lt;br /&gt;
==Necrosis==&lt;br /&gt;
'''Effects''': The affected tissue starts to rot away, which needless to say is a medical emergency. If action isn't quickly taken to remove the tissue (through either surgery or amputation) it will spread throughout the body and may cause [[Health_care#Infection|infection]], killing the creature. Also commonly seen in [[Undead]] creatures.&lt;br /&gt;
&lt;br /&gt;
==Numbness==&lt;br /&gt;
'''Effects''': Creature will not be able to feel affected body parts. This makes pain a non-issue, but also hampers their use (I.E. Something with numb hands will find using weapons difficult, something who has a leg that's fallen asleep with have difficulty standing). Prolonged numbness will lead to permanent sensory nerve damage.&lt;br /&gt;
&lt;br /&gt;
==Oozing==&lt;br /&gt;
'''Effects''': A sign of infection. Infected areas heal much slower and might kill if especially severe or widespread.&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
'''Effects''': Creatures that aren't in a martial trance that have pain above a certain level get all their rolls halved. They might give into pain and fall unconscious depending on toughness. This is more likely to happen more often the more severe the pain is, which is usually fatal in combat, since enemies will automatically target the unconscious victim's head with a perfectly accurate, perfectly square strike.&lt;br /&gt;
&lt;br /&gt;
==Paralysis==&lt;br /&gt;
'''Effects''': The creature can't move. Severity only decreases the chance of resisting the symptom. Untargeted paralysis often leads to suffocation in smaller creatures, which can include dwarves.&lt;br /&gt;
&lt;br /&gt;
==Swelling==&lt;br /&gt;
'''Effects''': Impedes the ability to use affected areas. Normally fairly harmless but can cause death by suffocation if it affects the throat. Prolonged swelling will lead to necrosis.&lt;br /&gt;
&lt;br /&gt;
==Unconsciousness==&lt;br /&gt;
'''Effects''': Affected creature will pass out for the duration of this effect, even if the creature isn't in pain or extremely tired.&lt;br /&gt;
&lt;br /&gt;
==Vomiting Blood==&lt;br /&gt;
'''Effects''': Much as excessive vomiting can lead to death from dehydration, vomiting blood can lead to death from blood loss. Considered to be a separate condition from coughing blood. If your creature happens to have green blood you'll be unable to tell this from nausea without checking the tiles.&lt;br /&gt;
&lt;br /&gt;
[[ru:DF2012:Symptom]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Altar&amp;diff=253727</id>
		<title>Altar</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Altar&amp;diff=253727"/>
		<updated>2020-06-30T21:54:17Z</updated>

		<summary type="html">&lt;p&gt;Albedo: token start&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|00:01, 30 June 2020 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{newpage}}&lt;br /&gt;
Altars are used in [[temple]]s.&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Wood_burner&amp;diff=253726</id>
		<title>Wood burner</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Wood_burner&amp;diff=253726"/>
		<updated>2020-06-30T21:46:18Z</updated>

		<summary type="html">&lt;p&gt;Albedo: reorder header templates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|13:18, 3 February 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Wood Burner&lt;br /&gt;
| profession = [[Farmer]]&lt;br /&gt;
| job name   = [[Wood burning]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* turn wood into ash&lt;br /&gt;
* turn wood into charcoal&lt;br /&gt;
| workshop   = [[Wood furnace]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Toughness&lt;br /&gt;
* Endurance&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
'''Wood burner''' is the [[skill]] associated with the wood burning [[labor]], where [[Dwarf|dwarves]] turn [[wood]] into either [[ash]] or [[charcoal]] at a [[wood furnace]]. Dwarves with high skill level accomplish these tasks more quickly. Typically a wood stockpile and a bar/block stockpile are placed near the furnaces.&lt;br /&gt;
&lt;br /&gt;
==How do I get dwarves to burn wood?==&lt;br /&gt;
&lt;br /&gt;
Wood burner is somewhat tenuously considered a farming related job (because ash can be made into [[potash]], which fertilizes fields) and thus the labor is filed under Farming/''Related'' labor menu, and not [[DF2014:Furnace operator|furnace operating]].&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=253715</id>
		<title>Syndrome</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=253715"/>
		<updated>2020-06-30T08:04:19Z</updated>

		<summary type="html">&lt;p&gt;Albedo: /* List of syndromes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|13:02, 6 April 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Snakebite.png|200px|thumb|right|A single bite from a [[helmet snake]] lead to a slow, lingering death for this unfortunate hippo.]]&lt;br /&gt;
A '''syndrome''' is a specific combination of [[symptoms]] that a poor, helpless creature might get from a disease, venom or other effect, through encountering certain other creatures, substances, or supernatural [[weather]].  Syndromes generally cause unpleasant and frequently fatal symptoms over a short to long period of time, but some will clear up over time or with the assistance of a [[doctor]].  A [[Health care|hospital]] is required to diagnose and potentially treat those syndromes that can be helped by treatment. &lt;br /&gt;
&lt;br /&gt;
==List of syndromes==&lt;br /&gt;
Syndromes are generally named after the animal, substance or effect that delivers them.  Note that in a world with [[dragon]]s and [[giant elephant]]s, dwarves (and elves and humans) fall into the &amp;quot;small creatures&amp;quot; category for purposes of this discussion.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Syndrome&lt;br /&gt;
! Venom&lt;br /&gt;
! Acquired&lt;br /&gt;
! Short-term Symptoms&lt;br /&gt;
! Long-term Symptoms&lt;br /&gt;
! Chronic Symptoms &lt;br /&gt;
|-&lt;br /&gt;
| Adder bite&lt;br /&gt;
| adder venom (injected)&lt;br /&gt;
| Being bitten by an [[adder]], [[giant adder]] or [[adder man]]&lt;br /&gt;
| Strong pain&lt;br /&gt;
| Swelling&amp;lt;br&amp;gt;Blisters&amp;lt;br&amp;gt;Nausea&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bark scorpion sting&lt;br /&gt;
| bark scorpion venom (injected)&lt;br /&gt;
| Being stung by a [[bark scorpion]], [[giant bark scorpion]] or [[bark scorpion man]]&lt;br /&gt;
| Strong pain&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Black mamba bite&lt;br /&gt;
| black mamba venom (injected)&lt;br /&gt;
| Being bitten by a [[black mamba]], [[giant black mamba]] or [[black mamba man]]&lt;br /&gt;
| Dizziness&amp;lt;br&amp;gt;Drowsiness&amp;lt;br&amp;gt;Strong pain&amp;lt;br&amp;gt;Fever&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Blob blisters&lt;br /&gt;
| cave blob fluid&amp;lt;br /&amp;gt;(contact or ingested)&lt;br /&gt;
| Touching a [[cave blob]]&lt;br /&gt;
| Mild pain&amp;lt;br/&amp;gt;Mild blisters&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Brown recluse spider bite&lt;br /&gt;
| brown recluse spider venom (injected)&lt;br /&gt;
| Being bitten by a [[brown recluse spider]], [[giant brown recluse spider]] or [[brown recluse spider man]]&lt;br /&gt;
| Nausea&amp;lt;br&amp;gt;Fever&amp;lt;br&amp;gt;Pain&amp;lt;br&amp;gt;&lt;br /&gt;
| Severe localized necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bumblebee sting&lt;br /&gt;
| bumblebee venom (injected)&lt;br /&gt;
| Being stung by a [[bumblebee]] worker&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Strong swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bushmaster bite&lt;br /&gt;
| bushmaster venom (injected)&lt;br /&gt;
| Being bitten by a [[bushmaster]], [[giant bushmaster]] or [[bushmaster man]]&lt;br /&gt;
| Strong pain&amp;lt;br&amp;gt;Mild bleeding&amp;lt;br&amp;gt;Dizziness&amp;lt;br&amp;gt;Nausea&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave floater sickness&lt;br /&gt;
| cave floater gas&amp;lt;br /&amp;gt;(inhaled or ingested)&lt;br /&gt;
| Expelled from [[cave floater]]&lt;br /&gt;
| Mild nausea&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Strong drowsiness (delayed)&amp;lt;br/&amp;gt;Strong dizziness (delayed)&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave spider bite&lt;br /&gt;
| cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[cave spider]]&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Very mild dizziness&lt;br /&gt;
|-&lt;br /&gt;
| Copperhead snake bite&lt;br /&gt;
| copperhead snake venom (injected)&lt;br /&gt;
| Being bitten by a [[copperhead snake]], [[giant copperhead snake]] or [[copperhead snake man]]&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Swelling&amp;lt;br&amp;gt;Nausea&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant cave spider bite&lt;br /&gt;
| giant cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[giant cave spider]]&lt;br /&gt;
| Size-dependant paralysis.&lt;br /&gt;
| Death by asphyxiation, in small targets. Large targets are generally unhindered...unless you count the high probability of being eaten by the giant cave spider as a hindrance.&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
|-&lt;br /&gt;
| Gila monster bite&lt;br /&gt;
| gila monster venom (injected)&lt;br /&gt;
| Being bitten by a [[gila monster]], [[giant gila monster]] or [[gila monster man]]&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Mild swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Gnomeblight&lt;br /&gt;
| [[gnomeblight]]&amp;lt;br /&amp;gt;(contact, inhaled, injected, or ingested)&lt;br /&gt;
| Purposely exposing oneself to the extract. Only affects [[mountain gnome]]s and [[dark gnome]]s.&lt;br /&gt;
| None&lt;br /&gt;
| Severe systemic necrosis&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant desert scorpion sting&lt;br /&gt;
| giant desert scorpion venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being stung by a [[giant desert scorpion]] &lt;br /&gt;
| Necrosis of the brain and nervous system&lt;br /&gt;
| '''Certain death'''&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
|- &lt;br /&gt;
| Helmet snake bite&lt;br /&gt;
| helmet snake venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[helmet snake]]&lt;br /&gt;
| Minor bleeding&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Nausea&amp;lt;br/&amp;gt;Dizziness&amp;lt;br/&amp;gt;Localized swelling&amp;lt;br/&amp;gt;Localized oozing&amp;lt;br/&amp;gt;Localized bruising&amp;lt;br/&amp;gt;Strong pain&amp;lt;br/&amp;gt;Intense localized necrosis&amp;lt;br/&amp;gt;Possible loss of limb &lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Honey bee sting&lt;br /&gt;
| honey bee venom (injected)&lt;br /&gt;
| Being stung by a [[honey bee]] worker&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Strong swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Inebriation{{version|0.42.01}}&lt;br /&gt;
| [[Alcohol]] (consumed/injected)&lt;br /&gt;
| Consuming alcoholic drinks&lt;br /&gt;
| Nausea&amp;lt;br&amp;gt;Dizziness&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Personality changes&amp;lt;br&amp;gt;Euphoria&amp;lt;br&amp;gt;Erratic behavior&amp;lt;br&amp;gt;Trouble breathing&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Iron man cough&lt;br /&gt;
| iron man gas&amp;lt;br /&amp;gt;(inhaled)&lt;br /&gt;
| Expelled by [[iron man]]&lt;br /&gt;
| Coughing blood&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| King cobra bite&lt;br /&gt;
| king cobra venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[king cobra]]&lt;br /&gt;
| Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;Pain, dizziness, drowsiness&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Phantom spider bite&lt;br /&gt;
| phantom spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[phantom spider]]&lt;br /&gt;
| None&lt;br /&gt;
| Numbness and mild dizziness&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Platypus sting&lt;br /&gt;
| platypus venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being kicked by a [[platypus]], [[giant platypus]] or [[platypus man]]&lt;br /&gt;
| Pain and swelling&lt;br /&gt;
| Extreme pain, swelling possibly to the point of necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Rattlesnake bite&lt;br /&gt;
| rattlesnake venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[rattlesnake]], [[giant rattlesnake]] or [[rattlesnake man]]&lt;br /&gt;
| Pain, nausea, blisters, swelling, bruising&lt;br /&gt;
| Severe localized necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Serpent man bite&lt;br /&gt;
| serpent man venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[serpent man]]&lt;br /&gt;
| Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Mummy's curse&lt;br /&gt;
| [[DF2014:Mummy|Disturbance interaction]].&lt;br /&gt;
| Being cursed by a [[mummy]], when caught raiding their tombs&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| 20% chance of any skill roll failing, regardless of skill.&lt;br /&gt;
|-&lt;br /&gt;
| Vampirism&lt;br /&gt;
| [[Deity|Divine]] Curse.&lt;br /&gt;
| Drinking the blood of a [[vampire]]. Toppling statues in shrines in Adventure Mode or temples in Fortress Mode (random chance).&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Victim becomes a [[vampire]].&lt;br /&gt;
|-&lt;br /&gt;
| Werebeast Curse&lt;br /&gt;
| [[Deity|Divine]] Curse.&lt;br /&gt;
| Being bitten by a [[werebeast]] or toppling statues in shrines in Adventure Mode (random chance).&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Victim becomes a [[werebeast]].&lt;br /&gt;
|-&lt;br /&gt;
| Necromancy&lt;br /&gt;
| [[Deity|Divine]] Curse.&lt;br /&gt;
| Reading a book/slab that contains the secrets of life and death.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Reader becomes a [[Necromancer]].&lt;br /&gt;
|-&lt;br /&gt;
| evil rain sickness&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
| Being caught outside in [[Weather#Evil weather|freakish weather]] in an evil [[biome]]&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|-&lt;br /&gt;
| evil cloud sickness&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Being caught in a [Weather#Evil weather|creeping cloud]] in an evil [[biome]]&lt;br /&gt;
|-&lt;br /&gt;
| beast sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[forgotten beast]]s&lt;br /&gt;
|-&lt;br /&gt;
| titan sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[titan]]s&lt;br /&gt;
|-&lt;br /&gt;
| night sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[werebeast]]s or [[experiment]]s&lt;br /&gt;
|-&lt;br /&gt;
| demon sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[demon]]s&lt;br /&gt;
|-&lt;br /&gt;
| divine sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[angel]]s&lt;br /&gt;
|}&lt;br /&gt;
: 1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.&lt;br /&gt;
: 2. Necrosis of the brain will eventually result in death once the brain rots away completely. &lt;br /&gt;
: 3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain. &lt;br /&gt;
: 4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms. &lt;br /&gt;
: 5. [[Titan]]s, [[forgotten beast]]s, [[werebeast]]s, [[experiment]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from mildly hazardous (mild [[Symptoms#Blisters|blisters]] from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood).&lt;br /&gt;
&lt;br /&gt;
==The anatomy of a syndrome==&lt;br /&gt;
Mechanically, syndromes are bundles of tokens attached to a material (or to an interaction effect; see below) - they're confined to creature materials in vanilla DF, but it's a simple matter to add them to inorganic materials.  When the material is injected, touched, inhaled, or ingested (depending on the syndrome), the creature suffers the predations of a nasty disease or poison.  Here's an example syndrome, taken from the Giant Cave Spider raws.&lt;br /&gt;
&lt;br /&gt;
If you are having troubles getting the syndromes to work (i.e., in combat reports, getting &amp;quot;'''supersnake''' n/a splatters~etc&amp;quot;), then simply throw the venom template into the actual creature's raw, which is what the LOCAL_CREATURE_MAT actually calls on; the venom being in the same file.&lt;br /&gt;
&lt;br /&gt;
    [USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
        [STATE_NAME:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [PREFIX:NONE]&lt;br /&gt;
        [ENTERS_BLOOD]&lt;br /&gt;
        [SYNDROME]&lt;br /&gt;
            [SYN_NAME:giant cave spider bite]&lt;br /&gt;
            [SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
            [SYN_IMMUNE_CREATURE:SPIDER_CAVE:ALL]&lt;br /&gt;
            [SYN_INJECTED]&lt;br /&gt;
            [CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]&lt;br /&gt;
&lt;br /&gt;
The first line, USE_MATERIAL_TEMPLATE, is creating a new material, called POISON, using the CREATURE_EXTRACT_TEMPLATE as the basis.  After this, the STATE_NAME and STATE_ADJ tokens are used to define the names and adjectives assigned to different states of the material - GAS, LIQUID and ALL_SOLID, in this case, though ALL is also a valid token.  At this stage, you can use any material tags like MAT_FIXED_TEMP or similar to set further material properties, though this usually isn't necessary.&lt;br /&gt;
&lt;br /&gt;
  ENTERS_BLOOD&lt;br /&gt;
This tag determines whether a poison enters the blood or not. If it is not included, the poison will splatter (if liquid) or flow (if gas) over the affected body part instead when injected. If you're using a contact poison, leave this out. Necessary for injected poisons.&lt;br /&gt;
  SYNDROME&lt;br /&gt;
This tag ends the material details and begins the definition of the actual syndrome.&lt;br /&gt;
  SYN_NAME&lt;br /&gt;
This one is self-explanatory - the name of the syndrome as it will appear in-game.&lt;br /&gt;
  SYN_AFFECTED_CLASS&lt;br /&gt;
This token defines what CREATURE_CLASS will be affected by the syndrome.  Most creatures are classed under GENERAL_POISON.  Multiple tokens can be used in a single syndrome.&lt;br /&gt;
  SYN_IMMUNE_CLASS&lt;br /&gt;
As above, but makes class immune.&lt;br /&gt;
  SYN_IMMUNE_CREATURE&lt;br /&gt;
This token defines which creatures CANNOT be affected by the syndrome - useful for addressing specific instances within a population, such as a specific caste or an individual creature that falls under GENERAL_POISON. Syntax is [SYN_IMMUNE_CREATURE:creature:caste]. ALL can be used for the caste.&lt;br /&gt;
  SYN_AFFECTED_CREATURE&lt;br /&gt;
As above, but makes creature or caste susceptible.&lt;br /&gt;
  SYN_CLASS&lt;br /&gt;
This tag sets a class for the syndrome that can be used in [[Interaction token|interactions.]]&lt;br /&gt;
  SYN_IDENTIFIER{{version|0.42.01}}.&lt;br /&gt;
Similar to SYN_CLASS, this sets an identifier that can be shared between multiple syndromes, for use with the SYNDROME_DILUTION_FACTOR creature token. In vanilla DF, this is used to allow dwarves to drink more alcohol before becoming inebriated.&lt;br /&gt;
  SYN_NO_HOSPITAL{{version|0.42.01}}.&lt;br /&gt;
Probably prevents affected dwarves from being carried to the hospital.{{verify}}&lt;br /&gt;
  SYN_CONCENTRATION_ADDED:x:x{{version|0.42.01}}.&lt;br /&gt;
Repeated exposure to the syndrome will result in the effects becoming more intense. In vanilla [SYN_CONCENTRATION_ADDED:100:1000] is used with alcohol.&lt;br /&gt;
&lt;br /&gt;
  SYN_INJECTED, SYN_CONTACT, SYN_INHALED, SYN_INGESTED&lt;br /&gt;
This token determines the method of infection - injected syndromes must be injected via a creature attack, while contact syndromes result from any contamination of a creature by material splatter (such as blood), inhaled syndromes must be inhaled in gaseous form (such as from boiling or a creature breath attack), and ingestion syndromes must be eaten or drunk.  Any combination of these tags can be used.  A fun variation on the usual creature injection routine is to create a material with a SYN_CONTACT syndrome and have a creature use it for blood - this tends to end poorly for any predator that chooses to attack them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:VENOM:LIQUID:100:100]&lt;br /&gt;
This is one method for getting a poison into a creature. If [ENTERS_BLOOD] is applied, it will be injected into the bloodstream. Otherwise, it will just splatter over the area. Put this on a creature attack. Substance type (gas, liquid, solid) does not appear to have an effect. The numbers on the end are minimum and maximum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CE_X, or creature effect tokens, are the real meat and bones of your syndrome.  They're detailed below.&lt;br /&gt;
&lt;br /&gt;
==Creature effect tokens==&lt;br /&gt;
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected.  An example CE token is as follows:&lt;br /&gt;
&lt;br /&gt;
  [CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner.  The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later.&lt;br /&gt;
&lt;br /&gt;
As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) ends it, the order of the intervening tokens isn't important. PEAK and END aren't required.&lt;br /&gt;
&lt;br /&gt;
*CE_X&lt;br /&gt;
The effect type.  This can be a number of different tokens, as detailed in the table below this list.&lt;br /&gt;
*SEV:X&lt;br /&gt;
The severity of the effect.  Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten.&lt;br /&gt;
*PROB:X&lt;br /&gt;
The probability of the effect actually manifesting in the victim, as a percentage.  100 means always, 1 means a 1 in 100 chance.&lt;br /&gt;
*LOCALIZED (Overwrites BP tokens)&lt;br /&gt;
This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the syndrome have no effect. This token also makes inhaled syndromes have no effect. &lt;br /&gt;
*BP:BODY_PART:TISSUE (Overwritten by LOCALIZED)&lt;br /&gt;
Specifies which body parts and tissues are to be affected by the syndrome. BODY_PART can be BY_CATEGORY:x to target body parts with a matching [CATEGORY:x] [[body token]] (or ALL to affect everything), BY_TYPE:x to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:x to target individual body parts by their ID (as specified in the [BP] token). For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL.  The syndrome would act on all bodyparts within the creature with the CATEGORY tag LUNG and affect all tissue layers.  For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all bodyparts. Multiple targets can be given in one syndrome by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target bodyparts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas. Not everything takes a target!&lt;br /&gt;
*VASCULAR_ONLY (Optional)&lt;br /&gt;
This syndrome only affects tissue layers with the VASCULAR token.&lt;br /&gt;
*MUSCULAR_ONLY (Optional)&lt;br /&gt;
This syndrome only affects tissue layers with the MUSCULAR token.  Are you seeing a trend here?&lt;br /&gt;
*SIZE_DILUTES (Optional)&lt;br /&gt;
This token presumably causes the effects of the syndrome to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.&lt;br /&gt;
*SIZE_DELAYS (Optional)&lt;br /&gt;
As above, this token has yet to be tested but presumably delays the onset of a syndrome according to the size of the victim.&lt;br /&gt;
*DWF_STRETCH:X{{version|0.42.01}} (Optional)&lt;br /&gt;
Multiplies the duration of the syndrome by X in Fortress mode.  If X is 72, syndrome will last the same amount of ticks in fortress and adventure mode.&lt;br /&gt;
*ABRUPT{{version|0.42.01}} (Optional)&lt;br /&gt;
Makes the symptom begin immediately rather than ramping up. {{verify}}&lt;br /&gt;
*CAN_BE_HIDDEN (Optional)&lt;br /&gt;
Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}&lt;br /&gt;
*RESISTABLE (Optional)&lt;br /&gt;
Determines if the effect can be hindered by the target creature's [[Attribute#Disease_Resistance|disease resistance attribute]]. Without this token, disease resistance is ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!&lt;br /&gt;
&lt;br /&gt;
Non-targeted syndromes will ignore any BP tokens and LOCALIZED tokens.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| CE_BLEEDING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BLISTERS&lt;br /&gt;
| Yes&lt;br /&gt;
| Covers the targeted bodypart with blisters.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BRUISING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to undergo bruising.&lt;br /&gt;
|-&lt;br /&gt;
| CE_IMPAIR_FUNCTION&lt;br /&gt;
| Yes&lt;br /&gt;
| An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate.  This token only affects organs, not limbs. Note that this effect is currently bugged, and will not &amp;quot;turn off&amp;quot; until the creature receives a wound to cause its body parts to update.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NECROSIS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NUMBNESS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_OOZING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes pus to ooze from the afflicted bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PAIN&lt;br /&gt;
| Yes&lt;br /&gt;
| Afflicts the targeted bodypart with intense pain.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PARALYSIS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes paralysis. Paralysis is complete paralysis and will cause suffocation in smaller creatures. Paralysis on a limb may lead to motor nerve damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SWELLING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis.&lt;br /&gt;
|-&lt;br /&gt;
| CE_COUGH_BLOOD&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DIZZINESS&lt;br /&gt;
| No&lt;br /&gt;
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DROWSINESS&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Drowsiness condition.&lt;br /&gt;
|-&lt;br /&gt;
| CE_FEVER&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Fever condition.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NAUSEA&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.&lt;br /&gt;
|-&lt;br /&gt;
| CE_UNCONSCIOUSNESS&lt;br /&gt;
| No&lt;br /&gt;
| Renders unconscious.&lt;br /&gt;
|-&lt;br /&gt;
| CE_VOMIT_BLOOD&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_ERRATIC_BEHAVIOR{{version|0.42.01}}&lt;br /&gt;
| No&lt;br /&gt;
| Causes erratic behavior, meaning &amp;quot;People that like to brawl have a chance of starting a brawl-level fight with any nearby adult&amp;quot; [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady]&lt;br /&gt;
|}&lt;br /&gt;
====Healing Effects====&lt;br /&gt;
Starting with DF version 0.47.01, there are healing counterparts to most of the tokens above that will heal various syndrome effects or physical damage.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| CE_STOP_BLEEDING&lt;br /&gt;
| Yes?&lt;br /&gt;
| Decreases the severity of the bleeding of any wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the bleeding is decreased.&lt;br /&gt;
|-&lt;br /&gt;
| CE_CLOSE_OPEN_WOUNDS&lt;br /&gt;
| Yes?&lt;br /&gt;
| Closes any wounds on the targeted bodypart with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| CE_HEAL_TISSUES&lt;br /&gt;
| Yes?&lt;br /&gt;
| Heals the tissues of the targeted bodypart with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| CE_HEAL_NERVES&lt;br /&gt;
| Yes?&lt;br /&gt;
| Heals the nerves of the targeted bodypart with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_PAIN&lt;br /&gt;
| Yes?&lt;br /&gt;
| Decreases the severity of pain produced by wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the pain is decreased.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_SWELLING&lt;br /&gt;
| Yes?&lt;br /&gt;
| Decreases the severity of swelling on the targeted bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| CE_CURE_INFECTION&lt;br /&gt;
| Yes?&lt;br /&gt;
| Probably decreases the severity of the infection from infected wounds over time.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_PARALYSIS&lt;br /&gt;
| Yes?&lt;br /&gt;
| Decreases the severity of any paralysis effects on the targeted bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REGROW_PARTS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes missing bodyparts to regrow. SEV controls how quickly bodyparts are regrown. In adventure, parts will be regrown until you travel or wait/sleep {{bug|0011396}}.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_DIZZINESS&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any dizziness the creature has.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_NAUSEA&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any nausea the creature has.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_FEVER&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any fever the creature has.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special Effects===&lt;br /&gt;
Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any substance or custom interaction.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| CE_ADD_TAG&lt;br /&gt;
| No&lt;br /&gt;
| tags&lt;br /&gt;
| Adds a tag to the affected creature.  Many arguments can be used sequentially within one syndrome token. Valid tags are the same as that of the [[interaction token]] '''IT_REQUIRES''', ie.&lt;br /&gt;
&lt;br /&gt;
BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, LIKES_FIGHTING (or LIKESFIGHTING), MISCHIEVOUS (or MISCHIEVIOUS), NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, NO_AGING, STERILE, UTTERANCES.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REMOVE_TAG&lt;br /&gt;
| No&lt;br /&gt;
| tags&lt;br /&gt;
| Removes a tag from a creature.  Supported arguments are the same as CE_ADD_TAG.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DISPLAY_TILE&lt;br /&gt;
| No&lt;br /&gt;
| TILE:[[Tilesets|tile number]]:[[Color#Modding color|colour]]&lt;br /&gt;
| The creature displays the specified tile and colour instead of its normal one.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DISPLAY_NAME&lt;br /&gt;
| No&lt;br /&gt;
| NAME:singular:plural:adjective&lt;br /&gt;
| Attaches a specified name to the creature's normal name.&lt;br /&gt;
|-&lt;br /&gt;
| CE_FLASH_TILE&lt;br /&gt;
| No&lt;br /&gt;
| TILE:tile number:colour:FREQUENCY:ticks default tile:ticks syndrome tile&lt;br /&gt;
| The creature flashes between its normal tile and the one specified here.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PHYS_ATT_CHANGE&lt;br /&gt;
| No&lt;br /&gt;
| [[Attribute]]:percentage:fixed boost(?)&lt;br /&gt;
| Alters the physical [[attribute]]s of a creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_MENT_ATT_CHANGE&lt;br /&gt;
| No&lt;br /&gt;
| [[Attribute]]:percentage:fixed boost(?)&lt;br /&gt;
| Alters the mental [[attribute]]s of a creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BODY_APPEARANCE_MODIFIER&lt;br /&gt;
| No&lt;br /&gt;
| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?) &lt;br /&gt;
| Alters the size of the creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BP_APPEARANCE_MODIFIER&lt;br /&gt;
| Yes&lt;br /&gt;
| body part:APPEARANCE_MODIFIER:attribute:number]&lt;br /&gt;
| Alters the characteristics (height, width etc.) of a body part.&lt;br /&gt;
|-&lt;br /&gt;
| CE_MATERIAL_FORCE_MULTIPLIER&lt;br /&gt;
| No&lt;br /&gt;
| MAT_MULT:[[material token|material]]:A:B&lt;br /&gt;
| Makes creature affected by materials more or less by a factor of A/B. If A is 3 and B is 2, the creature will be 1.5x weaker to the defined material (can be NONE:NONE for all); if 2:3, the creature will be 1.5 times stronger.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SPEED_CHANGE&lt;br /&gt;
| No&lt;br /&gt;
| speed modifier:number&lt;br /&gt;
| Changes the speed of a creature. &lt;br /&gt;
Speed modifier contains one or both of:&lt;br /&gt;
* SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster)&lt;br /&gt;
* SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero)&lt;br /&gt;
The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CE_CAN_DO_INTERACTION&lt;br /&gt;
| No&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature able to perform an interaction.  See [[Interaction token]].  To specify the interaction, use the argument:&lt;br /&gt;
* CDI:INTERACTION:interaction name&lt;br /&gt;
|-&lt;br /&gt;
| CE_SPECIAL_ATTACK_INTERACTION{{version|0.47.01}}&lt;br /&gt;
| Yes&lt;br /&gt;
| INTERACTION:&amp;lt;interaction name&amp;gt;:BP:&amp;lt;selection criteria&amp;gt;:&amp;lt;name of category,type, or token of designated part/parts&amp;gt;&lt;br /&gt;
| Makes the creature able to perform an interaction when using an attack with a designated body part/parts. See [[#Spreading diseases in 0.47.01|below]] for an example&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CE_BODY_MAT_INTERACTION&lt;br /&gt;
| No&lt;br /&gt;
| MAT_TOKEN:&amp;lt;body material token&amp;gt;&lt;br /&gt;
| Causes one of the creature's body materials to trigger an interaction when the material is ingested, injected, etc (depending on the [CE:SYNDROME_TAG]s used; note that more than one may be specified). Generated vampire syndromes use '''RESERVED_BLOOD''' as the body material token in this syndrome tag, so as to specify the blood material of any creature with the syndrome.  The following tokens should be inserted after this:&lt;br /&gt;
* '''CE:INTERACTION:interaction_id''' -  replace 'interaction_id' with the name of the target interaction&lt;br /&gt;
* '''CE:SYNDROME_TAG:syndrome_trigger_type''' - replace 'syndrome_trigger_type' with any of SYN_INGESTED, SYN_INJECTED, SYN_CONTACT, SYN_INHALED&lt;br /&gt;
The linked interaction must have an [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]] token for this to work!&lt;br /&gt;
&lt;br /&gt;
Note that this currently only works on materials obtained from historical figures and has only been tested with ingested materials linked to interactions with ADD_SYNDROME interaction effects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CE_BODY_TRANSFORMATION&lt;br /&gt;
| No&lt;br /&gt;
| PROB:percentage:START:time:END:time&lt;br /&gt;
| Transforms into another creature.  PROB and END arguments optional.  The target creature may either be specified directly using CE:CREATURE or else set to be randomly selected as guided by creature and/or caste flag restrictions (of which multiple may be specified).&lt;br /&gt;
* CE:CREATURE:CREATURE_ID:CASTE_ID - Specify the creature and caste (for example: CE:CREATURE:DWARF:FEMALE). ANY can be used in place of a specific CASTE_ID to randomise the caste for every transformation.&amp;lt;br&amp;gt;&lt;br /&gt;
* CE:CREATURE_FLAG:FLAG{{version|0.47.01}} - Any creature with the specified [[:Interaction_token#Creature_and_Caste_Flags|creature flag]] is a valid transformation target.&amp;lt;br&amp;gt;&lt;br /&gt;
* CE:FORBIDDEN_CREATURE_FLAG{{version|0.47.01}} - Forbids all creatures with the specified [[:Interaction_token#Creature_and_Caste_Flags|creature flag]] from being randomly selected.&amp;lt;br&amp;gt;&lt;br /&gt;
* CE:CREATURE_CASTE_FLAG:FLAG{{version|0.47.01}} - Any creature with the specified [[:Interaction_token#Creature_and_Caste_Flags|caste flag]] is a valid transformation target.&amp;lt;br&amp;gt;&lt;br /&gt;
* CE:FORBIDDEN_CREATURE_CASTE_FLAG{{version|0.47.01}} - Forbids all creatures with the specified [[:Interaction_token#Creature_and_Caste_Flags|caste flag]] from being randomly selected.&amp;lt;br&amp;gt;&lt;br /&gt;
*CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED{{version|0.47.01}} - Unknown. Possibly disallows all creatures with only slow gaits.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Note that any wounds the creature has suffered will instantly heal upon transforming, both into and out of the target form.  [[Undead]] limbs of a creature with this token will grow into a full instance of that creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SKILL_ROLL_ADJUST&lt;br /&gt;
| No&lt;br /&gt;
| PERC:percentage:PERC_ON:percentage&lt;br /&gt;
| Alters the skill level of a creature.  The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SENSE_CREATURE_CLASS&lt;br /&gt;
| No&lt;br /&gt;
| START:time:CLASS:creature class:tile:color&lt;br /&gt;
| Allows creature to see other creatures with given class through walls. Vampires, for example, have START:0:CLASS:GENERAL_POISON:15:4:0:1.&lt;br /&gt;
|-&lt;br /&gt;
| CE_CHANGE_PERSONALITY{{version|0.42.01}}&lt;br /&gt;
| No&lt;br /&gt;
| FACET:[[DF2014:Personality_trait#Facets|trait]]:amount&lt;br /&gt;
| Changes a [[personality trait]] by amount. Multiple FACET:trait:amount sets may be used.&lt;br /&gt;
|-&lt;br /&gt;
| CE_FEEL_EMOTION{{version|0.42.01}}&lt;br /&gt;
| No&lt;br /&gt;
| EMOTION:[[emotion]]&lt;br /&gt;
| Makes the creature feel a specific [[emotion]]; severity based on standard SEV value. The [[thought]] the creature receives is: &amp;quot;[creature] feels [emotion] due to [syndrome name]&amp;quot;. See [[Emotion]] for the list of valid emotions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''All''' creature effect tokens take START, END and PROB numbers, and can be followed by [CE:PERIODIC] and/or [CE:COUNTER_TRIGGER] to restrict when they actually take effect.&lt;br /&gt;
* PERIODIC:period_type:min_value:max_value&lt;br /&gt;
* {{text anchor|COUNTER_TRIGGER}}:counter_name:min_value:max_value:REQUIRED&lt;br /&gt;
&lt;br /&gt;
Currently, the only valid period type is MOON_PHASE.&lt;br /&gt;
&lt;br /&gt;
===Counter Triggers===&lt;br /&gt;
Valid counter values are below:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Counter&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOLIC&lt;br /&gt;
| How long it's been (in [[time]] units) since the creature last had a drink of alcohol. Only present on creatures who need alcohol to get through the working day.&lt;br /&gt;
* 100800 (3 months) = and is starting to work slowly due to its scarcity&lt;br /&gt;
* 201600 (6 months) = and really wants a drink&lt;br /&gt;
* 302400 (9 months) = and has gone without a drink for far, far too long&lt;br /&gt;
* 403200 (1 year) = and can't even remember the last time he/she had some&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| How cave-adapted the creature is. Increases by 1 for every [[time]] unit spent underground, to a maximum of 800000.&lt;br /&gt;
* 403200 (1 year) = going outside causes irritation&lt;br /&gt;
* 604800 (1.5 years) = going outside causes nausea&lt;br /&gt;
|-&lt;br /&gt;
| PARTIED_OUT&lt;br /&gt;
| How long before the creature will decide to attend another party. Starts at 3+ months and counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| MILK_COUNTER&lt;br /&gt;
| How long before the creature can be milked again. Starts at the creature's MILK frequency and counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| EGG_SPENT&lt;br /&gt;
| How long before the creature can lay more eggs. Starts at 3 months and counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| GROUNDED_ANIMAL_ANGER&lt;br /&gt;
| How angry (and likely to attack) an animal is from being over-crowded. Increases when over-crowded and otherwise counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| TIME_SINCE_SUCKED_BLOOD&lt;br /&gt;
| How long it's been (in [[time]] units) since the creature last sucked somebody's blood.&lt;br /&gt;
|-&lt;br /&gt;
| DRINKING_BLOOD&lt;br /&gt;
| How much longer the creature will be drinking somebody's blood. Starts at 2.4 days and counts down to zero.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
==Inorganic syndromes and you!==&lt;br /&gt;
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition.  The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced.  This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release.  &lt;br /&gt;
&lt;br /&gt;
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.&lt;br /&gt;
  [MELTING_POINT:NONE]&lt;br /&gt;
  [BOILING_POINT:10000]&lt;br /&gt;
  [MAT_FIXED_TEMP:10001]&lt;br /&gt;
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas.  Creatures who inhale the gas will be immediately hit with the syndrome you thoughtfully attached to the material definition earlier!&lt;br /&gt;
&lt;br /&gt;
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spreading diseases==&lt;br /&gt;
It's fully possible to make a nasty disease capable of spreading itself from an infected dwarf to others, though it requires some skill in modding [[interaction token|interactions]] as well. Here is an example of a plague-inflicting interaction:&lt;br /&gt;
&lt;br /&gt;
  [INTERACTION:PLAGUE]&lt;br /&gt;
  	[I_TARGET:A:CREATURE]&lt;br /&gt;
  		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
  		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
  		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  		[IT_MANUAL_INPUT:creatures]&lt;br /&gt;
  	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
  		[IE_TARGET:A]&lt;br /&gt;
  		[IE_IMMEDIATE]&lt;br /&gt;
  		[SYNDROME]&lt;br /&gt;
  			[SYN_NAME:the plague]&lt;br /&gt;
  			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  			[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]&lt;br /&gt;
  			[CE_CAN_DO_INTERACTION:START:1500:END:25000]&lt;br /&gt;
  				[CDI:ADV_NAME:Spread the plague]&lt;br /&gt;
  				[CDI:INTERACTION:PLAGUE]&lt;br /&gt;
  				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
  				[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
  				[CDI:WAIT_PERIOD:30]&lt;br /&gt;
&lt;br /&gt;
As you can see, the syndrome here inflicts blisters, fever and, after roughly a month, necrosis of the whole body - that's when the infected creatures will start dying out. But before that happens, CE_CAN_DO_INTERACTION makes them capable of spreading the plague further.&lt;br /&gt;
&lt;br /&gt;
You also need a disease vector that will bring the plague straight to your fort. (hint: use [[large rat|various]] [[rat man|species]] [[giant rat|of rats]] - they're perfect for that). The following code, added to a creature's raws, ensures the creature will infect anybody it encounters:&lt;br /&gt;
&lt;br /&gt;
  [CAN_DO_INTERACTION:PLAGUE]&lt;br /&gt;
  	[CDI:ADV_NAME:Spread the plague]&lt;br /&gt;
  	[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
  	[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
  	[CDI:WAIT_PERIOD:30]&lt;br /&gt;
&lt;br /&gt;
As soon as the said creature is startled by your dwarves, the [[fun]] will begin.&lt;br /&gt;
&lt;br /&gt;
==''In 0.47.01''==&lt;br /&gt;
As of version 0.47.01, it may be possible to use a creature's established methods of attack for use in disease-spreading.&lt;br /&gt;
&lt;br /&gt;
Let's use the borrowed example of the plague above. This time, the plague will spread through biting, using the following syndrome code:&lt;br /&gt;
&lt;br /&gt;
  [INTERACTION:PLAGUE]&lt;br /&gt;
  	[I_TARGET:A:CREATURE]&lt;br /&gt;
  		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
  		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
  		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  		[IT_MANUAL_INPUT:creatures]&lt;br /&gt;
  	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
  		[IE_TARGET:A]&lt;br /&gt;
  		[IE_IMMEDIATE]&lt;br /&gt;
  		[SYNDROME]&lt;br /&gt;
  			[SYN_NAME:the plague]&lt;br /&gt;
  			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  			[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]&lt;br /&gt;
  			[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:PLAGUE:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The line [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE_PLAGUE:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] allows any infected creature with an attack using mouth or tooth category body parts to immediately spread the disease using said attack. The victim of the attack may then spread the disease if they are able to attack with the needed body part/parts.&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:DF2012:Syndrome]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=253714</id>
		<title>Syndrome</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=253714"/>
		<updated>2020-06-30T08:04:05Z</updated>

		<summary type="html">&lt;p&gt;Albedo: /* List of syndromes */ &amp;quot;small targets&amp;quot; = dwarves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|13:02, 6 April 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Snakebite.png|200px|thumb|right|A single bite from a [[helmet snake]] lead to a slow, lingering death for this unfortunate hippo.]]&lt;br /&gt;
A '''syndrome''' is a specific combination of [[symptoms]] that a poor, helpless creature might get from a disease, venom or other effect, through encountering certain other creatures, substances, or supernatural [[weather]].  Syndromes generally cause unpleasant and frequently fatal symptoms over a short to long period of time, but some will clear up over time or with the assistance of a [[doctor]].  A [[Health care|hospital]] is required to diagnose and potentially treat those syndromes that can be helped by treatment. &lt;br /&gt;
&lt;br /&gt;
==List of syndromes==&lt;br /&gt;
Syndromes are generally named after the animal, substance or effect that delivers them.  Note that in a world with [[[dragon]]s and [[giant elephant]]s, dwarves (and elves and humans) fall into the &amp;quot;small creatures&amp;quot; category for purposes of this discussion.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Syndrome&lt;br /&gt;
! Venom&lt;br /&gt;
! Acquired&lt;br /&gt;
! Short-term Symptoms&lt;br /&gt;
! Long-term Symptoms&lt;br /&gt;
! Chronic Symptoms &lt;br /&gt;
|-&lt;br /&gt;
| Adder bite&lt;br /&gt;
| adder venom (injected)&lt;br /&gt;
| Being bitten by an [[adder]], [[giant adder]] or [[adder man]]&lt;br /&gt;
| Strong pain&lt;br /&gt;
| Swelling&amp;lt;br&amp;gt;Blisters&amp;lt;br&amp;gt;Nausea&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bark scorpion sting&lt;br /&gt;
| bark scorpion venom (injected)&lt;br /&gt;
| Being stung by a [[bark scorpion]], [[giant bark scorpion]] or [[bark scorpion man]]&lt;br /&gt;
| Strong pain&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Black mamba bite&lt;br /&gt;
| black mamba venom (injected)&lt;br /&gt;
| Being bitten by a [[black mamba]], [[giant black mamba]] or [[black mamba man]]&lt;br /&gt;
| Dizziness&amp;lt;br&amp;gt;Drowsiness&amp;lt;br&amp;gt;Strong pain&amp;lt;br&amp;gt;Fever&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Blob blisters&lt;br /&gt;
| cave blob fluid&amp;lt;br /&amp;gt;(contact or ingested)&lt;br /&gt;
| Touching a [[cave blob]]&lt;br /&gt;
| Mild pain&amp;lt;br/&amp;gt;Mild blisters&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Brown recluse spider bite&lt;br /&gt;
| brown recluse spider venom (injected)&lt;br /&gt;
| Being bitten by a [[brown recluse spider]], [[giant brown recluse spider]] or [[brown recluse spider man]]&lt;br /&gt;
| Nausea&amp;lt;br&amp;gt;Fever&amp;lt;br&amp;gt;Pain&amp;lt;br&amp;gt;&lt;br /&gt;
| Severe localized necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bumblebee sting&lt;br /&gt;
| bumblebee venom (injected)&lt;br /&gt;
| Being stung by a [[bumblebee]] worker&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Strong swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bushmaster bite&lt;br /&gt;
| bushmaster venom (injected)&lt;br /&gt;
| Being bitten by a [[bushmaster]], [[giant bushmaster]] or [[bushmaster man]]&lt;br /&gt;
| Strong pain&amp;lt;br&amp;gt;Mild bleeding&amp;lt;br&amp;gt;Dizziness&amp;lt;br&amp;gt;Nausea&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave floater sickness&lt;br /&gt;
| cave floater gas&amp;lt;br /&amp;gt;(inhaled or ingested)&lt;br /&gt;
| Expelled from [[cave floater]]&lt;br /&gt;
| Mild nausea&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Strong drowsiness (delayed)&amp;lt;br/&amp;gt;Strong dizziness (delayed)&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave spider bite&lt;br /&gt;
| cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[cave spider]]&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Very mild dizziness&lt;br /&gt;
|-&lt;br /&gt;
| Copperhead snake bite&lt;br /&gt;
| copperhead snake venom (injected)&lt;br /&gt;
| Being bitten by a [[copperhead snake]], [[giant copperhead snake]] or [[copperhead snake man]]&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Swelling&amp;lt;br&amp;gt;Nausea&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant cave spider bite&lt;br /&gt;
| giant cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[giant cave spider]]&lt;br /&gt;
| Size-dependant paralysis.&lt;br /&gt;
| Death by asphyxiation, in small targets. Large targets are generally unhindered...unless you count the high probability of being eaten by the giant cave spider as a hindrance.&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
|-&lt;br /&gt;
| Gila monster bite&lt;br /&gt;
| gila monster venom (injected)&lt;br /&gt;
| Being bitten by a [[gila monster]], [[giant gila monster]] or [[gila monster man]]&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Mild swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Gnomeblight&lt;br /&gt;
| [[gnomeblight]]&amp;lt;br /&amp;gt;(contact, inhaled, injected, or ingested)&lt;br /&gt;
| Purposely exposing oneself to the extract. Only affects [[mountain gnome]]s and [[dark gnome]]s.&lt;br /&gt;
| None&lt;br /&gt;
| Severe systemic necrosis&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant desert scorpion sting&lt;br /&gt;
| giant desert scorpion venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being stung by a [[giant desert scorpion]] &lt;br /&gt;
| Necrosis of the brain and nervous system&lt;br /&gt;
| '''Certain death'''&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
|- &lt;br /&gt;
| Helmet snake bite&lt;br /&gt;
| helmet snake venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[helmet snake]]&lt;br /&gt;
| Minor bleeding&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Nausea&amp;lt;br/&amp;gt;Dizziness&amp;lt;br/&amp;gt;Localized swelling&amp;lt;br/&amp;gt;Localized oozing&amp;lt;br/&amp;gt;Localized bruising&amp;lt;br/&amp;gt;Strong pain&amp;lt;br/&amp;gt;Intense localized necrosis&amp;lt;br/&amp;gt;Possible loss of limb &lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Honey bee sting&lt;br /&gt;
| honey bee venom (injected)&lt;br /&gt;
| Being stung by a [[honey bee]] worker&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Strong swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Inebriation{{version|0.42.01}}&lt;br /&gt;
| [[Alcohol]] (consumed/injected)&lt;br /&gt;
| Consuming alcoholic drinks&lt;br /&gt;
| Nausea&amp;lt;br&amp;gt;Dizziness&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Personality changes&amp;lt;br&amp;gt;Euphoria&amp;lt;br&amp;gt;Erratic behavior&amp;lt;br&amp;gt;Trouble breathing&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Iron man cough&lt;br /&gt;
| iron man gas&amp;lt;br /&amp;gt;(inhaled)&lt;br /&gt;
| Expelled by [[iron man]]&lt;br /&gt;
| Coughing blood&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| King cobra bite&lt;br /&gt;
| king cobra venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[king cobra]]&lt;br /&gt;
| Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;Pain, dizziness, drowsiness&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Phantom spider bite&lt;br /&gt;
| phantom spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[phantom spider]]&lt;br /&gt;
| None&lt;br /&gt;
| Numbness and mild dizziness&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Platypus sting&lt;br /&gt;
| platypus venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being kicked by a [[platypus]], [[giant platypus]] or [[platypus man]]&lt;br /&gt;
| Pain and swelling&lt;br /&gt;
| Extreme pain, swelling possibly to the point of necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Rattlesnake bite&lt;br /&gt;
| rattlesnake venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[rattlesnake]], [[giant rattlesnake]] or [[rattlesnake man]]&lt;br /&gt;
| Pain, nausea, blisters, swelling, bruising&lt;br /&gt;
| Severe localized necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Serpent man bite&lt;br /&gt;
| serpent man venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[serpent man]]&lt;br /&gt;
| Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Mummy's curse&lt;br /&gt;
| [[DF2014:Mummy|Disturbance interaction]].&lt;br /&gt;
| Being cursed by a [[mummy]], when caught raiding their tombs&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| 20% chance of any skill roll failing, regardless of skill.&lt;br /&gt;
|-&lt;br /&gt;
| Vampirism&lt;br /&gt;
| [[Deity|Divine]] Curse.&lt;br /&gt;
| Drinking the blood of a [[vampire]]. Toppling statues in shrines in Adventure Mode or temples in Fortress Mode (random chance).&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Victim becomes a [[vampire]].&lt;br /&gt;
|-&lt;br /&gt;
| Werebeast Curse&lt;br /&gt;
| [[Deity|Divine]] Curse.&lt;br /&gt;
| Being bitten by a [[werebeast]] or toppling statues in shrines in Adventure Mode (random chance).&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Victim becomes a [[werebeast]].&lt;br /&gt;
|-&lt;br /&gt;
| Necromancy&lt;br /&gt;
| [[Deity|Divine]] Curse.&lt;br /&gt;
| Reading a book/slab that contains the secrets of life and death.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Reader becomes a [[Necromancer]].&lt;br /&gt;
|-&lt;br /&gt;
| evil rain sickness&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
| Being caught outside in [[Weather#Evil weather|freakish weather]] in an evil [[biome]]&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|-&lt;br /&gt;
| evil cloud sickness&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Being caught in a [Weather#Evil weather|creeping cloud]] in an evil [[biome]]&lt;br /&gt;
|-&lt;br /&gt;
| beast sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[forgotten beast]]s&lt;br /&gt;
|-&lt;br /&gt;
| titan sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[titan]]s&lt;br /&gt;
|-&lt;br /&gt;
| night sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[werebeast]]s or [[experiment]]s&lt;br /&gt;
|-&lt;br /&gt;
| demon sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[demon]]s&lt;br /&gt;
|-&lt;br /&gt;
| divine sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[angel]]s&lt;br /&gt;
|}&lt;br /&gt;
: 1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.&lt;br /&gt;
: 2. Necrosis of the brain will eventually result in death once the brain rots away completely. &lt;br /&gt;
: 3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain. &lt;br /&gt;
: 4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms. &lt;br /&gt;
: 5. [[Titan]]s, [[forgotten beast]]s, [[werebeast]]s, [[experiment]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from mildly hazardous (mild [[Symptoms#Blisters|blisters]] from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood).&lt;br /&gt;
&lt;br /&gt;
==The anatomy of a syndrome==&lt;br /&gt;
Mechanically, syndromes are bundles of tokens attached to a material (or to an interaction effect; see below) - they're confined to creature materials in vanilla DF, but it's a simple matter to add them to inorganic materials.  When the material is injected, touched, inhaled, or ingested (depending on the syndrome), the creature suffers the predations of a nasty disease or poison.  Here's an example syndrome, taken from the Giant Cave Spider raws.&lt;br /&gt;
&lt;br /&gt;
If you are having troubles getting the syndromes to work (i.e., in combat reports, getting &amp;quot;'''supersnake''' n/a splatters~etc&amp;quot;), then simply throw the venom template into the actual creature's raw, which is what the LOCAL_CREATURE_MAT actually calls on; the venom being in the same file.&lt;br /&gt;
&lt;br /&gt;
    [USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
        [STATE_NAME:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [PREFIX:NONE]&lt;br /&gt;
        [ENTERS_BLOOD]&lt;br /&gt;
        [SYNDROME]&lt;br /&gt;
            [SYN_NAME:giant cave spider bite]&lt;br /&gt;
            [SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
            [SYN_IMMUNE_CREATURE:SPIDER_CAVE:ALL]&lt;br /&gt;
            [SYN_INJECTED]&lt;br /&gt;
            [CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]&lt;br /&gt;
&lt;br /&gt;
The first line, USE_MATERIAL_TEMPLATE, is creating a new material, called POISON, using the CREATURE_EXTRACT_TEMPLATE as the basis.  After this, the STATE_NAME and STATE_ADJ tokens are used to define the names and adjectives assigned to different states of the material - GAS, LIQUID and ALL_SOLID, in this case, though ALL is also a valid token.  At this stage, you can use any material tags like MAT_FIXED_TEMP or similar to set further material properties, though this usually isn't necessary.&lt;br /&gt;
&lt;br /&gt;
  ENTERS_BLOOD&lt;br /&gt;
This tag determines whether a poison enters the blood or not. If it is not included, the poison will splatter (if liquid) or flow (if gas) over the affected body part instead when injected. If you're using a contact poison, leave this out. Necessary for injected poisons.&lt;br /&gt;
  SYNDROME&lt;br /&gt;
This tag ends the material details and begins the definition of the actual syndrome.&lt;br /&gt;
  SYN_NAME&lt;br /&gt;
This one is self-explanatory - the name of the syndrome as it will appear in-game.&lt;br /&gt;
  SYN_AFFECTED_CLASS&lt;br /&gt;
This token defines what CREATURE_CLASS will be affected by the syndrome.  Most creatures are classed under GENERAL_POISON.  Multiple tokens can be used in a single syndrome.&lt;br /&gt;
  SYN_IMMUNE_CLASS&lt;br /&gt;
As above, but makes class immune.&lt;br /&gt;
  SYN_IMMUNE_CREATURE&lt;br /&gt;
This token defines which creatures CANNOT be affected by the syndrome - useful for addressing specific instances within a population, such as a specific caste or an individual creature that falls under GENERAL_POISON. Syntax is [SYN_IMMUNE_CREATURE:creature:caste]. ALL can be used for the caste.&lt;br /&gt;
  SYN_AFFECTED_CREATURE&lt;br /&gt;
As above, but makes creature or caste susceptible.&lt;br /&gt;
  SYN_CLASS&lt;br /&gt;
This tag sets a class for the syndrome that can be used in [[Interaction token|interactions.]]&lt;br /&gt;
  SYN_IDENTIFIER{{version|0.42.01}}.&lt;br /&gt;
Similar to SYN_CLASS, this sets an identifier that can be shared between multiple syndromes, for use with the SYNDROME_DILUTION_FACTOR creature token. In vanilla DF, this is used to allow dwarves to drink more alcohol before becoming inebriated.&lt;br /&gt;
  SYN_NO_HOSPITAL{{version|0.42.01}}.&lt;br /&gt;
Probably prevents affected dwarves from being carried to the hospital.{{verify}}&lt;br /&gt;
  SYN_CONCENTRATION_ADDED:x:x{{version|0.42.01}}.&lt;br /&gt;
Repeated exposure to the syndrome will result in the effects becoming more intense. In vanilla [SYN_CONCENTRATION_ADDED:100:1000] is used with alcohol.&lt;br /&gt;
&lt;br /&gt;
  SYN_INJECTED, SYN_CONTACT, SYN_INHALED, SYN_INGESTED&lt;br /&gt;
This token determines the method of infection - injected syndromes must be injected via a creature attack, while contact syndromes result from any contamination of a creature by material splatter (such as blood), inhaled syndromes must be inhaled in gaseous form (such as from boiling or a creature breath attack), and ingestion syndromes must be eaten or drunk.  Any combination of these tags can be used.  A fun variation on the usual creature injection routine is to create a material with a SYN_CONTACT syndrome and have a creature use it for blood - this tends to end poorly for any predator that chooses to attack them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:VENOM:LIQUID:100:100]&lt;br /&gt;
This is one method for getting a poison into a creature. If [ENTERS_BLOOD] is applied, it will be injected into the bloodstream. Otherwise, it will just splatter over the area. Put this on a creature attack. Substance type (gas, liquid, solid) does not appear to have an effect. The numbers on the end are minimum and maximum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CE_X, or creature effect tokens, are the real meat and bones of your syndrome.  They're detailed below.&lt;br /&gt;
&lt;br /&gt;
==Creature effect tokens==&lt;br /&gt;
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected.  An example CE token is as follows:&lt;br /&gt;
&lt;br /&gt;
  [CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner.  The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later.&lt;br /&gt;
&lt;br /&gt;
As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) ends it, the order of the intervening tokens isn't important. PEAK and END aren't required.&lt;br /&gt;
&lt;br /&gt;
*CE_X&lt;br /&gt;
The effect type.  This can be a number of different tokens, as detailed in the table below this list.&lt;br /&gt;
*SEV:X&lt;br /&gt;
The severity of the effect.  Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten.&lt;br /&gt;
*PROB:X&lt;br /&gt;
The probability of the effect actually manifesting in the victim, as a percentage.  100 means always, 1 means a 1 in 100 chance.&lt;br /&gt;
*LOCALIZED (Overwrites BP tokens)&lt;br /&gt;
This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the syndrome have no effect. This token also makes inhaled syndromes have no effect. &lt;br /&gt;
*BP:BODY_PART:TISSUE (Overwritten by LOCALIZED)&lt;br /&gt;
Specifies which body parts and tissues are to be affected by the syndrome. BODY_PART can be BY_CATEGORY:x to target body parts with a matching [CATEGORY:x] [[body token]] (or ALL to affect everything), BY_TYPE:x to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:x to target individual body parts by their ID (as specified in the [BP] token). For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL.  The syndrome would act on all bodyparts within the creature with the CATEGORY tag LUNG and affect all tissue layers.  For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all bodyparts. Multiple targets can be given in one syndrome by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target bodyparts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas. Not everything takes a target!&lt;br /&gt;
*VASCULAR_ONLY (Optional)&lt;br /&gt;
This syndrome only affects tissue layers with the VASCULAR token.&lt;br /&gt;
*MUSCULAR_ONLY (Optional)&lt;br /&gt;
This syndrome only affects tissue layers with the MUSCULAR token.  Are you seeing a trend here?&lt;br /&gt;
*SIZE_DILUTES (Optional)&lt;br /&gt;
This token presumably causes the effects of the syndrome to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.&lt;br /&gt;
*SIZE_DELAYS (Optional)&lt;br /&gt;
As above, this token has yet to be tested but presumably delays the onset of a syndrome according to the size of the victim.&lt;br /&gt;
*DWF_STRETCH:X{{version|0.42.01}} (Optional)&lt;br /&gt;
Multiplies the duration of the syndrome by X in Fortress mode.  If X is 72, syndrome will last the same amount of ticks in fortress and adventure mode.&lt;br /&gt;
*ABRUPT{{version|0.42.01}} (Optional)&lt;br /&gt;
Makes the symptom begin immediately rather than ramping up. {{verify}}&lt;br /&gt;
*CAN_BE_HIDDEN (Optional)&lt;br /&gt;
Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}&lt;br /&gt;
*RESISTABLE (Optional)&lt;br /&gt;
Determines if the effect can be hindered by the target creature's [[Attribute#Disease_Resistance|disease resistance attribute]]. Without this token, disease resistance is ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!&lt;br /&gt;
&lt;br /&gt;
Non-targeted syndromes will ignore any BP tokens and LOCALIZED tokens.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| CE_BLEEDING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BLISTERS&lt;br /&gt;
| Yes&lt;br /&gt;
| Covers the targeted bodypart with blisters.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BRUISING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to undergo bruising.&lt;br /&gt;
|-&lt;br /&gt;
| CE_IMPAIR_FUNCTION&lt;br /&gt;
| Yes&lt;br /&gt;
| An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate.  This token only affects organs, not limbs. Note that this effect is currently bugged, and will not &amp;quot;turn off&amp;quot; until the creature receives a wound to cause its body parts to update.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NECROSIS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NUMBNESS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_OOZING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes pus to ooze from the afflicted bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PAIN&lt;br /&gt;
| Yes&lt;br /&gt;
| Afflicts the targeted bodypart with intense pain.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PARALYSIS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes paralysis. Paralysis is complete paralysis and will cause suffocation in smaller creatures. Paralysis on a limb may lead to motor nerve damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SWELLING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis.&lt;br /&gt;
|-&lt;br /&gt;
| CE_COUGH_BLOOD&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DIZZINESS&lt;br /&gt;
| No&lt;br /&gt;
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DROWSINESS&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Drowsiness condition.&lt;br /&gt;
|-&lt;br /&gt;
| CE_FEVER&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Fever condition.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NAUSEA&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.&lt;br /&gt;
|-&lt;br /&gt;
| CE_UNCONSCIOUSNESS&lt;br /&gt;
| No&lt;br /&gt;
| Renders unconscious.&lt;br /&gt;
|-&lt;br /&gt;
| CE_VOMIT_BLOOD&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_ERRATIC_BEHAVIOR{{version|0.42.01}}&lt;br /&gt;
| No&lt;br /&gt;
| Causes erratic behavior, meaning &amp;quot;People that like to brawl have a chance of starting a brawl-level fight with any nearby adult&amp;quot; [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady]&lt;br /&gt;
|}&lt;br /&gt;
====Healing Effects====&lt;br /&gt;
Starting with DF version 0.47.01, there are healing counterparts to most of the tokens above that will heal various syndrome effects or physical damage.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| CE_STOP_BLEEDING&lt;br /&gt;
| Yes?&lt;br /&gt;
| Decreases the severity of the bleeding of any wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the bleeding is decreased.&lt;br /&gt;
|-&lt;br /&gt;
| CE_CLOSE_OPEN_WOUNDS&lt;br /&gt;
| Yes?&lt;br /&gt;
| Closes any wounds on the targeted bodypart with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| CE_HEAL_TISSUES&lt;br /&gt;
| Yes?&lt;br /&gt;
| Heals the tissues of the targeted bodypart with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| CE_HEAL_NERVES&lt;br /&gt;
| Yes?&lt;br /&gt;
| Heals the nerves of the targeted bodypart with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_PAIN&lt;br /&gt;
| Yes?&lt;br /&gt;
| Decreases the severity of pain produced by wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the pain is decreased.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_SWELLING&lt;br /&gt;
| Yes?&lt;br /&gt;
| Decreases the severity of swelling on the targeted bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| CE_CURE_INFECTION&lt;br /&gt;
| Yes?&lt;br /&gt;
| Probably decreases the severity of the infection from infected wounds over time.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_PARALYSIS&lt;br /&gt;
| Yes?&lt;br /&gt;
| Decreases the severity of any paralysis effects on the targeted bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REGROW_PARTS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes missing bodyparts to regrow. SEV controls how quickly bodyparts are regrown. In adventure, parts will be regrown until you travel or wait/sleep {{bug|0011396}}.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_DIZZINESS&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any dizziness the creature has.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_NAUSEA&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any nausea the creature has.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_FEVER&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any fever the creature has.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special Effects===&lt;br /&gt;
Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any substance or custom interaction.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| CE_ADD_TAG&lt;br /&gt;
| No&lt;br /&gt;
| tags&lt;br /&gt;
| Adds a tag to the affected creature.  Many arguments can be used sequentially within one syndrome token. Valid tags are the same as that of the [[interaction token]] '''IT_REQUIRES''', ie.&lt;br /&gt;
&lt;br /&gt;
BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, LIKES_FIGHTING (or LIKESFIGHTING), MISCHIEVOUS (or MISCHIEVIOUS), NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, NO_AGING, STERILE, UTTERANCES.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REMOVE_TAG&lt;br /&gt;
| No&lt;br /&gt;
| tags&lt;br /&gt;
| Removes a tag from a creature.  Supported arguments are the same as CE_ADD_TAG.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DISPLAY_TILE&lt;br /&gt;
| No&lt;br /&gt;
| TILE:[[Tilesets|tile number]]:[[Color#Modding color|colour]]&lt;br /&gt;
| The creature displays the specified tile and colour instead of its normal one.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DISPLAY_NAME&lt;br /&gt;
| No&lt;br /&gt;
| NAME:singular:plural:adjective&lt;br /&gt;
| Attaches a specified name to the creature's normal name.&lt;br /&gt;
|-&lt;br /&gt;
| CE_FLASH_TILE&lt;br /&gt;
| No&lt;br /&gt;
| TILE:tile number:colour:FREQUENCY:ticks default tile:ticks syndrome tile&lt;br /&gt;
| The creature flashes between its normal tile and the one specified here.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PHYS_ATT_CHANGE&lt;br /&gt;
| No&lt;br /&gt;
| [[Attribute]]:percentage:fixed boost(?)&lt;br /&gt;
| Alters the physical [[attribute]]s of a creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_MENT_ATT_CHANGE&lt;br /&gt;
| No&lt;br /&gt;
| [[Attribute]]:percentage:fixed boost(?)&lt;br /&gt;
| Alters the mental [[attribute]]s of a creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BODY_APPEARANCE_MODIFIER&lt;br /&gt;
| No&lt;br /&gt;
| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?) &lt;br /&gt;
| Alters the size of the creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BP_APPEARANCE_MODIFIER&lt;br /&gt;
| Yes&lt;br /&gt;
| body part:APPEARANCE_MODIFIER:attribute:number]&lt;br /&gt;
| Alters the characteristics (height, width etc.) of a body part.&lt;br /&gt;
|-&lt;br /&gt;
| CE_MATERIAL_FORCE_MULTIPLIER&lt;br /&gt;
| No&lt;br /&gt;
| MAT_MULT:[[material token|material]]:A:B&lt;br /&gt;
| Makes creature affected by materials more or less by a factor of A/B. If A is 3 and B is 2, the creature will be 1.5x weaker to the defined material (can be NONE:NONE for all); if 2:3, the creature will be 1.5 times stronger.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SPEED_CHANGE&lt;br /&gt;
| No&lt;br /&gt;
| speed modifier:number&lt;br /&gt;
| Changes the speed of a creature. &lt;br /&gt;
Speed modifier contains one or both of:&lt;br /&gt;
* SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster)&lt;br /&gt;
* SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero)&lt;br /&gt;
The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CE_CAN_DO_INTERACTION&lt;br /&gt;
| No&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature able to perform an interaction.  See [[Interaction token]].  To specify the interaction, use the argument:&lt;br /&gt;
* CDI:INTERACTION:interaction name&lt;br /&gt;
|-&lt;br /&gt;
| CE_SPECIAL_ATTACK_INTERACTION{{version|0.47.01}}&lt;br /&gt;
| Yes&lt;br /&gt;
| INTERACTION:&amp;lt;interaction name&amp;gt;:BP:&amp;lt;selection criteria&amp;gt;:&amp;lt;name of category,type, or token of designated part/parts&amp;gt;&lt;br /&gt;
| Makes the creature able to perform an interaction when using an attack with a designated body part/parts. See [[#Spreading diseases in 0.47.01|below]] for an example&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CE_BODY_MAT_INTERACTION&lt;br /&gt;
| No&lt;br /&gt;
| MAT_TOKEN:&amp;lt;body material token&amp;gt;&lt;br /&gt;
| Causes one of the creature's body materials to trigger an interaction when the material is ingested, injected, etc (depending on the [CE:SYNDROME_TAG]s used; note that more than one may be specified). Generated vampire syndromes use '''RESERVED_BLOOD''' as the body material token in this syndrome tag, so as to specify the blood material of any creature with the syndrome.  The following tokens should be inserted after this:&lt;br /&gt;
* '''CE:INTERACTION:interaction_id''' -  replace 'interaction_id' with the name of the target interaction&lt;br /&gt;
* '''CE:SYNDROME_TAG:syndrome_trigger_type''' - replace 'syndrome_trigger_type' with any of SYN_INGESTED, SYN_INJECTED, SYN_CONTACT, SYN_INHALED&lt;br /&gt;
The linked interaction must have an [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]] token for this to work!&lt;br /&gt;
&lt;br /&gt;
Note that this currently only works on materials obtained from historical figures and has only been tested with ingested materials linked to interactions with ADD_SYNDROME interaction effects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CE_BODY_TRANSFORMATION&lt;br /&gt;
| No&lt;br /&gt;
| PROB:percentage:START:time:END:time&lt;br /&gt;
| Transforms into another creature.  PROB and END arguments optional.  The target creature may either be specified directly using CE:CREATURE or else set to be randomly selected as guided by creature and/or caste flag restrictions (of which multiple may be specified).&lt;br /&gt;
* CE:CREATURE:CREATURE_ID:CASTE_ID - Specify the creature and caste (for example: CE:CREATURE:DWARF:FEMALE). ANY can be used in place of a specific CASTE_ID to randomise the caste for every transformation.&amp;lt;br&amp;gt;&lt;br /&gt;
* CE:CREATURE_FLAG:FLAG{{version|0.47.01}} - Any creature with the specified [[:Interaction_token#Creature_and_Caste_Flags|creature flag]] is a valid transformation target.&amp;lt;br&amp;gt;&lt;br /&gt;
* CE:FORBIDDEN_CREATURE_FLAG{{version|0.47.01}} - Forbids all creatures with the specified [[:Interaction_token#Creature_and_Caste_Flags|creature flag]] from being randomly selected.&amp;lt;br&amp;gt;&lt;br /&gt;
* CE:CREATURE_CASTE_FLAG:FLAG{{version|0.47.01}} - Any creature with the specified [[:Interaction_token#Creature_and_Caste_Flags|caste flag]] is a valid transformation target.&amp;lt;br&amp;gt;&lt;br /&gt;
* CE:FORBIDDEN_CREATURE_CASTE_FLAG{{version|0.47.01}} - Forbids all creatures with the specified [[:Interaction_token#Creature_and_Caste_Flags|caste flag]] from being randomly selected.&amp;lt;br&amp;gt;&lt;br /&gt;
*CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED{{version|0.47.01}} - Unknown. Possibly disallows all creatures with only slow gaits.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Note that any wounds the creature has suffered will instantly heal upon transforming, both into and out of the target form.  [[Undead]] limbs of a creature with this token will grow into a full instance of that creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SKILL_ROLL_ADJUST&lt;br /&gt;
| No&lt;br /&gt;
| PERC:percentage:PERC_ON:percentage&lt;br /&gt;
| Alters the skill level of a creature.  The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SENSE_CREATURE_CLASS&lt;br /&gt;
| No&lt;br /&gt;
| START:time:CLASS:creature class:tile:color&lt;br /&gt;
| Allows creature to see other creatures with given class through walls. Vampires, for example, have START:0:CLASS:GENERAL_POISON:15:4:0:1.&lt;br /&gt;
|-&lt;br /&gt;
| CE_CHANGE_PERSONALITY{{version|0.42.01}}&lt;br /&gt;
| No&lt;br /&gt;
| FACET:[[DF2014:Personality_trait#Facets|trait]]:amount&lt;br /&gt;
| Changes a [[personality trait]] by amount. Multiple FACET:trait:amount sets may be used.&lt;br /&gt;
|-&lt;br /&gt;
| CE_FEEL_EMOTION{{version|0.42.01}}&lt;br /&gt;
| No&lt;br /&gt;
| EMOTION:[[emotion]]&lt;br /&gt;
| Makes the creature feel a specific [[emotion]]; severity based on standard SEV value. The [[thought]] the creature receives is: &amp;quot;[creature] feels [emotion] due to [syndrome name]&amp;quot;. See [[Emotion]] for the list of valid emotions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''All''' creature effect tokens take START, END and PROB numbers, and can be followed by [CE:PERIODIC] and/or [CE:COUNTER_TRIGGER] to restrict when they actually take effect.&lt;br /&gt;
* PERIODIC:period_type:min_value:max_value&lt;br /&gt;
* {{text anchor|COUNTER_TRIGGER}}:counter_name:min_value:max_value:REQUIRED&lt;br /&gt;
&lt;br /&gt;
Currently, the only valid period type is MOON_PHASE.&lt;br /&gt;
&lt;br /&gt;
===Counter Triggers===&lt;br /&gt;
Valid counter values are below:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Counter&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOLIC&lt;br /&gt;
| How long it's been (in [[time]] units) since the creature last had a drink of alcohol. Only present on creatures who need alcohol to get through the working day.&lt;br /&gt;
* 100800 (3 months) = and is starting to work slowly due to its scarcity&lt;br /&gt;
* 201600 (6 months) = and really wants a drink&lt;br /&gt;
* 302400 (9 months) = and has gone without a drink for far, far too long&lt;br /&gt;
* 403200 (1 year) = and can't even remember the last time he/she had some&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| How cave-adapted the creature is. Increases by 1 for every [[time]] unit spent underground, to a maximum of 800000.&lt;br /&gt;
* 403200 (1 year) = going outside causes irritation&lt;br /&gt;
* 604800 (1.5 years) = going outside causes nausea&lt;br /&gt;
|-&lt;br /&gt;
| PARTIED_OUT&lt;br /&gt;
| How long before the creature will decide to attend another party. Starts at 3+ months and counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| MILK_COUNTER&lt;br /&gt;
| How long before the creature can be milked again. Starts at the creature's MILK frequency and counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| EGG_SPENT&lt;br /&gt;
| How long before the creature can lay more eggs. Starts at 3 months and counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| GROUNDED_ANIMAL_ANGER&lt;br /&gt;
| How angry (and likely to attack) an animal is from being over-crowded. Increases when over-crowded and otherwise counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| TIME_SINCE_SUCKED_BLOOD&lt;br /&gt;
| How long it's been (in [[time]] units) since the creature last sucked somebody's blood.&lt;br /&gt;
|-&lt;br /&gt;
| DRINKING_BLOOD&lt;br /&gt;
| How much longer the creature will be drinking somebody's blood. Starts at 2.4 days and counts down to zero.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
==Inorganic syndromes and you!==&lt;br /&gt;
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition.  The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced.  This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release.  &lt;br /&gt;
&lt;br /&gt;
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.&lt;br /&gt;
  [MELTING_POINT:NONE]&lt;br /&gt;
  [BOILING_POINT:10000]&lt;br /&gt;
  [MAT_FIXED_TEMP:10001]&lt;br /&gt;
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas.  Creatures who inhale the gas will be immediately hit with the syndrome you thoughtfully attached to the material definition earlier!&lt;br /&gt;
&lt;br /&gt;
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spreading diseases==&lt;br /&gt;
It's fully possible to make a nasty disease capable of spreading itself from an infected dwarf to others, though it requires some skill in modding [[interaction token|interactions]] as well. Here is an example of a plague-inflicting interaction:&lt;br /&gt;
&lt;br /&gt;
  [INTERACTION:PLAGUE]&lt;br /&gt;
  	[I_TARGET:A:CREATURE]&lt;br /&gt;
  		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
  		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
  		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  		[IT_MANUAL_INPUT:creatures]&lt;br /&gt;
  	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
  		[IE_TARGET:A]&lt;br /&gt;
  		[IE_IMMEDIATE]&lt;br /&gt;
  		[SYNDROME]&lt;br /&gt;
  			[SYN_NAME:the plague]&lt;br /&gt;
  			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  			[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]&lt;br /&gt;
  			[CE_CAN_DO_INTERACTION:START:1500:END:25000]&lt;br /&gt;
  				[CDI:ADV_NAME:Spread the plague]&lt;br /&gt;
  				[CDI:INTERACTION:PLAGUE]&lt;br /&gt;
  				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
  				[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
  				[CDI:WAIT_PERIOD:30]&lt;br /&gt;
&lt;br /&gt;
As you can see, the syndrome here inflicts blisters, fever and, after roughly a month, necrosis of the whole body - that's when the infected creatures will start dying out. But before that happens, CE_CAN_DO_INTERACTION makes them capable of spreading the plague further.&lt;br /&gt;
&lt;br /&gt;
You also need a disease vector that will bring the plague straight to your fort. (hint: use [[large rat|various]] [[rat man|species]] [[giant rat|of rats]] - they're perfect for that). The following code, added to a creature's raws, ensures the creature will infect anybody it encounters:&lt;br /&gt;
&lt;br /&gt;
  [CAN_DO_INTERACTION:PLAGUE]&lt;br /&gt;
  	[CDI:ADV_NAME:Spread the plague]&lt;br /&gt;
  	[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
  	[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
  	[CDI:WAIT_PERIOD:30]&lt;br /&gt;
&lt;br /&gt;
As soon as the said creature is startled by your dwarves, the [[fun]] will begin.&lt;br /&gt;
&lt;br /&gt;
==''In 0.47.01''==&lt;br /&gt;
As of version 0.47.01, it may be possible to use a creature's established methods of attack for use in disease-spreading.&lt;br /&gt;
&lt;br /&gt;
Let's use the borrowed example of the plague above. This time, the plague will spread through biting, using the following syndrome code:&lt;br /&gt;
&lt;br /&gt;
  [INTERACTION:PLAGUE]&lt;br /&gt;
  	[I_TARGET:A:CREATURE]&lt;br /&gt;
  		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
  		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
  		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  		[IT_MANUAL_INPUT:creatures]&lt;br /&gt;
  	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
  		[IE_TARGET:A]&lt;br /&gt;
  		[IE_IMMEDIATE]&lt;br /&gt;
  		[SYNDROME]&lt;br /&gt;
  			[SYN_NAME:the plague]&lt;br /&gt;
  			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  			[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]&lt;br /&gt;
  			[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:PLAGUE:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The line [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE_PLAGUE:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] allows any infected creature with an attack using mouth or tooth category body parts to immediately spread the disease using said attack. The victim of the attack may then spread the disease if they are able to attack with the needed body part/parts.&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:DF2012:Syndrome]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=253711</id>
		<title>Syndrome</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=253711"/>
		<updated>2020-06-30T07:57:29Z</updated>

		<summary type="html">&lt;p&gt;Albedo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|13:02, 6 April 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Snakebite.png|200px|thumb|right|A single bite from a [[helmet snake]] lead to a slow, lingering death for this unfortunate hippo.]]&lt;br /&gt;
A '''syndrome''' is a specific combination of [[symptoms]] that a poor, helpless creature might get from a disease, venom or other effect, through encountering certain other creatures, substances, or supernatural [[weather]].  Syndromes generally cause unpleasant and frequently fatal symptoms over a short to long period of time, but some will clear up over time or with the assistance of a [[doctor]].  A [[Health care|hospital]] is required to diagnose and potentially treat those syndromes that can be helped by treatment. &lt;br /&gt;
&lt;br /&gt;
==List of syndromes==&lt;br /&gt;
Syndromes are generally named after the animal, substance or effect that delivers them.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Syndrome&lt;br /&gt;
! Venom&lt;br /&gt;
! Acquired&lt;br /&gt;
! Short-term Symptoms&lt;br /&gt;
! Long-term Symptoms&lt;br /&gt;
! Chronic Symptoms &lt;br /&gt;
|-&lt;br /&gt;
| Adder bite&lt;br /&gt;
| adder venom (injected)&lt;br /&gt;
| Being bitten by an [[adder]], [[giant adder]] or [[adder man]]&lt;br /&gt;
| Strong pain&lt;br /&gt;
| Swelling&amp;lt;br&amp;gt;Blisters&amp;lt;br&amp;gt;Nausea&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bark scorpion sting&lt;br /&gt;
| bark scorpion venom (injected)&lt;br /&gt;
| Being stung by a [[bark scorpion]], [[giant bark scorpion]] or [[bark scorpion man]]&lt;br /&gt;
| Strong pain&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Black mamba bite&lt;br /&gt;
| black mamba venom (injected)&lt;br /&gt;
| Being bitten by a [[black mamba]], [[giant black mamba]] or [[black mamba man]]&lt;br /&gt;
| Dizziness&amp;lt;br&amp;gt;Drowsiness&amp;lt;br&amp;gt;Strong pain&amp;lt;br&amp;gt;Fever&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Blob blisters&lt;br /&gt;
| cave blob fluid&amp;lt;br /&amp;gt;(contact or ingested)&lt;br /&gt;
| Touching a [[cave blob]]&lt;br /&gt;
| Mild pain&amp;lt;br/&amp;gt;Mild blisters&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Brown recluse spider bite&lt;br /&gt;
| brown recluse spider venom (injected)&lt;br /&gt;
| Being bitten by a [[brown recluse spider]], [[giant brown recluse spider]] or [[brown recluse spider man]]&lt;br /&gt;
| Nausea&amp;lt;br&amp;gt;Fever&amp;lt;br&amp;gt;Pain&amp;lt;br&amp;gt;&lt;br /&gt;
| Severe localized necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bumblebee sting&lt;br /&gt;
| bumblebee venom (injected)&lt;br /&gt;
| Being stung by a [[bumblebee]] worker&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Strong swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bushmaster bite&lt;br /&gt;
| bushmaster venom (injected)&lt;br /&gt;
| Being bitten by a [[bushmaster]], [[giant bushmaster]] or [[bushmaster man]]&lt;br /&gt;
| Strong pain&amp;lt;br&amp;gt;Mild bleeding&amp;lt;br&amp;gt;Dizziness&amp;lt;br&amp;gt;Nausea&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave floater sickness&lt;br /&gt;
| cave floater gas&amp;lt;br /&amp;gt;(inhaled or ingested)&lt;br /&gt;
| Expelled from [[cave floater]]&lt;br /&gt;
| Mild nausea&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Strong drowsiness (delayed)&amp;lt;br/&amp;gt;Strong dizziness (delayed)&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave spider bite&lt;br /&gt;
| cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[cave spider]]&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Very mild dizziness&lt;br /&gt;
|-&lt;br /&gt;
| Copperhead snake bite&lt;br /&gt;
| copperhead snake venom (injected)&lt;br /&gt;
| Being bitten by a [[copperhead snake]], [[giant copperhead snake]] or [[copperhead snake man]]&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Swelling&amp;lt;br&amp;gt;Nausea&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant cave spider bite&lt;br /&gt;
| giant cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[giant cave spider]]&lt;br /&gt;
| Size-dependant paralysis.&lt;br /&gt;
| Death by asphyxiation, in small targets. Large targets are generally unhindered...unless you count the high probability of being eaten by the giant cave spider as a hindrance.&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
|-&lt;br /&gt;
| Gila monster bite&lt;br /&gt;
| gila monster venom (injected)&lt;br /&gt;
| Being bitten by a [[gila monster]], [[giant gila monster]] or [[gila monster man]]&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Mild swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Gnomeblight&lt;br /&gt;
| [[gnomeblight]]&amp;lt;br /&amp;gt;(contact, inhaled, injected, or ingested)&lt;br /&gt;
| Purposely exposing oneself to the extract. Only affects [[mountain gnome]]s and [[dark gnome]]s.&lt;br /&gt;
| None&lt;br /&gt;
| Severe systemic necrosis&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant desert scorpion sting&lt;br /&gt;
| giant desert scorpion venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being stung by a [[giant desert scorpion]] &lt;br /&gt;
| Necrosis of the brain and nervous system&lt;br /&gt;
| '''Certain death'''&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
|- &lt;br /&gt;
| Helmet snake bite&lt;br /&gt;
| helmet snake venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[helmet snake]]&lt;br /&gt;
| Minor bleeding&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Nausea&amp;lt;br/&amp;gt;Dizziness&amp;lt;br/&amp;gt;Localized swelling&amp;lt;br/&amp;gt;Localized oozing&amp;lt;br/&amp;gt;Localized bruising&amp;lt;br/&amp;gt;Strong pain&amp;lt;br/&amp;gt;Intense localized necrosis&amp;lt;br/&amp;gt;Possible loss of limb &lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Honey bee sting&lt;br /&gt;
| honey bee venom (injected)&lt;br /&gt;
| Being stung by a [[honey bee]] worker&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Strong swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Inebriation{{version|0.42.01}}&lt;br /&gt;
| [[Alcohol]] (consumed/injected)&lt;br /&gt;
| Consuming alcoholic drinks&lt;br /&gt;
| Nausea&amp;lt;br&amp;gt;Dizziness&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Personality changes&amp;lt;br&amp;gt;Euphoria&amp;lt;br&amp;gt;Erratic behavior&amp;lt;br&amp;gt;Trouble breathing&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Iron man cough&lt;br /&gt;
| iron man gas&amp;lt;br /&amp;gt;(inhaled)&lt;br /&gt;
| Expelled by [[iron man]]&lt;br /&gt;
| Coughing blood&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| King cobra bite&lt;br /&gt;
| king cobra venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[king cobra]]&lt;br /&gt;
| Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;Pain, dizziness, drowsiness&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Phantom spider bite&lt;br /&gt;
| phantom spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[phantom spider]]&lt;br /&gt;
| None&lt;br /&gt;
| Numbness and mild dizziness&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Platypus sting&lt;br /&gt;
| platypus venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being kicked by a [[platypus]], [[giant platypus]] or [[platypus man]]&lt;br /&gt;
| Pain and swelling&lt;br /&gt;
| Extreme pain, swelling possibly to the point of necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Rattlesnake bite&lt;br /&gt;
| rattlesnake venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[rattlesnake]], [[giant rattlesnake]] or [[rattlesnake man]]&lt;br /&gt;
| Pain, nausea, blisters, swelling, bruising&lt;br /&gt;
| Severe localized necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Serpent man bite&lt;br /&gt;
| serpent man venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[serpent man]]&lt;br /&gt;
| Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Mummy's curse&lt;br /&gt;
| [[DF2014:Mummy|Disturbance interaction]].&lt;br /&gt;
| Being cursed by a [[mummy]], when caught raiding their tombs&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| 20% chance of any skill roll failing, regardless of skill.&lt;br /&gt;
|-&lt;br /&gt;
| Vampirism&lt;br /&gt;
| [[Deity|Divine]] Curse.&lt;br /&gt;
| Drinking the blood of a [[vampire]]. Toppling statues in shrines in Adventure Mode or temples in Fortress Mode (random chance).&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Victim becomes a [[vampire]].&lt;br /&gt;
|-&lt;br /&gt;
| Werebeast Curse&lt;br /&gt;
| [[Deity|Divine]] Curse.&lt;br /&gt;
| Being bitten by a [[werebeast]] or toppling statues in shrines in Adventure Mode (random chance).&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Victim becomes a [[werebeast]].&lt;br /&gt;
|-&lt;br /&gt;
| Necromancy&lt;br /&gt;
| [[Deity|Divine]] Curse.&lt;br /&gt;
| Reading a book/slab that contains the secrets of life and death.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Reader becomes a [[Necromancer]].&lt;br /&gt;
|-&lt;br /&gt;
| evil rain sickness&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
| Being caught outside in [[Weather#Evil weather|freakish weather]] in an evil [[biome]]&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|-&lt;br /&gt;
| evil cloud sickness&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Being caught in a [Weather#Evil weather|creeping cloud]] in an evil [[biome]]&lt;br /&gt;
|-&lt;br /&gt;
| beast sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[forgotten beast]]s&lt;br /&gt;
|-&lt;br /&gt;
| titan sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[titan]]s&lt;br /&gt;
|-&lt;br /&gt;
| night sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[werebeast]]s or [[experiment]]s&lt;br /&gt;
|-&lt;br /&gt;
| demon sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[demon]]s&lt;br /&gt;
|-&lt;br /&gt;
| divine sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[angel]]s&lt;br /&gt;
|}&lt;br /&gt;
: 1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.&lt;br /&gt;
: 2. Necrosis of the brain will eventually result in death once the brain rots away completely. &lt;br /&gt;
: 3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain. &lt;br /&gt;
: 4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms. &lt;br /&gt;
: 5. [[Titan]]s, [[forgotten beast]]s, [[werebeast]]s, [[experiment]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from mildly hazardous (mild [[Symptoms#Blisters|blisters]] from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood). &lt;br /&gt;
&lt;br /&gt;
==The anatomy of a syndrome==&lt;br /&gt;
Mechanically, syndromes are bundles of tokens attached to a material (or to an interaction effect; see below) - they're confined to creature materials in vanilla DF, but it's a simple matter to add them to inorganic materials.  When the material is injected, touched, inhaled, or ingested (depending on the syndrome), the creature suffers the predations of a nasty disease or poison.  Here's an example syndrome, taken from the Giant Cave Spider raws.&lt;br /&gt;
&lt;br /&gt;
If you are having troubles getting the syndromes to work (i.e., in combat reports, getting &amp;quot;'''supersnake''' n/a splatters~etc&amp;quot;), then simply throw the venom template into the actual creature's raw, which is what the LOCAL_CREATURE_MAT actually calls on; the venom being in the same file.&lt;br /&gt;
&lt;br /&gt;
    [USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
        [STATE_NAME:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [PREFIX:NONE]&lt;br /&gt;
        [ENTERS_BLOOD]&lt;br /&gt;
        [SYNDROME]&lt;br /&gt;
            [SYN_NAME:giant cave spider bite]&lt;br /&gt;
            [SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
            [SYN_IMMUNE_CREATURE:SPIDER_CAVE:ALL]&lt;br /&gt;
            [SYN_INJECTED]&lt;br /&gt;
            [CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]&lt;br /&gt;
&lt;br /&gt;
The first line, USE_MATERIAL_TEMPLATE, is creating a new material, called POISON, using the CREATURE_EXTRACT_TEMPLATE as the basis.  After this, the STATE_NAME and STATE_ADJ tokens are used to define the names and adjectives assigned to different states of the material - GAS, LIQUID and ALL_SOLID, in this case, though ALL is also a valid token.  At this stage, you can use any material tags like MAT_FIXED_TEMP or similar to set further material properties, though this usually isn't necessary.&lt;br /&gt;
&lt;br /&gt;
  ENTERS_BLOOD&lt;br /&gt;
This tag determines whether a poison enters the blood or not. If it is not included, the poison will splatter (if liquid) or flow (if gas) over the affected body part instead when injected. If you're using a contact poison, leave this out. Necessary for injected poisons.&lt;br /&gt;
  SYNDROME&lt;br /&gt;
This tag ends the material details and begins the definition of the actual syndrome.&lt;br /&gt;
  SYN_NAME&lt;br /&gt;
This one is self-explanatory - the name of the syndrome as it will appear in-game.&lt;br /&gt;
  SYN_AFFECTED_CLASS&lt;br /&gt;
This token defines what CREATURE_CLASS will be affected by the syndrome.  Most creatures are classed under GENERAL_POISON.  Multiple tokens can be used in a single syndrome.&lt;br /&gt;
  SYN_IMMUNE_CLASS&lt;br /&gt;
As above, but makes class immune.&lt;br /&gt;
  SYN_IMMUNE_CREATURE&lt;br /&gt;
This token defines which creatures CANNOT be affected by the syndrome - useful for addressing specific instances within a population, such as a specific caste or an individual creature that falls under GENERAL_POISON. Syntax is [SYN_IMMUNE_CREATURE:creature:caste]. ALL can be used for the caste.&lt;br /&gt;
  SYN_AFFECTED_CREATURE&lt;br /&gt;
As above, but makes creature or caste susceptible.&lt;br /&gt;
  SYN_CLASS&lt;br /&gt;
This tag sets a class for the syndrome that can be used in [[Interaction token|interactions.]]&lt;br /&gt;
  SYN_IDENTIFIER{{version|0.42.01}}.&lt;br /&gt;
Similar to SYN_CLASS, this sets an identifier that can be shared between multiple syndromes, for use with the SYNDROME_DILUTION_FACTOR creature token. In vanilla DF, this is used to allow dwarves to drink more alcohol before becoming inebriated.&lt;br /&gt;
  SYN_NO_HOSPITAL{{version|0.42.01}}.&lt;br /&gt;
Probably prevents affected dwarves from being carried to the hospital.{{verify}}&lt;br /&gt;
  SYN_CONCENTRATION_ADDED:x:x{{version|0.42.01}}.&lt;br /&gt;
Repeated exposure to the syndrome will result in the effects becoming more intense. In vanilla [SYN_CONCENTRATION_ADDED:100:1000] is used with alcohol.&lt;br /&gt;
&lt;br /&gt;
  SYN_INJECTED, SYN_CONTACT, SYN_INHALED, SYN_INGESTED&lt;br /&gt;
This token determines the method of infection - injected syndromes must be injected via a creature attack, while contact syndromes result from any contamination of a creature by material splatter (such as blood), inhaled syndromes must be inhaled in gaseous form (such as from boiling or a creature breath attack), and ingestion syndromes must be eaten or drunk.  Any combination of these tags can be used.  A fun variation on the usual creature injection routine is to create a material with a SYN_CONTACT syndrome and have a creature use it for blood - this tends to end poorly for any predator that chooses to attack them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:VENOM:LIQUID:100:100]&lt;br /&gt;
This is one method for getting a poison into a creature. If [ENTERS_BLOOD] is applied, it will be injected into the bloodstream. Otherwise, it will just splatter over the area. Put this on a creature attack. Substance type (gas, liquid, solid) does not appear to have an effect. The numbers on the end are minimum and maximum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CE_X, or creature effect tokens, are the real meat and bones of your syndrome.  They're detailed below.&lt;br /&gt;
&lt;br /&gt;
==Creature effect tokens==&lt;br /&gt;
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected.  An example CE token is as follows:&lt;br /&gt;
&lt;br /&gt;
  [CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner.  The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later.&lt;br /&gt;
&lt;br /&gt;
As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) ends it, the order of the intervening tokens isn't important. PEAK and END aren't required.&lt;br /&gt;
&lt;br /&gt;
*CE_X&lt;br /&gt;
The effect type.  This can be a number of different tokens, as detailed in the table below this list.&lt;br /&gt;
*SEV:X&lt;br /&gt;
The severity of the effect.  Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten.&lt;br /&gt;
*PROB:X&lt;br /&gt;
The probability of the effect actually manifesting in the victim, as a percentage.  100 means always, 1 means a 1 in 100 chance.&lt;br /&gt;
*LOCALIZED (Overwrites BP tokens)&lt;br /&gt;
This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the syndrome have no effect. This token also makes inhaled syndromes have no effect. &lt;br /&gt;
*BP:BODY_PART:TISSUE (Overwritten by LOCALIZED)&lt;br /&gt;
Specifies which body parts and tissues are to be affected by the syndrome. BODY_PART can be BY_CATEGORY:x to target body parts with a matching [CATEGORY:x] [[body token]] (or ALL to affect everything), BY_TYPE:x to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:x to target individual body parts by their ID (as specified in the [BP] token). For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL.  The syndrome would act on all bodyparts within the creature with the CATEGORY tag LUNG and affect all tissue layers.  For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all bodyparts. Multiple targets can be given in one syndrome by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target bodyparts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas. Not everything takes a target!&lt;br /&gt;
*VASCULAR_ONLY (Optional)&lt;br /&gt;
This syndrome only affects tissue layers with the VASCULAR token.&lt;br /&gt;
*MUSCULAR_ONLY (Optional)&lt;br /&gt;
This syndrome only affects tissue layers with the MUSCULAR token.  Are you seeing a trend here?&lt;br /&gt;
*SIZE_DILUTES (Optional)&lt;br /&gt;
This token presumably causes the effects of the syndrome to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.&lt;br /&gt;
*SIZE_DELAYS (Optional)&lt;br /&gt;
As above, this token has yet to be tested but presumably delays the onset of a syndrome according to the size of the victim.&lt;br /&gt;
*DWF_STRETCH:X{{version|0.42.01}} (Optional)&lt;br /&gt;
Multiplies the duration of the syndrome by X in Fortress mode.  If X is 72, syndrome will last the same amount of ticks in fortress and adventure mode.&lt;br /&gt;
*ABRUPT{{version|0.42.01}} (Optional)&lt;br /&gt;
Makes the symptom begin immediately rather than ramping up. {{verify}}&lt;br /&gt;
*CAN_BE_HIDDEN (Optional)&lt;br /&gt;
Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}&lt;br /&gt;
*RESISTABLE (Optional)&lt;br /&gt;
Determines if the effect can be hindered by the target creature's [[Attribute#Disease_Resistance|disease resistance attribute]]. Without this token, disease resistance is ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!&lt;br /&gt;
&lt;br /&gt;
Non-targeted syndromes will ignore any BP tokens and LOCALIZED tokens.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| CE_BLEEDING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BLISTERS&lt;br /&gt;
| Yes&lt;br /&gt;
| Covers the targeted bodypart with blisters.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BRUISING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to undergo bruising.&lt;br /&gt;
|-&lt;br /&gt;
| CE_IMPAIR_FUNCTION&lt;br /&gt;
| Yes&lt;br /&gt;
| An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate.  This token only affects organs, not limbs. Note that this effect is currently bugged, and will not &amp;quot;turn off&amp;quot; until the creature receives a wound to cause its body parts to update.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NECROSIS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NUMBNESS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_OOZING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes pus to ooze from the afflicted bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PAIN&lt;br /&gt;
| Yes&lt;br /&gt;
| Afflicts the targeted bodypart with intense pain.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PARALYSIS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes paralysis. Paralysis is complete paralysis and will cause suffocation in smaller creatures. Paralysis on a limb may lead to motor nerve damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SWELLING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis.&lt;br /&gt;
|-&lt;br /&gt;
| CE_COUGH_BLOOD&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DIZZINESS&lt;br /&gt;
| No&lt;br /&gt;
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DROWSINESS&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Drowsiness condition.&lt;br /&gt;
|-&lt;br /&gt;
| CE_FEVER&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Fever condition.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NAUSEA&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.&lt;br /&gt;
|-&lt;br /&gt;
| CE_UNCONSCIOUSNESS&lt;br /&gt;
| No&lt;br /&gt;
| Renders unconscious.&lt;br /&gt;
|-&lt;br /&gt;
| CE_VOMIT_BLOOD&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_ERRATIC_BEHAVIOR{{version|0.42.01}}&lt;br /&gt;
| No&lt;br /&gt;
| Causes erratic behavior, meaning &amp;quot;People that like to brawl have a chance of starting a brawl-level fight with any nearby adult&amp;quot; [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady]&lt;br /&gt;
|}&lt;br /&gt;
====Healing Effects====&lt;br /&gt;
Starting with DF version 0.47.01, there are healing counterparts to most of the tokens above that will heal various syndrome effects or physical damage.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| CE_STOP_BLEEDING&lt;br /&gt;
| Yes?&lt;br /&gt;
| Decreases the severity of the bleeding of any wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the bleeding is decreased.&lt;br /&gt;
|-&lt;br /&gt;
| CE_CLOSE_OPEN_WOUNDS&lt;br /&gt;
| Yes?&lt;br /&gt;
| Closes any wounds on the targeted bodypart with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| CE_HEAL_TISSUES&lt;br /&gt;
| Yes?&lt;br /&gt;
| Heals the tissues of the targeted bodypart with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| CE_HEAL_NERVES&lt;br /&gt;
| Yes?&lt;br /&gt;
| Heals the nerves of the targeted bodypart with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_PAIN&lt;br /&gt;
| Yes?&lt;br /&gt;
| Decreases the severity of pain produced by wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the pain is decreased.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_SWELLING&lt;br /&gt;
| Yes?&lt;br /&gt;
| Decreases the severity of swelling on the targeted bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| CE_CURE_INFECTION&lt;br /&gt;
| Yes?&lt;br /&gt;
| Probably decreases the severity of the infection from infected wounds over time.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_PARALYSIS&lt;br /&gt;
| Yes?&lt;br /&gt;
| Decreases the severity of any paralysis effects on the targeted bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REGROW_PARTS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes missing bodyparts to regrow. SEV controls how quickly bodyparts are regrown. In adventure, parts will be regrown until you travel or wait/sleep {{bug|0011396}}.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_DIZZINESS&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any dizziness the creature has.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_NAUSEA&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any nausea the creature has.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_FEVER&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any fever the creature has.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special Effects===&lt;br /&gt;
Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any substance or custom interaction.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| CE_ADD_TAG&lt;br /&gt;
| No&lt;br /&gt;
| tags&lt;br /&gt;
| Adds a tag to the affected creature.  Many arguments can be used sequentially within one syndrome token. Valid tags are the same as that of the [[interaction token]] '''IT_REQUIRES''', ie.&lt;br /&gt;
&lt;br /&gt;
BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, LIKES_FIGHTING (or LIKESFIGHTING), MISCHIEVOUS (or MISCHIEVIOUS), NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, NO_AGING, STERILE, UTTERANCES.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REMOVE_TAG&lt;br /&gt;
| No&lt;br /&gt;
| tags&lt;br /&gt;
| Removes a tag from a creature.  Supported arguments are the same as CE_ADD_TAG.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DISPLAY_TILE&lt;br /&gt;
| No&lt;br /&gt;
| TILE:[[Tilesets|tile number]]:[[Color#Modding color|colour]]&lt;br /&gt;
| The creature displays the specified tile and colour instead of its normal one.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DISPLAY_NAME&lt;br /&gt;
| No&lt;br /&gt;
| NAME:singular:plural:adjective&lt;br /&gt;
| Attaches a specified name to the creature's normal name.&lt;br /&gt;
|-&lt;br /&gt;
| CE_FLASH_TILE&lt;br /&gt;
| No&lt;br /&gt;
| TILE:tile number:colour:FREQUENCY:ticks default tile:ticks syndrome tile&lt;br /&gt;
| The creature flashes between its normal tile and the one specified here.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PHYS_ATT_CHANGE&lt;br /&gt;
| No&lt;br /&gt;
| [[Attribute]]:percentage:fixed boost(?)&lt;br /&gt;
| Alters the physical [[attribute]]s of a creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_MENT_ATT_CHANGE&lt;br /&gt;
| No&lt;br /&gt;
| [[Attribute]]:percentage:fixed boost(?)&lt;br /&gt;
| Alters the mental [[attribute]]s of a creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BODY_APPEARANCE_MODIFIER&lt;br /&gt;
| No&lt;br /&gt;
| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?) &lt;br /&gt;
| Alters the size of the creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BP_APPEARANCE_MODIFIER&lt;br /&gt;
| Yes&lt;br /&gt;
| body part:APPEARANCE_MODIFIER:attribute:number]&lt;br /&gt;
| Alters the characteristics (height, width etc.) of a body part.&lt;br /&gt;
|-&lt;br /&gt;
| CE_MATERIAL_FORCE_MULTIPLIER&lt;br /&gt;
| No&lt;br /&gt;
| MAT_MULT:[[material token|material]]:A:B&lt;br /&gt;
| Makes creature affected by materials more or less by a factor of A/B. If A is 3 and B is 2, the creature will be 1.5x weaker to the defined material (can be NONE:NONE for all); if 2:3, the creature will be 1.5 times stronger.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SPEED_CHANGE&lt;br /&gt;
| No&lt;br /&gt;
| speed modifier:number&lt;br /&gt;
| Changes the speed of a creature. &lt;br /&gt;
Speed modifier contains one or both of:&lt;br /&gt;
* SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster)&lt;br /&gt;
* SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero)&lt;br /&gt;
The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CE_CAN_DO_INTERACTION&lt;br /&gt;
| No&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature able to perform an interaction.  See [[Interaction token]].  To specify the interaction, use the argument:&lt;br /&gt;
* CDI:INTERACTION:interaction name&lt;br /&gt;
|-&lt;br /&gt;
| CE_SPECIAL_ATTACK_INTERACTION{{version|0.47.01}}&lt;br /&gt;
| Yes&lt;br /&gt;
| INTERACTION:&amp;lt;interaction name&amp;gt;:BP:&amp;lt;selection criteria&amp;gt;:&amp;lt;name of category,type, or token of designated part/parts&amp;gt;&lt;br /&gt;
| Makes the creature able to perform an interaction when using an attack with a designated body part/parts. See [[#Spreading diseases in 0.47.01|below]] for an example&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CE_BODY_MAT_INTERACTION&lt;br /&gt;
| No&lt;br /&gt;
| MAT_TOKEN:&amp;lt;body material token&amp;gt;&lt;br /&gt;
| Causes one of the creature's body materials to trigger an interaction when the material is ingested, injected, etc (depending on the [CE:SYNDROME_TAG]s used; note that more than one may be specified). Generated vampire syndromes use '''RESERVED_BLOOD''' as the body material token in this syndrome tag, so as to specify the blood material of any creature with the syndrome.  The following tokens should be inserted after this:&lt;br /&gt;
* '''CE:INTERACTION:interaction_id''' -  replace 'interaction_id' with the name of the target interaction&lt;br /&gt;
* '''CE:SYNDROME_TAG:syndrome_trigger_type''' - replace 'syndrome_trigger_type' with any of SYN_INGESTED, SYN_INJECTED, SYN_CONTACT, SYN_INHALED&lt;br /&gt;
The linked interaction must have an [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]] token for this to work!&lt;br /&gt;
&lt;br /&gt;
Note that this currently only works on materials obtained from historical figures and has only been tested with ingested materials linked to interactions with ADD_SYNDROME interaction effects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CE_BODY_TRANSFORMATION&lt;br /&gt;
| No&lt;br /&gt;
| PROB:percentage:START:time:END:time&lt;br /&gt;
| Transforms into another creature.  PROB and END arguments optional.  The target creature may either be specified directly using CE:CREATURE or else set to be randomly selected as guided by creature and/or caste flag restrictions (of which multiple may be specified).&lt;br /&gt;
* CE:CREATURE:CREATURE_ID:CASTE_ID - Specify the creature and caste (for example: CE:CREATURE:DWARF:FEMALE). ANY can be used in place of a specific CASTE_ID to randomise the caste for every transformation.&amp;lt;br&amp;gt;&lt;br /&gt;
* CE:CREATURE_FLAG:FLAG{{version|0.47.01}} - Any creature with the specified [[:Interaction_token#Creature_and_Caste_Flags|creature flag]] is a valid transformation target.&amp;lt;br&amp;gt;&lt;br /&gt;
* CE:FORBIDDEN_CREATURE_FLAG{{version|0.47.01}} - Forbids all creatures with the specified [[:Interaction_token#Creature_and_Caste_Flags|creature flag]] from being randomly selected.&amp;lt;br&amp;gt;&lt;br /&gt;
* CE:CREATURE_CASTE_FLAG:FLAG{{version|0.47.01}} - Any creature with the specified [[:Interaction_token#Creature_and_Caste_Flags|caste flag]] is a valid transformation target.&amp;lt;br&amp;gt;&lt;br /&gt;
* CE:FORBIDDEN_CREATURE_CASTE_FLAG{{version|0.47.01}} - Forbids all creatures with the specified [[:Interaction_token#Creature_and_Caste_Flags|caste flag]] from being randomly selected.&amp;lt;br&amp;gt;&lt;br /&gt;
*CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED{{version|0.47.01}} - Unknown. Possibly disallows all creatures with only slow gaits.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Note that any wounds the creature has suffered will instantly heal upon transforming, both into and out of the target form.  [[Undead]] limbs of a creature with this token will grow into a full instance of that creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SKILL_ROLL_ADJUST&lt;br /&gt;
| No&lt;br /&gt;
| PERC:percentage:PERC_ON:percentage&lt;br /&gt;
| Alters the skill level of a creature.  The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SENSE_CREATURE_CLASS&lt;br /&gt;
| No&lt;br /&gt;
| START:time:CLASS:creature class:tile:color&lt;br /&gt;
| Allows creature to see other creatures with given class through walls. Vampires, for example, have START:0:CLASS:GENERAL_POISON:15:4:0:1.&lt;br /&gt;
|-&lt;br /&gt;
| CE_CHANGE_PERSONALITY{{version|0.42.01}}&lt;br /&gt;
| No&lt;br /&gt;
| FACET:[[DF2014:Personality_trait#Facets|trait]]:amount&lt;br /&gt;
| Changes a [[personality trait]] by amount. Multiple FACET:trait:amount sets may be used.&lt;br /&gt;
|-&lt;br /&gt;
| CE_FEEL_EMOTION{{version|0.42.01}}&lt;br /&gt;
| No&lt;br /&gt;
| EMOTION:[[emotion]]&lt;br /&gt;
| Makes the creature feel a specific [[emotion]]; severity based on standard SEV value. The [[thought]] the creature receives is: &amp;quot;[creature] feels [emotion] due to [syndrome name]&amp;quot;. See [[Emotion]] for the list of valid emotions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''All''' creature effect tokens take START, END and PROB numbers, and can be followed by [CE:PERIODIC] and/or [CE:COUNTER_TRIGGER] to restrict when they actually take effect.&lt;br /&gt;
* PERIODIC:period_type:min_value:max_value&lt;br /&gt;
* {{text anchor|COUNTER_TRIGGER}}:counter_name:min_value:max_value:REQUIRED&lt;br /&gt;
&lt;br /&gt;
Currently, the only valid period type is MOON_PHASE.&lt;br /&gt;
&lt;br /&gt;
===Counter Triggers===&lt;br /&gt;
Valid counter values are below:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Counter&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOLIC&lt;br /&gt;
| How long it's been (in [[time]] units) since the creature last had a drink of alcohol. Only present on creatures who need alcohol to get through the working day.&lt;br /&gt;
* 100800 (3 months) = and is starting to work slowly due to its scarcity&lt;br /&gt;
* 201600 (6 months) = and really wants a drink&lt;br /&gt;
* 302400 (9 months) = and has gone without a drink for far, far too long&lt;br /&gt;
* 403200 (1 year) = and can't even remember the last time he/she had some&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| How cave-adapted the creature is. Increases by 1 for every [[time]] unit spent underground, to a maximum of 800000.&lt;br /&gt;
* 403200 (1 year) = going outside causes irritation&lt;br /&gt;
* 604800 (1.5 years) = going outside causes nausea&lt;br /&gt;
|-&lt;br /&gt;
| PARTIED_OUT&lt;br /&gt;
| How long before the creature will decide to attend another party. Starts at 3+ months and counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| MILK_COUNTER&lt;br /&gt;
| How long before the creature can be milked again. Starts at the creature's MILK frequency and counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| EGG_SPENT&lt;br /&gt;
| How long before the creature can lay more eggs. Starts at 3 months and counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| GROUNDED_ANIMAL_ANGER&lt;br /&gt;
| How angry (and likely to attack) an animal is from being over-crowded. Increases when over-crowded and otherwise counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| TIME_SINCE_SUCKED_BLOOD&lt;br /&gt;
| How long it's been (in [[time]] units) since the creature last sucked somebody's blood.&lt;br /&gt;
|-&lt;br /&gt;
| DRINKING_BLOOD&lt;br /&gt;
| How much longer the creature will be drinking somebody's blood. Starts at 2.4 days and counts down to zero.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
==Inorganic syndromes and you!==&lt;br /&gt;
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition.  The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced.  This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release.  &lt;br /&gt;
&lt;br /&gt;
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.&lt;br /&gt;
  [MELTING_POINT:NONE]&lt;br /&gt;
  [BOILING_POINT:10000]&lt;br /&gt;
  [MAT_FIXED_TEMP:10001]&lt;br /&gt;
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas.  Creatures who inhale the gas will be immediately hit with the syndrome you thoughtfully attached to the material definition earlier!&lt;br /&gt;
&lt;br /&gt;
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spreading diseases==&lt;br /&gt;
It's fully possible to make a nasty disease capable of spreading itself from an infected dwarf to others, though it requires some skill in modding [[interaction token|interactions]] as well. Here is an example of a plague-inflicting interaction:&lt;br /&gt;
&lt;br /&gt;
  [INTERACTION:PLAGUE]&lt;br /&gt;
  	[I_TARGET:A:CREATURE]&lt;br /&gt;
  		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
  		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
  		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  		[IT_MANUAL_INPUT:creatures]&lt;br /&gt;
  	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
  		[IE_TARGET:A]&lt;br /&gt;
  		[IE_IMMEDIATE]&lt;br /&gt;
  		[SYNDROME]&lt;br /&gt;
  			[SYN_NAME:the plague]&lt;br /&gt;
  			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  			[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]&lt;br /&gt;
  			[CE_CAN_DO_INTERACTION:START:1500:END:25000]&lt;br /&gt;
  				[CDI:ADV_NAME:Spread the plague]&lt;br /&gt;
  				[CDI:INTERACTION:PLAGUE]&lt;br /&gt;
  				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
  				[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
  				[CDI:WAIT_PERIOD:30]&lt;br /&gt;
&lt;br /&gt;
As you can see, the syndrome here inflicts blisters, fever and, after roughly a month, necrosis of the whole body - that's when the infected creatures will start dying out. But before that happens, CE_CAN_DO_INTERACTION makes them capable of spreading the plague further.&lt;br /&gt;
&lt;br /&gt;
You also need a disease vector that will bring the plague straight to your fort. (hint: use [[large rat|various]] [[rat man|species]] [[giant rat|of rats]] - they're perfect for that). The following code, added to a creature's raws, ensures the creature will infect anybody it encounters:&lt;br /&gt;
&lt;br /&gt;
  [CAN_DO_INTERACTION:PLAGUE]&lt;br /&gt;
  	[CDI:ADV_NAME:Spread the plague]&lt;br /&gt;
  	[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
  	[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
  	[CDI:WAIT_PERIOD:30]&lt;br /&gt;
&lt;br /&gt;
As soon as the said creature is startled by your dwarves, the [[fun]] will begin.&lt;br /&gt;
&lt;br /&gt;
==''In 0.47.01''==&lt;br /&gt;
As of version 0.47.01, it may be possible to use a creature's established methods of attack for use in disease-spreading.&lt;br /&gt;
&lt;br /&gt;
Let's use the borrowed example of the plague above. This time, the plague will spread through biting, using the following syndrome code:&lt;br /&gt;
&lt;br /&gt;
  [INTERACTION:PLAGUE]&lt;br /&gt;
  	[I_TARGET:A:CREATURE]&lt;br /&gt;
  		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
  		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
  		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  		[IT_MANUAL_INPUT:creatures]&lt;br /&gt;
  	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
  		[IE_TARGET:A]&lt;br /&gt;
  		[IE_IMMEDIATE]&lt;br /&gt;
  		[SYNDROME]&lt;br /&gt;
  			[SYN_NAME:the plague]&lt;br /&gt;
  			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  			[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]&lt;br /&gt;
  			[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:PLAGUE:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The line [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE_PLAGUE:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] allows any infected creature with an attack using mouth or tooth category body parts to immediately spread the disease using said attack. The victim of the attack may then spread the disease if they are able to attack with the needed body part/parts.&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:DF2012:Syndrome]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=253710</id>
		<title>Syndrome</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=253710"/>
		<updated>2020-06-30T05:25:14Z</updated>

		<summary type="html">&lt;p&gt;Albedo: tighten image text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|13:02, 6 April 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Snakebite.png|200px|thumb|right|A single bite from a [[helmet snake]] eventually lead to death for this unfortunate hippo.]]&lt;br /&gt;
A '''syndrome''' is a specific combination of [[symptoms]] that a poor, helpless creature might get from a disease, venom or other effect, through encountering certain other creatures, substances, or supernatural [[weather]].  Syndromes generally cause unpleasant and frequently fatal symptoms over a short to long period of time, but some will clear up over time or with the assistance of a [[doctor]].  A [[Health care|hospital]] is required to diagnose and potentially treat those syndromes that can be helped by treatment. &lt;br /&gt;
&lt;br /&gt;
==List of syndromes==&lt;br /&gt;
Syndromes are generally named after the animal, substance or effect that delivers them.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Syndrome&lt;br /&gt;
! Venom&lt;br /&gt;
! Acquired&lt;br /&gt;
! Short-term Symptoms&lt;br /&gt;
! Long-term Symptoms&lt;br /&gt;
! Chronic Symptoms &lt;br /&gt;
|-&lt;br /&gt;
| Adder bite&lt;br /&gt;
| adder venom (injected)&lt;br /&gt;
| Being bitten by an [[adder]], [[giant adder]] or [[adder man]]&lt;br /&gt;
| Strong pain&lt;br /&gt;
| Swelling&amp;lt;br&amp;gt;Blisters&amp;lt;br&amp;gt;Nausea&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bark scorpion sting&lt;br /&gt;
| bark scorpion venom (injected)&lt;br /&gt;
| Being stung by a [[bark scorpion]], [[giant bark scorpion]] or [[bark scorpion man]]&lt;br /&gt;
| Strong pain&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Black mamba bite&lt;br /&gt;
| black mamba venom (injected)&lt;br /&gt;
| Being bitten by a [[black mamba]], [[giant black mamba]] or [[black mamba man]]&lt;br /&gt;
| Dizziness&amp;lt;br&amp;gt;Drowsiness&amp;lt;br&amp;gt;Strong pain&amp;lt;br&amp;gt;Fever&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Blob blisters&lt;br /&gt;
| cave blob fluid&amp;lt;br /&amp;gt;(contact or ingested)&lt;br /&gt;
| Touching a [[cave blob]]&lt;br /&gt;
| Mild pain&amp;lt;br/&amp;gt;Mild blisters&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Brown recluse spider bite&lt;br /&gt;
| brown recluse spider venom (injected)&lt;br /&gt;
| Being bitten by a [[brown recluse spider]], [[giant brown recluse spider]] or [[brown recluse spider man]]&lt;br /&gt;
| Nausea&amp;lt;br&amp;gt;Fever&amp;lt;br&amp;gt;Pain&amp;lt;br&amp;gt;&lt;br /&gt;
| Severe localized necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bumblebee sting&lt;br /&gt;
| bumblebee venom (injected)&lt;br /&gt;
| Being stung by a [[bumblebee]] worker&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Strong swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bushmaster bite&lt;br /&gt;
| bushmaster venom (injected)&lt;br /&gt;
| Being bitten by a [[bushmaster]], [[giant bushmaster]] or [[bushmaster man]]&lt;br /&gt;
| Strong pain&amp;lt;br&amp;gt;Mild bleeding&amp;lt;br&amp;gt;Dizziness&amp;lt;br&amp;gt;Nausea&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave floater sickness&lt;br /&gt;
| cave floater gas&amp;lt;br /&amp;gt;(inhaled or ingested)&lt;br /&gt;
| Expelled from [[cave floater]]&lt;br /&gt;
| Mild nausea&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Strong drowsiness (delayed)&amp;lt;br/&amp;gt;Strong dizziness (delayed)&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave spider bite&lt;br /&gt;
| cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[cave spider]]&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Very mild dizziness&lt;br /&gt;
|-&lt;br /&gt;
| Copperhead snake bite&lt;br /&gt;
| copperhead snake venom (injected)&lt;br /&gt;
| Being bitten by a [[copperhead snake]], [[giant copperhead snake]] or [[copperhead snake man]]&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Swelling&amp;lt;br&amp;gt;Nausea&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant cave spider bite&lt;br /&gt;
| giant cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[giant cave spider]]&lt;br /&gt;
| Size-dependant paralysis.&lt;br /&gt;
| Death by asphyxiation, in small targets. Large targets are generally unhindered...unless you count the high probability of being eaten by the giant cave spider as a hindrance.&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
|-&lt;br /&gt;
| Gila monster bite&lt;br /&gt;
| gila monster venom (injected)&lt;br /&gt;
| Being bitten by a [[gila monster]], [[giant gila monster]] or [[gila monster man]]&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Mild swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Gnomeblight&lt;br /&gt;
| [[gnomeblight]]&amp;lt;br /&amp;gt;(contact, inhaled, injected, or ingested)&lt;br /&gt;
| Purposely exposing oneself to the extract. Only affects [[mountain gnome]]s and [[dark gnome]]s.&lt;br /&gt;
| None&lt;br /&gt;
| Severe systemic necrosis&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant desert scorpion sting&lt;br /&gt;
| giant desert scorpion venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being stung by a [[giant desert scorpion]] &lt;br /&gt;
| Necrosis of the brain and nervous system&lt;br /&gt;
| '''Certain death'''&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
|- &lt;br /&gt;
| Helmet snake bite&lt;br /&gt;
| helmet snake venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[helmet snake]]&lt;br /&gt;
| Minor bleeding&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Nausea&amp;lt;br/&amp;gt;Dizziness&amp;lt;br/&amp;gt;Localized swelling&amp;lt;br/&amp;gt;Localized oozing&amp;lt;br/&amp;gt;Localized bruising&amp;lt;br/&amp;gt;Strong pain&amp;lt;br/&amp;gt;Intense localized necrosis&amp;lt;br/&amp;gt;Possible loss of limb &lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Honey bee sting&lt;br /&gt;
| honey bee venom (injected)&lt;br /&gt;
| Being stung by a [[honey bee]] worker&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Strong swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Inebriation{{version|0.42.01}}&lt;br /&gt;
| [[Alcohol]] (consumed/injected)&lt;br /&gt;
| Consuming alcoholic drinks&lt;br /&gt;
| Nausea&amp;lt;br&amp;gt;Dizziness&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Personality changes&amp;lt;br&amp;gt;Euphoria&amp;lt;br&amp;gt;Erratic behavior&amp;lt;br&amp;gt;Trouble breathing&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Iron man cough&lt;br /&gt;
| iron man gas&amp;lt;br /&amp;gt;(inhaled)&lt;br /&gt;
| Expelled by [[iron man]]&lt;br /&gt;
| Coughing blood&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| King cobra bite&lt;br /&gt;
| king cobra venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[king cobra]]&lt;br /&gt;
| Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;Pain, dizziness, drowsiness&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Phantom spider bite&lt;br /&gt;
| phantom spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[phantom spider]]&lt;br /&gt;
| None&lt;br /&gt;
| Numbness and mild dizziness&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Platypus sting&lt;br /&gt;
| platypus venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being kicked by a [[platypus]], [[giant platypus]] or [[platypus man]]&lt;br /&gt;
| Pain and swelling&lt;br /&gt;
| Extreme pain, swelling possibly to the point of necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Rattlesnake bite&lt;br /&gt;
| rattlesnake venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[rattlesnake]], [[giant rattlesnake]] or [[rattlesnake man]]&lt;br /&gt;
| Pain, nausea, blisters, swelling, bruising&lt;br /&gt;
| Severe localized necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Serpent man bite&lt;br /&gt;
| serpent man venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[serpent man]]&lt;br /&gt;
| Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Mummy's curse&lt;br /&gt;
| [[DF2014:Mummy|Disturbance interaction]].&lt;br /&gt;
| Being cursed by a [[mummy]], when caught raiding their tombs&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| 20% chance of any skill roll failing, regardless of skill.&lt;br /&gt;
|-&lt;br /&gt;
| Vampirism&lt;br /&gt;
| [[Deity|Divine]] Curse.&lt;br /&gt;
| Drinking the blood of a [[vampire]]. Toppling statues in shrines in Adventure Mode or temples in Fortress Mode (random chance).&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Victim becomes a [[vampire]].&lt;br /&gt;
|-&lt;br /&gt;
| Werebeast Curse&lt;br /&gt;
| [[Deity|Divine]] Curse.&lt;br /&gt;
| Being bitten by a [[werebeast]] or toppling statues in shrines in Adventure Mode (random chance).&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Victim becomes a [[werebeast]].&lt;br /&gt;
|-&lt;br /&gt;
| Necromancy&lt;br /&gt;
| [[Deity|Divine]] Curse.&lt;br /&gt;
| Reading a book/slab that contains the secrets of life and death.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Reader becomes a [[Necromancer]].&lt;br /&gt;
|-&lt;br /&gt;
| evil rain sickness&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
| Being caught outside in [[Weather#Evil weather|freakish weather]] in an evil [[biome]]&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|-&lt;br /&gt;
| evil cloud sickness&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Being caught in a [Weather#Evil weather|creeping cloud]] in an evil [[biome]]&lt;br /&gt;
|-&lt;br /&gt;
| beast sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[forgotten beast]]s&lt;br /&gt;
|-&lt;br /&gt;
| titan sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[titan]]s&lt;br /&gt;
|-&lt;br /&gt;
| night sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[werebeast]]s or [[experiment]]s&lt;br /&gt;
|-&lt;br /&gt;
| demon sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[demon]]s&lt;br /&gt;
|-&lt;br /&gt;
| divine sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[angel]]s&lt;br /&gt;
|}&lt;br /&gt;
: 1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.&lt;br /&gt;
: 2. Necrosis of the brain will eventually result in death once the brain rots away completely. &lt;br /&gt;
: 3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain. &lt;br /&gt;
: 4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms. &lt;br /&gt;
: 5. [[Titan]]s, [[forgotten beast]]s, [[werebeast]]s, [[experiment]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from mildly hazardous (mild [[Symptoms#Blisters|blisters]] from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood). &lt;br /&gt;
&lt;br /&gt;
==The anatomy of a syndrome==&lt;br /&gt;
Mechanically, syndromes are bundles of tokens attached to a material (or to an interaction effect; see below) - they're confined to creature materials in vanilla DF, but it's a simple matter to add them to inorganic materials.  When the material is injected, touched, inhaled, or ingested (depending on the syndrome), the creature suffers the predations of a nasty disease or poison.  Here's an example syndrome, taken from the Giant Cave Spider raws.&lt;br /&gt;
&lt;br /&gt;
If you are having troubles getting the syndromes to work (i.e., in combat reports, getting &amp;quot;'''supersnake''' n/a splatters~etc&amp;quot;), then simply throw the venom template into the actual creature's raw, which is what the LOCAL_CREATURE_MAT actually calls on; the venom being in the same file.&lt;br /&gt;
&lt;br /&gt;
    [USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
        [STATE_NAME:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [PREFIX:NONE]&lt;br /&gt;
        [ENTERS_BLOOD]&lt;br /&gt;
        [SYNDROME]&lt;br /&gt;
            [SYN_NAME:giant cave spider bite]&lt;br /&gt;
            [SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
            [SYN_IMMUNE_CREATURE:SPIDER_CAVE:ALL]&lt;br /&gt;
            [SYN_INJECTED]&lt;br /&gt;
            [CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]&lt;br /&gt;
&lt;br /&gt;
The first line, USE_MATERIAL_TEMPLATE, is creating a new material, called POISON, using the CREATURE_EXTRACT_TEMPLATE as the basis.  After this, the STATE_NAME and STATE_ADJ tokens are used to define the names and adjectives assigned to different states of the material - GAS, LIQUID and ALL_SOLID, in this case, though ALL is also a valid token.  At this stage, you can use any material tags like MAT_FIXED_TEMP or similar to set further material properties, though this usually isn't necessary.&lt;br /&gt;
&lt;br /&gt;
  ENTERS_BLOOD&lt;br /&gt;
This tag determines whether a poison enters the blood or not. If it is not included, the poison will splatter (if liquid) or flow (if gas) over the affected body part instead when injected. If you're using a contact poison, leave this out. Necessary for injected poisons.&lt;br /&gt;
  SYNDROME&lt;br /&gt;
This tag ends the material details and begins the definition of the actual syndrome.&lt;br /&gt;
  SYN_NAME&lt;br /&gt;
This one is self-explanatory - the name of the syndrome as it will appear in-game.&lt;br /&gt;
  SYN_AFFECTED_CLASS&lt;br /&gt;
This token defines what CREATURE_CLASS will be affected by the syndrome.  Most creatures are classed under GENERAL_POISON.  Multiple tokens can be used in a single syndrome.&lt;br /&gt;
  SYN_IMMUNE_CLASS&lt;br /&gt;
As above, but makes class immune.&lt;br /&gt;
  SYN_IMMUNE_CREATURE&lt;br /&gt;
This token defines which creatures CANNOT be affected by the syndrome - useful for addressing specific instances within a population, such as a specific caste or an individual creature that falls under GENERAL_POISON. Syntax is [SYN_IMMUNE_CREATURE:creature:caste]. ALL can be used for the caste.&lt;br /&gt;
  SYN_AFFECTED_CREATURE&lt;br /&gt;
As above, but makes creature or caste susceptible.&lt;br /&gt;
  SYN_CLASS&lt;br /&gt;
This tag sets a class for the syndrome that can be used in [[Interaction token|interactions.]]&lt;br /&gt;
  SYN_IDENTIFIER{{version|0.42.01}}.&lt;br /&gt;
Similar to SYN_CLASS, this sets an identifier that can be shared between multiple syndromes, for use with the SYNDROME_DILUTION_FACTOR creature token. In vanilla DF, this is used to allow dwarves to drink more alcohol before becoming inebriated.&lt;br /&gt;
  SYN_NO_HOSPITAL{{version|0.42.01}}.&lt;br /&gt;
Probably prevents affected dwarves from being carried to the hospital.{{verify}}&lt;br /&gt;
  SYN_CONCENTRATION_ADDED:x:x{{version|0.42.01}}.&lt;br /&gt;
Repeated exposure to the syndrome will result in the effects becoming more intense. In vanilla [SYN_CONCENTRATION_ADDED:100:1000] is used with alcohol.&lt;br /&gt;
&lt;br /&gt;
  SYN_INJECTED, SYN_CONTACT, SYN_INHALED, SYN_INGESTED&lt;br /&gt;
This token determines the method of infection - injected syndromes must be injected via a creature attack, while contact syndromes result from any contamination of a creature by material splatter (such as blood), inhaled syndromes must be inhaled in gaseous form (such as from boiling or a creature breath attack), and ingestion syndromes must be eaten or drunk.  Any combination of these tags can be used.  A fun variation on the usual creature injection routine is to create a material with a SYN_CONTACT syndrome and have a creature use it for blood - this tends to end poorly for any predator that chooses to attack them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:VENOM:LIQUID:100:100]&lt;br /&gt;
This is one method for getting a poison into a creature. If [ENTERS_BLOOD] is applied, it will be injected into the bloodstream. Otherwise, it will just splatter over the area. Put this on a creature attack. Substance type (gas, liquid, solid) does not appear to have an effect. The numbers on the end are minimum and maximum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CE_X, or creature effect tokens, are the real meat and bones of your syndrome.  They're detailed below.&lt;br /&gt;
&lt;br /&gt;
==Creature effect tokens==&lt;br /&gt;
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected.  An example CE token is as follows:&lt;br /&gt;
&lt;br /&gt;
  [CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner.  The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later.&lt;br /&gt;
&lt;br /&gt;
As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) ends it, the order of the intervening tokens isn't important. PEAK and END aren't required.&lt;br /&gt;
&lt;br /&gt;
*CE_X&lt;br /&gt;
The effect type.  This can be a number of different tokens, as detailed in the table below this list.&lt;br /&gt;
*SEV:X&lt;br /&gt;
The severity of the effect.  Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten.&lt;br /&gt;
*PROB:X&lt;br /&gt;
The probability of the effect actually manifesting in the victim, as a percentage.  100 means always, 1 means a 1 in 100 chance.&lt;br /&gt;
*LOCALIZED (Overwrites BP tokens)&lt;br /&gt;
This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the syndrome have no effect. This token also makes inhaled syndromes have no effect. &lt;br /&gt;
*BP:BODY_PART:TISSUE (Overwritten by LOCALIZED)&lt;br /&gt;
Specifies which body parts and tissues are to be affected by the syndrome. BODY_PART can be BY_CATEGORY:x to target body parts with a matching [CATEGORY:x] [[body token]] (or ALL to affect everything), BY_TYPE:x to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:x to target individual body parts by their ID (as specified in the [BP] token). For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL.  The syndrome would act on all bodyparts within the creature with the CATEGORY tag LUNG and affect all tissue layers.  For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all bodyparts. Multiple targets can be given in one syndrome by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target bodyparts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas. Not everything takes a target!&lt;br /&gt;
*VASCULAR_ONLY (Optional)&lt;br /&gt;
This syndrome only affects tissue layers with the VASCULAR token.&lt;br /&gt;
*MUSCULAR_ONLY (Optional)&lt;br /&gt;
This syndrome only affects tissue layers with the MUSCULAR token.  Are you seeing a trend here?&lt;br /&gt;
*SIZE_DILUTES (Optional)&lt;br /&gt;
This token presumably causes the effects of the syndrome to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.&lt;br /&gt;
*SIZE_DELAYS (Optional)&lt;br /&gt;
As above, this token has yet to be tested but presumably delays the onset of a syndrome according to the size of the victim.&lt;br /&gt;
*DWF_STRETCH:X{{version|0.42.01}} (Optional)&lt;br /&gt;
Multiplies the duration of the syndrome by X in Fortress mode.  If X is 72, syndrome will last the same amount of ticks in fortress and adventure mode.&lt;br /&gt;
*ABRUPT{{version|0.42.01}} (Optional)&lt;br /&gt;
Makes the symptom begin immediately rather than ramping up. {{verify}}&lt;br /&gt;
*CAN_BE_HIDDEN (Optional)&lt;br /&gt;
Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}&lt;br /&gt;
*RESISTABLE (Optional)&lt;br /&gt;
Determines if the effect can be hindered by the target creature's [[Attribute#Disease_Resistance|disease resistance attribute]]. Without this token, disease resistance is ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!&lt;br /&gt;
&lt;br /&gt;
Non-targeted syndromes will ignore any BP tokens and LOCALIZED tokens.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| CE_BLEEDING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BLISTERS&lt;br /&gt;
| Yes&lt;br /&gt;
| Covers the targeted bodypart with blisters.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BRUISING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to undergo bruising.&lt;br /&gt;
|-&lt;br /&gt;
| CE_IMPAIR_FUNCTION&lt;br /&gt;
| Yes&lt;br /&gt;
| An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate.  This token only affects organs, not limbs. Note that this effect is currently bugged, and will not &amp;quot;turn off&amp;quot; until the creature receives a wound to cause its body parts to update.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NECROSIS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NUMBNESS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_OOZING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes pus to ooze from the afflicted bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PAIN&lt;br /&gt;
| Yes&lt;br /&gt;
| Afflicts the targeted bodypart with intense pain.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PARALYSIS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes paralysis. Paralysis is complete paralysis and will cause suffocation in smaller creatures. Paralysis on a limb may lead to motor nerve damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SWELLING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis.&lt;br /&gt;
|-&lt;br /&gt;
| CE_COUGH_BLOOD&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DIZZINESS&lt;br /&gt;
| No&lt;br /&gt;
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DROWSINESS&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Drowsiness condition.&lt;br /&gt;
|-&lt;br /&gt;
| CE_FEVER&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Fever condition.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NAUSEA&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.&lt;br /&gt;
|-&lt;br /&gt;
| CE_UNCONSCIOUSNESS&lt;br /&gt;
| No&lt;br /&gt;
| Renders unconscious.&lt;br /&gt;
|-&lt;br /&gt;
| CE_VOMIT_BLOOD&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_ERRATIC_BEHAVIOR{{version|0.42.01}}&lt;br /&gt;
| No&lt;br /&gt;
| Causes erratic behavior, meaning &amp;quot;People that like to brawl have a chance of starting a brawl-level fight with any nearby adult&amp;quot; [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady]&lt;br /&gt;
|}&lt;br /&gt;
====Healing Effects====&lt;br /&gt;
Starting with DF version 0.47.01, there are healing counterparts to most of the tokens above that will heal various syndrome effects or physical damage.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| CE_STOP_BLEEDING&lt;br /&gt;
| Yes?&lt;br /&gt;
| Decreases the severity of the bleeding of any wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the bleeding is decreased.&lt;br /&gt;
|-&lt;br /&gt;
| CE_CLOSE_OPEN_WOUNDS&lt;br /&gt;
| Yes?&lt;br /&gt;
| Closes any wounds on the targeted bodypart with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| CE_HEAL_TISSUES&lt;br /&gt;
| Yes?&lt;br /&gt;
| Heals the tissues of the targeted bodypart with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| CE_HEAL_NERVES&lt;br /&gt;
| Yes?&lt;br /&gt;
| Heals the nerves of the targeted bodypart with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_PAIN&lt;br /&gt;
| Yes?&lt;br /&gt;
| Decreases the severity of pain produced by wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the pain is decreased.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_SWELLING&lt;br /&gt;
| Yes?&lt;br /&gt;
| Decreases the severity of swelling on the targeted bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| CE_CURE_INFECTION&lt;br /&gt;
| Yes?&lt;br /&gt;
| Probably decreases the severity of the infection from infected wounds over time.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_PARALYSIS&lt;br /&gt;
| Yes?&lt;br /&gt;
| Decreases the severity of any paralysis effects on the targeted bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REGROW_PARTS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes missing bodyparts to regrow. SEV controls how quickly bodyparts are regrown. In adventure, parts will be regrown until you travel or wait/sleep {{bug|0011396}}.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_DIZZINESS&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any dizziness the creature has.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_NAUSEA&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any nausea the creature has.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_FEVER&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any fever the creature has.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special Effects===&lt;br /&gt;
Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any substance or custom interaction.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| CE_ADD_TAG&lt;br /&gt;
| No&lt;br /&gt;
| tags&lt;br /&gt;
| Adds a tag to the affected creature.  Many arguments can be used sequentially within one syndrome token. Valid tags are the same as that of the [[interaction token]] '''IT_REQUIRES''', ie.&lt;br /&gt;
&lt;br /&gt;
BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, LIKES_FIGHTING (or LIKESFIGHTING), MISCHIEVOUS (or MISCHIEVIOUS), NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, NO_AGING, STERILE, UTTERANCES.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REMOVE_TAG&lt;br /&gt;
| No&lt;br /&gt;
| tags&lt;br /&gt;
| Removes a tag from a creature.  Supported arguments are the same as CE_ADD_TAG.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DISPLAY_TILE&lt;br /&gt;
| No&lt;br /&gt;
| TILE:[[Tilesets|tile number]]:[[Color#Modding color|colour]]&lt;br /&gt;
| The creature displays the specified tile and colour instead of its normal one.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DISPLAY_NAME&lt;br /&gt;
| No&lt;br /&gt;
| NAME:singular:plural:adjective&lt;br /&gt;
| Attaches a specified name to the creature's normal name.&lt;br /&gt;
|-&lt;br /&gt;
| CE_FLASH_TILE&lt;br /&gt;
| No&lt;br /&gt;
| TILE:tile number:colour:FREQUENCY:ticks default tile:ticks syndrome tile&lt;br /&gt;
| The creature flashes between its normal tile and the one specified here.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PHYS_ATT_CHANGE&lt;br /&gt;
| No&lt;br /&gt;
| [[Attribute]]:percentage:fixed boost(?)&lt;br /&gt;
| Alters the physical [[attribute]]s of a creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_MENT_ATT_CHANGE&lt;br /&gt;
| No&lt;br /&gt;
| [[Attribute]]:percentage:fixed boost(?)&lt;br /&gt;
| Alters the mental [[attribute]]s of a creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BODY_APPEARANCE_MODIFIER&lt;br /&gt;
| No&lt;br /&gt;
| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?) &lt;br /&gt;
| Alters the size of the creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BP_APPEARANCE_MODIFIER&lt;br /&gt;
| Yes&lt;br /&gt;
| body part:APPEARANCE_MODIFIER:attribute:number]&lt;br /&gt;
| Alters the characteristics (height, width etc.) of a body part.&lt;br /&gt;
|-&lt;br /&gt;
| CE_MATERIAL_FORCE_MULTIPLIER&lt;br /&gt;
| No&lt;br /&gt;
| MAT_MULT:[[material token|material]]:A:B&lt;br /&gt;
| Makes creature affected by materials more or less by a factor of A/B. If A is 3 and B is 2, the creature will be 1.5x weaker to the defined material (can be NONE:NONE for all); if 2:3, the creature will be 1.5 times stronger.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SPEED_CHANGE&lt;br /&gt;
| No&lt;br /&gt;
| speed modifier:number&lt;br /&gt;
| Changes the speed of a creature. &lt;br /&gt;
Speed modifier contains one or both of:&lt;br /&gt;
* SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster)&lt;br /&gt;
* SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero)&lt;br /&gt;
The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CE_CAN_DO_INTERACTION&lt;br /&gt;
| No&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature able to perform an interaction.  See [[Interaction token]].  To specify the interaction, use the argument:&lt;br /&gt;
* CDI:INTERACTION:interaction name&lt;br /&gt;
|-&lt;br /&gt;
| CE_SPECIAL_ATTACK_INTERACTION{{version|0.47.01}}&lt;br /&gt;
| Yes&lt;br /&gt;
| INTERACTION:&amp;lt;interaction name&amp;gt;:BP:&amp;lt;selection criteria&amp;gt;:&amp;lt;name of category,type, or token of designated part/parts&amp;gt;&lt;br /&gt;
| Makes the creature able to perform an interaction when using an attack with a designated body part/parts. See [[#Spreading diseases in 0.47.01|below]] for an example&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CE_BODY_MAT_INTERACTION&lt;br /&gt;
| No&lt;br /&gt;
| MAT_TOKEN:&amp;lt;body material token&amp;gt;&lt;br /&gt;
| Causes one of the creature's body materials to trigger an interaction when the material is ingested, injected, etc (depending on the [CE:SYNDROME_TAG]s used; note that more than one may be specified). Generated vampire syndromes use '''RESERVED_BLOOD''' as the body material token in this syndrome tag, so as to specify the blood material of any creature with the syndrome.  The following tokens should be inserted after this:&lt;br /&gt;
* '''CE:INTERACTION:interaction_id''' -  replace 'interaction_id' with the name of the target interaction&lt;br /&gt;
* '''CE:SYNDROME_TAG:syndrome_trigger_type''' - replace 'syndrome_trigger_type' with any of SYN_INGESTED, SYN_INJECTED, SYN_CONTACT, SYN_INHALED&lt;br /&gt;
The linked interaction must have an [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]] token for this to work!&lt;br /&gt;
&lt;br /&gt;
Note that this currently only works on materials obtained from historical figures and has only been tested with ingested materials linked to interactions with ADD_SYNDROME interaction effects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CE_BODY_TRANSFORMATION&lt;br /&gt;
| No&lt;br /&gt;
| PROB:percentage:START:time:END:time&lt;br /&gt;
| Transforms into another creature.  PROB and END arguments optional.  The target creature may either be specified directly using CE:CREATURE or else set to be randomly selected as guided by creature and/or caste flag restrictions (of which multiple may be specified).&lt;br /&gt;
* CE:CREATURE:CREATURE_ID:CASTE_ID - Specify the creature and caste (for example: CE:CREATURE:DWARF:FEMALE). ANY can be used in place of a specific CASTE_ID to randomise the caste for every transformation.&amp;lt;br&amp;gt;&lt;br /&gt;
* CE:CREATURE_FLAG:FLAG{{version|0.47.01}} - Any creature with the specified [[:Interaction_token#Creature_and_Caste_Flags|creature flag]] is a valid transformation target.&amp;lt;br&amp;gt;&lt;br /&gt;
* CE:FORBIDDEN_CREATURE_FLAG{{version|0.47.01}} - Forbids all creatures with the specified [[:Interaction_token#Creature_and_Caste_Flags|creature flag]] from being randomly selected.&amp;lt;br&amp;gt;&lt;br /&gt;
* CE:CREATURE_CASTE_FLAG:FLAG{{version|0.47.01}} - Any creature with the specified [[:Interaction_token#Creature_and_Caste_Flags|caste flag]] is a valid transformation target.&amp;lt;br&amp;gt;&lt;br /&gt;
* CE:FORBIDDEN_CREATURE_CASTE_FLAG{{version|0.47.01}} - Forbids all creatures with the specified [[:Interaction_token#Creature_and_Caste_Flags|caste flag]] from being randomly selected.&amp;lt;br&amp;gt;&lt;br /&gt;
*CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED{{version|0.47.01}} - Unknown. Possibly disallows all creatures with only slow gaits.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Note that any wounds the creature has suffered will instantly heal upon transforming, both into and out of the target form.  [[Undead]] limbs of a creature with this token will grow into a full instance of that creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SKILL_ROLL_ADJUST&lt;br /&gt;
| No&lt;br /&gt;
| PERC:percentage:PERC_ON:percentage&lt;br /&gt;
| Alters the skill level of a creature.  The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SENSE_CREATURE_CLASS&lt;br /&gt;
| No&lt;br /&gt;
| START:time:CLASS:creature class:tile:color&lt;br /&gt;
| Allows creature to see other creatures with given class through walls. Vampires, for example, have START:0:CLASS:GENERAL_POISON:15:4:0:1.&lt;br /&gt;
|-&lt;br /&gt;
| CE_CHANGE_PERSONALITY{{version|0.42.01}}&lt;br /&gt;
| No&lt;br /&gt;
| FACET:[[DF2014:Personality_trait#Facets|trait]]:amount&lt;br /&gt;
| Changes a [[personality trait]] by amount. Multiple FACET:trait:amount sets may be used.&lt;br /&gt;
|-&lt;br /&gt;
| CE_FEEL_EMOTION{{version|0.42.01}}&lt;br /&gt;
| No&lt;br /&gt;
| EMOTION:[[emotion]]&lt;br /&gt;
| Makes the creature feel a specific [[emotion]]; severity based on standard SEV value. The [[thought]] the creature receives is: &amp;quot;[creature] feels [emotion] due to [syndrome name]&amp;quot;. See [[Emotion]] for the list of valid emotions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''All''' creature effect tokens take START, END and PROB numbers, and can be followed by [CE:PERIODIC] and/or [CE:COUNTER_TRIGGER] to restrict when they actually take effect.&lt;br /&gt;
* PERIODIC:period_type:min_value:max_value&lt;br /&gt;
* {{text anchor|COUNTER_TRIGGER}}:counter_name:min_value:max_value:REQUIRED&lt;br /&gt;
&lt;br /&gt;
Currently, the only valid period type is MOON_PHASE.&lt;br /&gt;
&lt;br /&gt;
===Counter Triggers===&lt;br /&gt;
Valid counter values are below:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Counter&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOLIC&lt;br /&gt;
| How long it's been (in [[time]] units) since the creature last had a drink of alcohol. Only present on creatures who need alcohol to get through the working day.&lt;br /&gt;
* 100800 (3 months) = and is starting to work slowly due to its scarcity&lt;br /&gt;
* 201600 (6 months) = and really wants a drink&lt;br /&gt;
* 302400 (9 months) = and has gone without a drink for far, far too long&lt;br /&gt;
* 403200 (1 year) = and can't even remember the last time he/she had some&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| How cave-adapted the creature is. Increases by 1 for every [[time]] unit spent underground, to a maximum of 800000.&lt;br /&gt;
* 403200 (1 year) = going outside causes irritation&lt;br /&gt;
* 604800 (1.5 years) = going outside causes nausea&lt;br /&gt;
|-&lt;br /&gt;
| PARTIED_OUT&lt;br /&gt;
| How long before the creature will decide to attend another party. Starts at 3+ months and counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| MILK_COUNTER&lt;br /&gt;
| How long before the creature can be milked again. Starts at the creature's MILK frequency and counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| EGG_SPENT&lt;br /&gt;
| How long before the creature can lay more eggs. Starts at 3 months and counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| GROUNDED_ANIMAL_ANGER&lt;br /&gt;
| How angry (and likely to attack) an animal is from being over-crowded. Increases when over-crowded and otherwise counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| TIME_SINCE_SUCKED_BLOOD&lt;br /&gt;
| How long it's been (in [[time]] units) since the creature last sucked somebody's blood.&lt;br /&gt;
|-&lt;br /&gt;
| DRINKING_BLOOD&lt;br /&gt;
| How much longer the creature will be drinking somebody's blood. Starts at 2.4 days and counts down to zero.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
==Inorganic syndromes and you!==&lt;br /&gt;
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition.  The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced.  This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release.  &lt;br /&gt;
&lt;br /&gt;
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.&lt;br /&gt;
  [MELTING_POINT:NONE]&lt;br /&gt;
  [BOILING_POINT:10000]&lt;br /&gt;
  [MAT_FIXED_TEMP:10001]&lt;br /&gt;
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas.  Creatures who inhale the gas will be immediately hit with the syndrome you thoughtfully attached to the material definition earlier!&lt;br /&gt;
&lt;br /&gt;
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spreading diseases==&lt;br /&gt;
It's fully possible to make a nasty disease capable of spreading itself from an infected dwarf to others, though it requires some skill in modding [[interaction token|interactions]] as well. Here is an example of a plague-inflicting interaction:&lt;br /&gt;
&lt;br /&gt;
  [INTERACTION:PLAGUE]&lt;br /&gt;
  	[I_TARGET:A:CREATURE]&lt;br /&gt;
  		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
  		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
  		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  		[IT_MANUAL_INPUT:creatures]&lt;br /&gt;
  	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
  		[IE_TARGET:A]&lt;br /&gt;
  		[IE_IMMEDIATE]&lt;br /&gt;
  		[SYNDROME]&lt;br /&gt;
  			[SYN_NAME:the plague]&lt;br /&gt;
  			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  			[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]&lt;br /&gt;
  			[CE_CAN_DO_INTERACTION:START:1500:END:25000]&lt;br /&gt;
  				[CDI:ADV_NAME:Spread the plague]&lt;br /&gt;
  				[CDI:INTERACTION:PLAGUE]&lt;br /&gt;
  				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
  				[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
  				[CDI:WAIT_PERIOD:30]&lt;br /&gt;
&lt;br /&gt;
As you can see, the syndrome here inflicts blisters, fever and, after roughly a month, necrosis of the whole body - that's when the infected creatures will start dying out. But before that happens, CE_CAN_DO_INTERACTION makes them capable of spreading the plague further.&lt;br /&gt;
&lt;br /&gt;
You also need a disease vector that will bring the plague straight to your fort. (hint: use [[large rat|various]] [[rat man|species]] [[giant rat|of rats]] - they're perfect for that). The following code, added to a creature's raws, ensures the creature will infect anybody it encounters:&lt;br /&gt;
&lt;br /&gt;
  [CAN_DO_INTERACTION:PLAGUE]&lt;br /&gt;
  	[CDI:ADV_NAME:Spread the plague]&lt;br /&gt;
  	[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
  	[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
  	[CDI:WAIT_PERIOD:30]&lt;br /&gt;
&lt;br /&gt;
As soon as the said creature is startled by your dwarves, the [[fun]] will begin.&lt;br /&gt;
&lt;br /&gt;
==''In 0.47.01''==&lt;br /&gt;
As of version 0.47.01, it may be possible to use a creature's established methods of attack for use in disease-spreading.&lt;br /&gt;
&lt;br /&gt;
Let's use the borrowed example of the plague above. This time, the plague will spread through biting, using the following syndrome code:&lt;br /&gt;
&lt;br /&gt;
  [INTERACTION:PLAGUE]&lt;br /&gt;
  	[I_TARGET:A:CREATURE]&lt;br /&gt;
  		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
  		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
  		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  		[IT_MANUAL_INPUT:creatures]&lt;br /&gt;
  	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
  		[IE_TARGET:A]&lt;br /&gt;
  		[IE_IMMEDIATE]&lt;br /&gt;
  		[SYNDROME]&lt;br /&gt;
  			[SYN_NAME:the plague]&lt;br /&gt;
  			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  			[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]&lt;br /&gt;
  			[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:PLAGUE:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The line [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE_PLAGUE:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] allows any infected creature with an attack using mouth or tooth category body parts to immediately spread the disease using said attack. The victim of the attack may then spread the disease if they are able to attack with the needed body part/parts.&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:DF2012:Syndrome]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Tree_farming&amp;diff=253704</id>
		<title>Tree farming</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Tree_farming&amp;diff=253704"/>
		<updated>2020-06-29T21:08:55Z</updated>

		<summary type="html">&lt;p&gt;Albedo: reorder header templates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{projects}}&lt;br /&gt;
&lt;br /&gt;
'''Tree Farming''' is the process of creating and managing an environment in which saplings can safely form and mature into [[tree]]s. Since planting trees is not currently possible without mods, a more indirect approach must be used. This technique may be used to supplement a thriving [[wood industry]] or to create an orchard stocked with valuable plant products. Tree farms require a moderate area and may not produce fast enough for impatient players due to the growth times involved.&lt;br /&gt;
&lt;br /&gt;
==Method==&lt;br /&gt;
&lt;br /&gt;
Creating a tree farm is generally straightforward, but depends on your situation and needs. A tree farm must be at least two [[z-level]]s tall (though additional z-levels can increase yield) with a [[soil]] or [[irrigation|muddied]] stone floor. Walling off (and optionally roofing over) an outside area may suffice, but larger projects are possible below ground. Note that underground plants (including trees) will only grow after a [[cavern]] has been breached.&lt;br /&gt;
&lt;br /&gt;
===Aboveground===&lt;br /&gt;
&lt;br /&gt;
Walling off an existing plot of trees can provide a safe environment for [[plant gathering]] and [[woodcutting]], even during a [[siege]]. A roof is necessary to fully protect from [[climber|climbing]] and [[flying]] enemies, though a sufficiently-high block wall can stop most threats. If your embark has a wooded valley you can reduce your material and labor costs significantly by incorporating it into your design.&lt;br /&gt;
&lt;br /&gt;
There is a discussion involving creating a large culled Orchard at [https://redd.it/71fy5m this Reddit post].&lt;br /&gt;
&lt;br /&gt;
===Top soil===&lt;br /&gt;
&lt;br /&gt;
If your embark has at least two [[soil]] layers, you can create a simple tree farm by channeling down two or more layers from the surface then roofing over the hole. Surface trees will grow on &amp;quot;[[Tile_attributes|Light Indoor]]&amp;quot; tiles, allowing the creation of an indoor orchard or tree farm.&lt;br /&gt;
&lt;br /&gt;
===Subterranean soil===&lt;br /&gt;
&lt;br /&gt;
If your embark has at least three [[soil]] layers, the fastest way to create an underground tree farm is by channeling out two or more subterranean soil layers while leaving the bottom soil floor intact.  Since soil is easily mined and requires no [[irrigation]] this is probably the easiest option if available. Note, however, that your farm might experience &amp;quot;light leakage&amp;quot; and &amp;quot;branch collapse&amp;quot; problems if you mine out the layer directly below the surface.&lt;br /&gt;
&lt;br /&gt;
===Caverns===&lt;br /&gt;
[[Image:DF2014_tree_farm.png|thumb|right|350px|An irrigated tree farm]]&lt;br /&gt;
&lt;br /&gt;
If you find a suitably-sized muddy cavern you can opt to just use that as a tree farm. Walling it off provides safety against migrating &amp;quot;wildlife&amp;quot;. Existing caverns can be enlarged by channeling out layers above the soil, but any horizontal expansion will need to be [[irrigation|irrigated]]. Note: causing a [[cave-in]] to clear overhanging stone will damage the mud floors, requiring re-[[irrigation]].&lt;br /&gt;
&lt;br /&gt;
===Deep Underground===&lt;br /&gt;
&lt;br /&gt;
If the above options are not for you then your next option is to dig out a large underground space, haul out the waste rock, and flood it. Locate several suitable levels and set your miners to work. While your miners and haulers are hard at work set up an irrigation system. Large amounts of water will need to be utilized since evaporation is a significant force when dealing with liquid spread thin over open areas. [[Aquifer]]s, [[river]]s, and [[underground lake]]s make excellent sources, but be wary of slowing frame rates especially with lakes. Once every tile has been covered then you can opt to recycle the water by dropping it down onto a similarly opened out space on a lower level. This way you may dig out larger farms without requiring more water.&lt;br /&gt;
&lt;br /&gt;
==Use and production==&lt;br /&gt;
&lt;br /&gt;
Freshly watered or sporulated farms will require about three years of growing before trees reach minimal harvest size. In this time a few may show up early, but the majority will mature as a group within the span of a month of in-game time. After the first group of trees appear, trees will show up slightly more frequently and steadily as time progresses.&lt;br /&gt;
&lt;br /&gt;
Certain trees (especially underground -caps) produce only one or two logs, even when fully grown. For optimum yield, those trees should be harvested as soon as they reach minimum size. Other more productive trees ([[blood thorn]]s, [[fungiwood]], and [[spore tree]]s) can be allowed to continue growing for much larger returns.&lt;br /&gt;
&lt;br /&gt;
Your tree farm can be specialized into an orchard indirectly, by allowing desired trees to continue growing and cutting down any undesired trees. Note that there is an upper limit to the number of same-species trees that will grow in an area; specializing on two or more species is recommended for optimum production.&lt;br /&gt;
&lt;br /&gt;
Tree farms can double as [[pasture]]s, but trampling may lead to lowered wood production in the area occupied by grazers. It is generally advisable to create separate pasture and tree farming areas since pastures do not require multiple z-levels of open space.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
Trees will not grow on soil that is occupied by rocky boulders, items, buildings or stockpiles. Removal of these obstructions will increase the productive area of your farm.&lt;br /&gt;
&lt;br /&gt;
Saplings of underground trees will not form in artificial areas until a cavern has been breached. Underground saplings will die if marked as {{DFtext|Outside|3:1}}.&lt;br /&gt;
&lt;br /&gt;
A sapling must fulfill a few requirements in relation to the environment in order to mature. Saplings will not mature if there are many others of the same species in the area around it. On top of this, surface trees must meet a certain density requirement based on the [[biome]] your fortress is in. If there are too many mature trees in an area then growth will be halted. Underground trees always grow with uniform density.&lt;br /&gt;
&lt;br /&gt;
Harvested trees sometimes remove mud from their growth tile. For long-term sustainable production non-soil tree farms will need occasional [[irrigation]].{{bug|9951}}&lt;br /&gt;
&lt;br /&gt;
Large tree farms can have a ridiculous impact on [[framerate]]s, particularly when displayed on-screen.{{bug|8877}} Multi-tile trees produce much more wood than their single-tile counterparts, so a gigantic tree farm probably isn't necessary. It may be best to create multiple small tree farms (on separate levels) as your fortress's needs increase instead of one [[megaproject]] farm.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = dák ivom | elvish = thelire tòbafí | goblin = tonspe gotåm | human = akan ab}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Trees}}&lt;br /&gt;
{{Category|Agriculture}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
[[ru:Tree farming]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Magma&amp;diff=253678</id>
		<title>Magma</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Magma&amp;diff=253678"/>
		<updated>2020-06-27T14:51:51Z</updated>

		<summary type="html">&lt;p&gt;Albedo: /* Minecarts */ link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|21:13, 6 July 2010 (UTC)}}&lt;br /&gt;
[[File:magma_flow.gif|thumb|320px|right|Dwarves can swim in magma, but only once.]]'''Magma''' is red-hot [[fluid|molten rock]] that wells up from deep within the earth (but not so deep that it cannot be found by dwarves), entering the map either by the edges or by the area beneath a [[magma pool]]. Magma that emerges aboveground is called '''Lava'''; however the substance itself remains the same. Magma is very [[Fun]].&lt;br /&gt;
&lt;br /&gt;
Magma serves as a heat source, replacing [[fuel]] in [[magma smelter]]s, [[magma forge]]s, [[magma glass furnace]]s, and [[magma kiln]]s.  Magma is ''extremely'' hot, which can lead to even more [[Fun]]. Materials that can withstand the temperature of magma are called '''[[magma-safe]]''', and the list is rather extensive. &lt;br /&gt;
&lt;br /&gt;
Magma never cools, but can [[Water#Evaporation|evaporate]] if left at a depth of 1/7 for long enough, much like water. When magma is mixed with water, it forms [[obsidian]] (and [[steam]]). Note that magma located above [[semi-molten rock]] will be listed as a Magma Flow; magma in magma flow tiles will disappear when mixed with water (instead of cooling into obsidian).&lt;br /&gt;
&lt;br /&gt;
Without [[screw pump]]s to impart [[pressure]], magma flows rather slowly (though no more slowly than unpressurized water).  A pipe to bring magma across the full map can take as much as a year to fill.  This, combined with the fact that it will evaporate, can make filling a reservoir difficult and tedious.  As a rule of thumb, the area coming out of a 1-wide-pipe shouldn't be more than three squares wide and 20 squares long, or else it will evaporate as fast as you fill it.&lt;br /&gt;
&lt;br /&gt;
Some fire-based [[creature]]s make magma their home, or are just simply immune to it.&lt;br /&gt;
&lt;br /&gt;
==Magma sources==&lt;br /&gt;
&lt;br /&gt;
Magma occurs in several different geological formations:&lt;br /&gt;
===[[Magma pool]]s===&lt;br /&gt;
[[File:magma_preview.png|frame|120px|right|Not-so-lucky 7's.]]Although the name suggests them as pools, they are more like pipes. They can be found underground, however they rarely reach the upper z-levels (40+). Most end a few z-levels above the magma sea, though some may span more than 100 z-levels.&lt;br /&gt;
Magma pools seem to be always connected to a magma sea, and the sea and pipe can occasionally reach up to the same level, making them hard to separate. However, magma pools can be identified by the obsidian walls which surround them.&lt;br /&gt;
Magma pools will slowly refill themselves, giving the player an infinite source of magma. The entire embark tile containing the pool will produce sporadic bursts of magma until the magma within it is at its natural level (i.e. the magma level at embark) or until it is halted by a bridge, floor, or bottom of a wall.&lt;br /&gt;
&lt;br /&gt;
===[[Volcano]]es===&lt;br /&gt;
Volcanoes are magma pools that extend all the way to the surface. Volcanoes are an endless source of magma as they will always refill themselves. They never erupt, unlike their real-life counterparts. Volcanoes are geographical features visible on the [[location]] screen, making them much easier to find when choosing a site for your fortress.&lt;br /&gt;
&lt;br /&gt;
===[[Magma sea]]===&lt;br /&gt;
The magma sea is a large body of magma deep under the earth. Nearly all maps will include a magma sea at the lowest z-levels, though its inconvenient placement may inspire your dwarves to [[#Bringing Magma Up|bring the magma up]] to the fortress proper.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
Nearly all maps will have magma available at the lowest z-levels, but it can be advantageous to select a site with a more easily accessible source, particularly when starting out.&lt;br /&gt;
&lt;br /&gt;
Volcanoes are visible on the &amp;quot;local&amp;quot; screen in the starting location chooser as a red ≈ - essentially, red water - and on the &amp;quot;region&amp;quot; screen as a red ^.  Note that a red ≈ on the &amp;quot;region&amp;quot; screen mean something different entirely (red sand).&lt;br /&gt;
&lt;br /&gt;
After you have chosen to embark in a place that has a volcano, and once your dwarves have arrived at their target destination, you should see a large red pool of lava on your map. If you don't, you should expect your volcano to be somewhere underground. You then have to use [[exploratory mining]] to find it. If you can find a large patch of obsidian on the surface that is devoid of boulders, chances are there is a magma vent below, so that would be a good place to start your mining.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a volcano is finding a volcano that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running [[water]], or a [[mountain]] for minerals, or a healthy [[tree]] population, a layer of [[flux]] for [[steel]] production or even all four - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
==Working with magma==&lt;br /&gt;
&lt;br /&gt;
Although magma is a liquid, it does not move via [[pressure]] unless it has been pumped. This reduced rate of flow can allow miners to survive digging into a magma reservoir, ''if'' they are lucky enough.  There are ways to minimize this risk however:&lt;br /&gt;
&lt;br /&gt;
'''Digging From Above:'''&lt;br /&gt;
If you can find a suitable position above the magma, your miner can dig a [[channel]] while remaining above the level of the magma. Be warned, however, that your dwarves might take the ramp down into the magma channel as a shortcut; preemptively designating the channel for restricted [[traffic]] is recommended.&lt;br /&gt;
&lt;br /&gt;
'''Diagonal Digging:'''&lt;br /&gt;
Magma moves more slowly diagonally than orthogonally, giving the miner more time to escape. However, slower flow means you must keep in mind the evaporation. You should dig a smaller channel, wait for it to fill up, and extends the channel by Digging From Above. Workers that dig into a magma reservoir are not instantly killed as the magma touches them, but they are set on fire, which will kill them very quickly. For this reason, taking steps to ensure there is adequate water available to extinguish flaming dwarves running in random directions is advised before digging into any magma pools from the side. Channeling a single square wide pit across the planned magma pipe one tile away from the wall to breach and filling it with 2/7 water using the [[Activity zone#Pit/Pond|pond zone]] tool is recommended, so the panicking dwarves have no choice but to run through the water, and the water itself turns into an obsidian wall as soon as the magma flows into it.&lt;br /&gt;
&lt;br /&gt;
'''Busy To Leave:'''&lt;br /&gt;
{{F|111883|(see forum)}}&lt;br /&gt;
Dwarves who dig into magma often die not because they are unable to flee but because they choose not to. By ensuring a dwarf has another task waiting (ideally far away) they will immediately move away from the ensuing magma flow.&lt;br /&gt;
&lt;br /&gt;
Simply mine up to the corner of a lava tube and then smooth the last tile. Dig a staircase within a few tiles of the place where you will be breaching that leads up and back into your fortress, this will allow your dwarf to get out before the magma gets him. Now designate the smoothed corner to be carved into a fortification. Now immediately when the dwarf begins to carve the fortification, (and this is the most important part!), designate a bunch of other tiles to be smoothed/carved. It's not important that your dwarves actually smooth, carve, or engrave those tiles, what is important is that your dwarf immediately takes another smooth/carve/engrave task elsewhere in the fortress when they finish the current one. If they do not then they will pause for the briefest of instants as they pick a new task, resulting in their death. If they have the job though, they will instantly turn and head up the staircase, stopping the magma from catching and killing them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Exploit From Below:'''&lt;br /&gt;
{{F|110724|(see forum)}}&lt;br /&gt;
Miners are able to mine out tiles diagonally above them '''even if there is a bridge over their heads'''.  First you dig out your magma tunnel to feed magma to wherever in your fort you need it and dig it right up against the volcano pipe.  Then you channel a trench against the pipe that can be the width of the tunnel if you wish.  Build a magma-safe bridge over the trench, making sure to cover it completely, and then seal off access to the magma tunnel.  Dig a new separate path to access the now bridged-over trench.  Finally, designate the magma wall '''on the Z level of the magma tunnel''' for mining.  Your dwarves will stand in the trench beneath the bridge but will somehow still mine out the squares diagonally above them, causing the magma to flow safely onto the bridge leaving your dwarves unscathed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example (use {{k|&amp;amp;lt;}}{{k|&amp;amp;gt;}} to navigate):&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
Z=0      &lt;br /&gt;
[%205][%205][%205][%205][%205]╗[#F00]≈≈≈[#]&lt;br /&gt;
....[#080]╥[#000][@880][%186][@][#F00]≈≈≈[#]&lt;br /&gt;
....[#080][%186][#000][@880][%186][@][#F00]≈≈≈[#]&lt;br /&gt;
....[#080]╨[#000][@880][%186][@][#F00]≈≈≈[#]&lt;br /&gt;
[%205][%205][%205][%203][%205][%185][#F00]≈≈≈[#]&lt;br /&gt;
   [%186]X[%186][#F00]≈≈≈[#]&lt;br /&gt;
   [%200][%205][%188][#F00]≈≈≈[#]&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=level level=1&amp;gt;&lt;br /&gt;
Z=1&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
[%205][%205][%205][%205][%205][%187][#F00]≈≈≈[#]&lt;br /&gt;
....X[%186][#F00]≈≈≈[#]&lt;br /&gt;
[%205][%205][%205][%205][%205][%188][#F00]≈≈≈[#]&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=&amp;quot;-1&amp;quot;&amp;gt;&lt;br /&gt;
Z=-1     &lt;br /&gt;
   [%201][%205][%187][#F00]≈≈≈[#]&lt;br /&gt;
   ║▲║[#F00]≈≈≈[#]&lt;br /&gt;
   ║▲║[#F00]≈≈≈[#]&lt;br /&gt;
   ║▲║[#F00]≈≈≈[#]&lt;br /&gt;
   ║.║[#F00]≈≈≈[#]&lt;br /&gt;
   ║X║[#F00]≈≈≈[#]&lt;br /&gt;
   [%200][%205][%188][#F00]≈≈≈[#]&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure the top z-level is sealed off from miners and '''[[Mining|Mine]]''' ({{k|d}}-{{k|d}}) the highlighted tiles on the upper z-level.&lt;br /&gt;
&lt;br /&gt;
== Bringing magma up ==&lt;br /&gt;
&lt;br /&gt;
Magma can be brought to the surface by three different methods: pump stacks, magma pistons, and minecarts. Pump stacks are conceptually the simplest, but require an enormous amount of in-game time to make. Magma pistons tend to be faster to make, but require more time to understand how to build them. Minecarts are a simple solution, but require more management than pump stacks because they can overfill a reservoir.&lt;br /&gt;
&lt;br /&gt;
=== Pump stacks ===&lt;br /&gt;
Pumping magma up from the [[magma sea]] via a conventional [[screw pump#Example layouts#pump stack|pump stack]] is a lot of work, requiring dozens of pumps and significant amounts of power. Making all of the pumps [[magma safe]] also requires a lot of precious materials like iron, or a functioning glass industry.&lt;br /&gt;
&lt;br /&gt;
=== Magma pistons ===&lt;br /&gt;
[[Magma piston]]s are another way to move magma near the surface. Magma pistons require less time and fewer precious materials to construct than pump stacks. However, magma pistons are a bit more complicated than pump stacks, so it takes more time to understand how to operate and build them.&lt;br /&gt;
&lt;br /&gt;
=== Minecarts ===&lt;br /&gt;
[[Minecart]]s submerged in 7/7 magma (or possibly less, but 2/7 is not enough) will fill with magma. Each minecart holds 2/7 worth of magma, which is subtracted from the amount of magma in the tile. The minecart is then shown as containing magma [833]. Minecarts used for this must be made of [[magma-safe]] material.&lt;br /&gt;
&lt;br /&gt;
Minecarts full of magma can be tipped at a track stop, which will pour the magma in a specified direction from the stop. Therefore, the challenge is to get the minecart full of magma to the track stop. There are two logistical hurdles, and several ways to approach them.&lt;br /&gt;
&lt;br /&gt;
The first decision is how to separate the minecart from the tile of magma. The &amp;quot;obvious&amp;quot; way is to build [[roller]]s in magma to pull the minecarts out; such rollers would also need to be magma-safe. Another way is to drain the magma, and then wait for evaporation. A third way is to pump the magma out of the minecart filling area.&lt;br /&gt;
&lt;br /&gt;
The second task is how to move the liberated magma-laden minecart(s) to the track stop where your smelters/forges will be built. There are, again, multiple valid approaches to this. The &amp;quot;obvious&amp;quot; way is to build tracks from the magma sea to the surface. A minecart track can be operated by dwarves or fully automatic, using powered rollers or [[Minecart#Impulse ramps|impulse ramps]]. Depending on the placement of the track stop, dangerous overflow can be prevented by making the track stop of a material that will melt/burn once the reservoir begins to overflow.&lt;br /&gt;
&lt;br /&gt;
A less obvious way to move the minecarts up is to simply ''carry'' them. Dwarves can safely haul a minecart full of magma (albeit slowly, due to its weight). [[Wheelbarrow]]s may be used to speed the hauling enormously; however, if the wheelbarrows are not [[magma-safe]]* (i.e. if they are [[wood]]en), they will [[wear]] quickly, most likely disintegrating in the middle of the hauling job. If a minecart is left stranded (either because the hauler got tired, or the wheelbarrow burned up), another hauling task is assigned to move it, either back to its origin stockpile, or farther along to its destination. Be sure your stockpile settings account for these possibilities, so you don't waste a lot of time moving a minecart halfway up, then back down, in a loop.&lt;br /&gt;
&lt;br /&gt;
: (* The cheapest magma-safe metal for a wheelbarrow is [[nickel]], which has few other special uses. [[Nether-cap]] is a magma-safe wood (the only one), and only grows underground. You probably [[Cavern|passed some]] on your way to the magma.)&lt;br /&gt;
&lt;br /&gt;
==== Design 1 ====&lt;br /&gt;
In {{F|125679/4217863|one design}} posted to the forums by gchristopher, a pump can provide power to the [[roller]], making the ramp eligible for building the roller, and keeping the trench at 7 magma so the carts fill instantly.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
▒▒▒&lt;br /&gt;
▒#▒    # {{=}} floor grate&lt;br /&gt;
▒%▒    % {{=}} south facing pump&lt;br /&gt;
▒%▒▒&lt;br /&gt;
▒▲▲▒   Left ramp ▲ has a left-pushing roller&lt;br /&gt;
▒▒▒▒   Right ramp ▲ has a retracting bridge &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If you drop minecarts in directly from at least 2 z-levels above onto the right ramp, this setup has the magical property that it can handle an arbitrary number of minecarts, and dispense them at a constant controlled rate. Carts are pushed up the left ramp by the roller.&lt;br /&gt;
&lt;br /&gt;
If you extend the right bridge, that tile ceases to be a ramp. Exactly one minecart will fall onto the tile and stay there, and all other minecarts dropped from above will form a quantum pile 1 z-level up.&lt;br /&gt;
&lt;br /&gt;
The last time I [gchristopher] built one, I timed the cart dispensing rate at 1 per 8 ticks. This is slow enough that carts can be brought to the surface using an impulse ramp spiral, but fast enough that you can still quickly cover a large area with magma.&lt;br /&gt;
&lt;br /&gt;
The same design works with water, for giving you a lot of flexibility creating tall waterfalls without pump stacks, quickly and cheaply.&lt;br /&gt;
&lt;br /&gt;
==== Design 2 ====&lt;br /&gt;
Rafal99 posted {{F|109460/3374816|another design}} using dwarf-powered [[wheelbarrow]]s to transport the magma-filled minecarts from one minecart stockpile to another.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
▒ddddd=====S==&amp;lt;&amp;lt;Zccccc      Near the surface (top view)&lt;br /&gt;
           U&lt;br /&gt;
&lt;br /&gt;
▒bbbbb==      ==&amp;lt;&amp;lt;Xaaaaa    Near the magma (side view)&lt;br /&gt;
        \7777/&lt;br /&gt;
&lt;br /&gt;
\7777/   - Magma reservoir, with tracks in it and rollers to bring minecart up &lt;br /&gt;
                the ramp&lt;br /&gt;
U        - Here we want magma&lt;br /&gt;
aabbccdd - Stockpiles accepting minecarts&lt;br /&gt;
===&amp;lt;&amp;lt;    - Track and rollers&lt;br /&gt;
S        - Track stop, set to lowest friction (so it doesn't stop the minecart), &lt;br /&gt;
                set to dump the contents into the U&lt;br /&gt;
XZ       - Track stops set to dump their contents to the left&lt;br /&gt;
▒        - Wall to stop minecarts&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Empty minecarts are put into stockpile aaaaa.&lt;br /&gt;
# There is a hauling route with one stop on X, with assigned vehicle, set to take furniture-&amp;gt;minecarts from stockpile aaaaa.&lt;br /&gt;
# Empty minecarts are put into the minecart on track stop X, the track stop dumps them to the left, placing them on the rollers.&lt;br /&gt;
# Rollers move the empty minecarts into the magma reservoir, they get filled with magma, then the roller on ramp moves them up. They follow the track, then go out of it and stop at the wall; effectively the minecart with magma is being placed in stockpile bbbbb.&lt;br /&gt;
# Stockpile ccccc is set to take from stockpile bbbbb and has assigned 3 wheelbarrows. Dwarves safely transport the minecarts with magma inside wheelbarrows up to the surface into stockpile ccccc.&lt;br /&gt;
# There is a hauling route with one stop on Z, with assigned vehicle, set to take furniture-&amp;gt;minecarts from stockpile ccccc.&lt;br /&gt;
# Magma minecarts are put into the minecart on track stop Z, and the track stop dumps them to the left, placing them on the rollers. (Same as in 3.)&lt;br /&gt;
# Rollers move the magma minecarts along the track. They pass through the track stop S and dump the magma in the destination point U, then they follow the track, go out of it and stop at the wall; effectively the emptied minecart is being placed in stockpile ddddd.&lt;br /&gt;
# Stockpile aaaaa is set to take from stockpile ddddd. Dwarves haul the empty minecarts back underground near the magma into stockpile aaaaa.&lt;br /&gt;
Then we go back to start and the whole thing repeats.&lt;br /&gt;
&lt;br /&gt;
==== Design 3: Minimalist magma moving ====&lt;br /&gt;
&lt;br /&gt;
You'll need two magma-safe pumps, a magma-safe wheelbarrow, and at least one magma-safe minecart.&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
        sideview        &lt;br /&gt;
 ░░░░░░░░░░░░░░░░░░░░░░░&lt;br /&gt;
 ░░░     %% ░░░░░░░░░░░░&lt;br /&gt;
 ░░░░░░░░░░▲%%_░░░░░░░░░&lt;br /&gt;
 ░░░░░░░░░░░░░[#c00]7777777[#]░░░ &lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Dig down to the magma sea and channel a tile above the magma&lt;br /&gt;
# Optionally build a floor grate (_) over the hole to keep magma critters out&lt;br /&gt;
# Build the first pump to pull magma up into a 1x1 room with a ramp (▲)&lt;br /&gt;
# Build the second pump to pull the magma out of the 1x1 room and dispose of it (a 3x3 evaporation chamber works fine)&lt;br /&gt;
# Designate a garbage dump zone in the 1x1 room and dump all your magma-safe minecarts&lt;br /&gt;
# Wait for all the minecarts to be carried down to the dump zone&lt;br /&gt;
# Operate pump 1 briefly, then stop it and activate pump 2 briefly (the minecarts should now contain magma)&lt;br /&gt;
# Designate a minecart stockpile near your desired magma workshops, and set it to use your magma-safe wheelbarrow&lt;br /&gt;
# Unforbid your minecarts and wait for your dwarves to wheelbarrow them up to the stockpile&lt;br /&gt;
# Build a dumping track stop to place the magma where you want it&lt;br /&gt;
# Create a new hauling route, specify a new stop on the constructed track stop, and assign one of the magma minecarts to the route&lt;br /&gt;
# Unassign the cart, and mark it for dumping; once you've emptied all the carts return to step 6&lt;br /&gt;
&lt;br /&gt;
This design is only useful for moving small amounts of magma, but it is simple and flexible. With any luck you can have your topside magma workshops up and running in the first year.&lt;br /&gt;
&lt;br /&gt;
WARNING: do not attempt to over-fill multi-tile magma pits to full (i.e., a 3x1 pit at 6 depth on each tile) there is a high chance of the magma flowing outwards instead of into the other magma tile resulting in burnt dwarves and FUN.&lt;br /&gt;
Note: If necessary, use hatches to control pump operation.&lt;br /&gt;
&lt;br /&gt;
==== Design 4: Urist's Cradle ====&lt;br /&gt;
This design works fairly reliable while requiring no powered rollers. It works using [[Minecart#Impulse ramps|impulse ramps]] and is thus considered an exploit.&lt;br /&gt;
&lt;br /&gt;
As seen from the side (south):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 0:    ▒▒&lt;br /&gt;
-1: ▒▒▲▲▲▲▒▒&lt;br /&gt;
&lt;br /&gt;
Legend:&lt;br /&gt;
▲: impulse ramp (south-east or north-east oriented) , 7/7 magma&lt;br /&gt;
▒: solid wall / ground&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The minecarts arrive from the left with high speed, bump into the walls, drop into the 7/7 magma and get accelerated by the impulse ramps. Because of *physics*, the minecarts get stuck at the last impulse ramp on the right. A second minecart, also coming from the left, will push the first minecart out, filled with magma.&lt;br /&gt;
&lt;br /&gt;
==Using magma==&lt;br /&gt;
The primary use for magma is to &amp;lt;s&amp;gt;flood your fortress&amp;lt;/s&amp;gt; power [[magma smelter]]s, [[magma glass furnace]]s, [[magma kiln]]s, and [[magma forge]]s. To power a building with magma at least one of the external eight squares must be a hole above a square of magma on the level below.&lt;br /&gt;
Placing one of the workshop's [[impassable tile]]s above the magma conveniently prevents clumsy dwarves from falling in.&lt;br /&gt;
This seems to usually prevent magma critters from pathing in, but there was a bug report {{bugl|1189}} about [[magma man]] who somehow made its way through without [[building destroyer|destroying]] the furnace in question - it's not clear whether this was normal movement, dodging attack of another critter, [[building destroyer]] activity gone wrong, pathfinding bug, etc. Either way, if you feed magma from a wild area to furnaces via channel, locking it with a [[floodgate]] or raised [[bridge]] is a good idea.&lt;br /&gt;
Magma used this way is not consumed; a single tile of magma can operate the furnace indefinitely.&lt;br /&gt;
&lt;br /&gt;
Other uses for magma include [[obsidian farming]], [[DF2012:Trap_design#Magma_and_fire_traps|trap design]], melting [[ice]], igniting [[fire]]s, and even [[garbage disposal]]. It's unknown whether flow push bug {{Bug|5458}} can be a problem with magma, so if you want to be sure, protect the intake with floor grate - like water, except it won't get back up on its own.&lt;br /&gt;
&lt;br /&gt;
Magma saves all the work for fuel (but not flux for steel), so &amp;quot;dig down to magma&amp;quot; is a reasonable strategy for starting metal/glass/ceramics industry. As to the other magma uses - if you get lucky, the first dwarven caravan will bring all the tools you need. If not, you can forge your own by melting down the surplus of anvils that caravans carry, or just embark with a couple chunks of iron [[ore]] or ready bars of [[nickel]] (cheaper, but have few other uses). If you are in a hurry, you usually can take a nickel minecart on embark (at the same price as iron anvil), but to have magma-safe rollers you'll need a forge either way: metal chains seem to ''never'' be available on embark {{verify}}.&lt;br /&gt;
&lt;br /&gt;
==Properties of magma==&lt;br /&gt;
Magma behaves the same way as water with the exception of not being affected by [[pressure]] (except when being moved by a [[screw pump]]) and apparently not showing [[flow]].  Magma will turn into [[obsidian]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; if it touches [[water]].  In the game, magma's temperature is {{ct|12000}}. See the list of '''[[magma-safe]]''' materials for more information on what can (or cannot) be safely submerged in magma.&lt;br /&gt;
&lt;br /&gt;
Tiles directly adjacent to magma will be heated to a temperature of {{ct|10075}}, causing revealed unmined tiles to flash with {{Tile|☼|6:4:1}} when placing digging designations and causing unrevealed mining-designated tiles to [[Digging designation canceled|cancel their designation with a &amp;quot;warm stone&amp;quot; warning]] once they are revealed.&lt;br /&gt;
&lt;br /&gt;
Magma can melt ice beyond the &amp;quot;warm&amp;quot; wall, but this happens ''only when magma moves in'': {{F|72296/1795893|later the same reservoir may freeze just like when magma was not there}}. Whether magma needs to be moved out and in, or depth recalculation is enough is unknown {{verify}}.&lt;br /&gt;
&lt;br /&gt;
Implication of the two above effects is that when magma appears or disappears somewhere, that one and several adjacent tiles start or stop being {{Tile|☼|6:4:1}} &amp;quot;warm&amp;quot; - and there are likely to be temperature recalculations for the tiles adjacent to ''them'' - in addition to processing that happens when moving water. This means that having streams of magma changed or pumped (since a pump can drain its source) tend to cause major FPS drop, which can be prevented by keeping the affected tiles continuously &amp;quot;warm&amp;quot; with small buffer reservoirs (see [[Screw_pump#Improved_Magma_Pump_Stack|Improved Magma Pump Stack]] design by NecroRebel).&lt;br /&gt;
&lt;br /&gt;
[[Construction]]s ([[wall]]s, [[floor]]s, etc.) of any material can safely contain magma. Non-construction [[building]]s ([[door]]s, [[bridge]]s, [[Screw pump|pump]]s, etc.) that come into contact with magma should be built entirely of [[magma-safe]] materials. Non-magma-safe components will eventually melt and the building will deconstruct. Any [[mechanism]]s likely to come into contact with magma should also be made of magma-safe materials.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - specifically, one of the inorganic materials having the [LAVA] tag, selected randomly ''per biome'' during worldgen.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dangers of magma==&lt;br /&gt;
Any contact with magma results in nearly instant immolation, followed by death if water is not close at hand. Additionally, dropping large items into magma will generate clouds of [[magma mist]] which can set your haulers on fire if you aren't careful. Magma is also home to various fiery creatures which can present a significant threat to unprepared fortresses. &lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Magma is very well known for being the perfect solution to any problem encountered by dwarves. Giant badger invasion? Pour magma on it. Noble being his usual snotty, useless, arrogant self? Pour magma on it. Door locked due to invaders? Pour magma on it! Flooded your fortress with magma? [[Fun|Congratulations, you just won the game!]]&lt;br /&gt;
&lt;br /&gt;
Magma is often referred to as the blood of the earth. Some dwarves interpret this literally, expressing concerns that the earth is capable of bleeding to death. This has led dwarven [[elf|conservationists]] to declare magma a finite resource, advocating stricter regulations on the use of magma-powered workshops.&lt;br /&gt;
&lt;br /&gt;
However, this hypothesis is flawed. The larger a creature, the more blood it has. The world is at least twice as large as a [[giant sperm whale]], the largest creature known to dwarfkind. Therefore, any [[Bloodline:Boatmurdered|pumping operation]] capable of bleeding the world dry would flood the surface and caverns to such a degree as to render the world uninhabitable. On the other hand, this would usher in the [[calendar|age of death]], and thus the earth would indeed be considered dead.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|INORGANIC}}}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
[[Ru:Magma]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Magma&amp;diff=253677</id>
		<title>Magma</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Magma&amp;diff=253677"/>
		<updated>2020-06-27T14:49:11Z</updated>

		<summary type="html">&lt;p&gt;Albedo: /* Minecarts */ de-cap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|21:13, 6 July 2010 (UTC)}}&lt;br /&gt;
[[File:magma_flow.gif|thumb|320px|right|Dwarves can swim in magma, but only once.]]'''Magma''' is red-hot [[fluid|molten rock]] that wells up from deep within the earth (but not so deep that it cannot be found by dwarves), entering the map either by the edges or by the area beneath a [[magma pool]]. Magma that emerges aboveground is called '''Lava'''; however the substance itself remains the same. Magma is very [[Fun]].&lt;br /&gt;
&lt;br /&gt;
Magma serves as a heat source, replacing [[fuel]] in [[magma smelter]]s, [[magma forge]]s, [[magma glass furnace]]s, and [[magma kiln]]s.  Magma is ''extremely'' hot, which can lead to even more [[Fun]]. Materials that can withstand the temperature of magma are called '''[[magma-safe]]''', and the list is rather extensive. &lt;br /&gt;
&lt;br /&gt;
Magma never cools, but can [[Water#Evaporation|evaporate]] if left at a depth of 1/7 for long enough, much like water. When magma is mixed with water, it forms [[obsidian]] (and [[steam]]). Note that magma located above [[semi-molten rock]] will be listed as a Magma Flow; magma in magma flow tiles will disappear when mixed with water (instead of cooling into obsidian).&lt;br /&gt;
&lt;br /&gt;
Without [[screw pump]]s to impart [[pressure]], magma flows rather slowly (though no more slowly than unpressurized water).  A pipe to bring magma across the full map can take as much as a year to fill.  This, combined with the fact that it will evaporate, can make filling a reservoir difficult and tedious.  As a rule of thumb, the area coming out of a 1-wide-pipe shouldn't be more than three squares wide and 20 squares long, or else it will evaporate as fast as you fill it.&lt;br /&gt;
&lt;br /&gt;
Some fire-based [[creature]]s make magma their home, or are just simply immune to it.&lt;br /&gt;
&lt;br /&gt;
==Magma sources==&lt;br /&gt;
&lt;br /&gt;
Magma occurs in several different geological formations:&lt;br /&gt;
===[[Magma pool]]s===&lt;br /&gt;
[[File:magma_preview.png|frame|120px|right|Not-so-lucky 7's.]]Although the name suggests them as pools, they are more like pipes. They can be found underground, however they rarely reach the upper z-levels (40+). Most end a few z-levels above the magma sea, though some may span more than 100 z-levels.&lt;br /&gt;
Magma pools seem to be always connected to a magma sea, and the sea and pipe can occasionally reach up to the same level, making them hard to separate. However, magma pools can be identified by the obsidian walls which surround them.&lt;br /&gt;
Magma pools will slowly refill themselves, giving the player an infinite source of magma. The entire embark tile containing the pool will produce sporadic bursts of magma until the magma within it is at its natural level (i.e. the magma level at embark) or until it is halted by a bridge, floor, or bottom of a wall.&lt;br /&gt;
&lt;br /&gt;
===[[Volcano]]es===&lt;br /&gt;
Volcanoes are magma pools that extend all the way to the surface. Volcanoes are an endless source of magma as they will always refill themselves. They never erupt, unlike their real-life counterparts. Volcanoes are geographical features visible on the [[location]] screen, making them much easier to find when choosing a site for your fortress.&lt;br /&gt;
&lt;br /&gt;
===[[Magma sea]]===&lt;br /&gt;
The magma sea is a large body of magma deep under the earth. Nearly all maps will include a magma sea at the lowest z-levels, though its inconvenient placement may inspire your dwarves to [[#Bringing Magma Up|bring the magma up]] to the fortress proper.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
Nearly all maps will have magma available at the lowest z-levels, but it can be advantageous to select a site with a more easily accessible source, particularly when starting out.&lt;br /&gt;
&lt;br /&gt;
Volcanoes are visible on the &amp;quot;local&amp;quot; screen in the starting location chooser as a red ≈ - essentially, red water - and on the &amp;quot;region&amp;quot; screen as a red ^.  Note that a red ≈ on the &amp;quot;region&amp;quot; screen mean something different entirely (red sand).&lt;br /&gt;
&lt;br /&gt;
After you have chosen to embark in a place that has a volcano, and once your dwarves have arrived at their target destination, you should see a large red pool of lava on your map. If you don't, you should expect your volcano to be somewhere underground. You then have to use [[exploratory mining]] to find it. If you can find a large patch of obsidian on the surface that is devoid of boulders, chances are there is a magma vent below, so that would be a good place to start your mining.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a volcano is finding a volcano that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running [[water]], or a [[mountain]] for minerals, or a healthy [[tree]] population, a layer of [[flux]] for [[steel]] production or even all four - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
==Working with magma==&lt;br /&gt;
&lt;br /&gt;
Although magma is a liquid, it does not move via [[pressure]] unless it has been pumped. This reduced rate of flow can allow miners to survive digging into a magma reservoir, ''if'' they are lucky enough.  There are ways to minimize this risk however:&lt;br /&gt;
&lt;br /&gt;
'''Digging From Above:'''&lt;br /&gt;
If you can find a suitable position above the magma, your miner can dig a [[channel]] while remaining above the level of the magma. Be warned, however, that your dwarves might take the ramp down into the magma channel as a shortcut; preemptively designating the channel for restricted [[traffic]] is recommended.&lt;br /&gt;
&lt;br /&gt;
'''Diagonal Digging:'''&lt;br /&gt;
Magma moves more slowly diagonally than orthogonally, giving the miner more time to escape. However, slower flow means you must keep in mind the evaporation. You should dig a smaller channel, wait for it to fill up, and extends the channel by Digging From Above. Workers that dig into a magma reservoir are not instantly killed as the magma touches them, but they are set on fire, which will kill them very quickly. For this reason, taking steps to ensure there is adequate water available to extinguish flaming dwarves running in random directions is advised before digging into any magma pools from the side. Channeling a single square wide pit across the planned magma pipe one tile away from the wall to breach and filling it with 2/7 water using the [[Activity zone#Pit/Pond|pond zone]] tool is recommended, so the panicking dwarves have no choice but to run through the water, and the water itself turns into an obsidian wall as soon as the magma flows into it.&lt;br /&gt;
&lt;br /&gt;
'''Busy To Leave:'''&lt;br /&gt;
{{F|111883|(see forum)}}&lt;br /&gt;
Dwarves who dig into magma often die not because they are unable to flee but because they choose not to. By ensuring a dwarf has another task waiting (ideally far away) they will immediately move away from the ensuing magma flow.&lt;br /&gt;
&lt;br /&gt;
Simply mine up to the corner of a lava tube and then smooth the last tile. Dig a staircase within a few tiles of the place where you will be breaching that leads up and back into your fortress, this will allow your dwarf to get out before the magma gets him. Now designate the smoothed corner to be carved into a fortification. Now immediately when the dwarf begins to carve the fortification, (and this is the most important part!), designate a bunch of other tiles to be smoothed/carved. It's not important that your dwarves actually smooth, carve, or engrave those tiles, what is important is that your dwarf immediately takes another smooth/carve/engrave task elsewhere in the fortress when they finish the current one. If they do not then they will pause for the briefest of instants as they pick a new task, resulting in their death. If they have the job though, they will instantly turn and head up the staircase, stopping the magma from catching and killing them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Exploit From Below:'''&lt;br /&gt;
{{F|110724|(see forum)}}&lt;br /&gt;
Miners are able to mine out tiles diagonally above them '''even if there is a bridge over their heads'''.  First you dig out your magma tunnel to feed magma to wherever in your fort you need it and dig it right up against the volcano pipe.  Then you channel a trench against the pipe that can be the width of the tunnel if you wish.  Build a magma-safe bridge over the trench, making sure to cover it completely, and then seal off access to the magma tunnel.  Dig a new separate path to access the now bridged-over trench.  Finally, designate the magma wall '''on the Z level of the magma tunnel''' for mining.  Your dwarves will stand in the trench beneath the bridge but will somehow still mine out the squares diagonally above them, causing the magma to flow safely onto the bridge leaving your dwarves unscathed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example (use {{k|&amp;amp;lt;}}{{k|&amp;amp;gt;}} to navigate):&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
Z=0      &lt;br /&gt;
[%205][%205][%205][%205][%205]╗[#F00]≈≈≈[#]&lt;br /&gt;
....[#080]╥[#000][@880][%186][@][#F00]≈≈≈[#]&lt;br /&gt;
....[#080][%186][#000][@880][%186][@][#F00]≈≈≈[#]&lt;br /&gt;
....[#080]╨[#000][@880][%186][@][#F00]≈≈≈[#]&lt;br /&gt;
[%205][%205][%205][%203][%205][%185][#F00]≈≈≈[#]&lt;br /&gt;
   [%186]X[%186][#F00]≈≈≈[#]&lt;br /&gt;
   [%200][%205][%188][#F00]≈≈≈[#]&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=level level=1&amp;gt;&lt;br /&gt;
Z=1&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
[%205][%205][%205][%205][%205][%187][#F00]≈≈≈[#]&lt;br /&gt;
....X[%186][#F00]≈≈≈[#]&lt;br /&gt;
[%205][%205][%205][%205][%205][%188][#F00]≈≈≈[#]&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=&amp;quot;-1&amp;quot;&amp;gt;&lt;br /&gt;
Z=-1     &lt;br /&gt;
   [%201][%205][%187][#F00]≈≈≈[#]&lt;br /&gt;
   ║▲║[#F00]≈≈≈[#]&lt;br /&gt;
   ║▲║[#F00]≈≈≈[#]&lt;br /&gt;
   ║▲║[#F00]≈≈≈[#]&lt;br /&gt;
   ║.║[#F00]≈≈≈[#]&lt;br /&gt;
   ║X║[#F00]≈≈≈[#]&lt;br /&gt;
   [%200][%205][%188][#F00]≈≈≈[#]&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure the top z-level is sealed off from miners and '''[[Mining|Mine]]''' ({{k|d}}-{{k|d}}) the highlighted tiles on the upper z-level.&lt;br /&gt;
&lt;br /&gt;
== Bringing magma up ==&lt;br /&gt;
&lt;br /&gt;
Magma can be brought to the surface by three different methods: pump stacks, magma pistons, and minecarts. Pump stacks are conceptually the simplest, but require an enormous amount of in-game time to make. Magma pistons tend to be faster to make, but require more time to understand how to build them. Minecarts are a simple solution, but require more management than pump stacks because they can overfill a reservoir.&lt;br /&gt;
&lt;br /&gt;
=== Pump stacks ===&lt;br /&gt;
Pumping magma up from the [[magma sea]] via a conventional [[screw pump#Example layouts#pump stack|pump stack]] is a lot of work, requiring dozens of pumps and significant amounts of power. Making all of the pumps [[magma safe]] also requires a lot of precious materials like iron, or a functioning glass industry.&lt;br /&gt;
&lt;br /&gt;
=== Magma pistons ===&lt;br /&gt;
[[Magma piston]]s are another way to move magma near the surface. Magma pistons require less time and fewer precious materials to construct than pump stacks. However, magma pistons are a bit more complicated than pump stacks, so it takes more time to understand how to operate and build them.&lt;br /&gt;
&lt;br /&gt;
=== Minecarts ===&lt;br /&gt;
[[Minecart]]s submerged in 7/7 magma (or possibly less, but 2/7 is not enough) will fill with magma. Each minecart holds 2/7 worth of magma, which is subtracted from the amount of magma in the tile. The minecart is then shown as containing magma [833]. Minecarts used for this must be made of [[magma-safe]] material.&lt;br /&gt;
&lt;br /&gt;
Minecarts full of magma can be tipped at a track stop, which will pour the magma in a specified direction from the stop. Therefore, the challenge is to get the minecart full of magma to the track stop. There are two logistical hurdles, and several ways to approach them.&lt;br /&gt;
&lt;br /&gt;
The first decision is how to separate the minecart from the tile of magma. The &amp;quot;obvious&amp;quot; way is to build [[roller]]s in magma to pull the minecarts out; such rollers would also need to be magma-safe. Another way is to drain the magma, and then wait for evaporation. A third way is to pump the magma out of the minecart filling area.&lt;br /&gt;
&lt;br /&gt;
The second task is how to move the liberated magma-laden minecart(s) to the track stop where your smelters/forges will be built. There are, again, multiple valid approaches to this. The &amp;quot;obvious&amp;quot; way is to build tracks from the magma sea to the surface. A minecart track can be operated by dwarves or fully automatic, using powered rollers or [[Minecart#Impulse ramps|impulse ramps]]. Depending on the placement of the track stop, dangerous overflow can be prevented by making the track stop of a material that will melt/burn once the reservoir begins to overflow.&lt;br /&gt;
&lt;br /&gt;
A less obvious way to move the minecarts up is to simply ''carry'' them. Dwarves can safely haul a minecart full of magma (albeit slowly, due to its weight). [[Wheelbarrow]]s may be used to speed the hauling enormously; however, if the wheelbarrows are not [[magma-safe]]* (i.e. if they are [[wood]]en), they will [[wear]] quickly, most likely disintegrating in the middle of the hauling job. If a minecart is left stranded (either because the hauler got tired, or the wheelbarrow burned up), another hauling task is assigned to move it, either back to its origin stockpile, or farther along to its destination. Be sure your stockpile settings account for these possibilities, so you don't waste a lot of time moving a minecart halfway up, then back down, in a loop.&lt;br /&gt;
&lt;br /&gt;
: (* The cheapest magma-safe metal for a wheelbarrow is [[nickel]], which has few other special uses. [[Nether-cap]] is a magma-safe wood (the only one), and only grows underground. You probably passed some on your way to the magma.)&lt;br /&gt;
&lt;br /&gt;
==== Design 1 ====&lt;br /&gt;
In {{F|125679/4217863|one design}} posted to the forums by gchristopher, a pump can provide power to the [[roller]], making the ramp eligible for building the roller, and keeping the trench at 7 magma so the carts fill instantly.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
▒▒▒&lt;br /&gt;
▒#▒    # {{=}} floor grate&lt;br /&gt;
▒%▒    % {{=}} south facing pump&lt;br /&gt;
▒%▒▒&lt;br /&gt;
▒▲▲▒   Left ramp ▲ has a left-pushing roller&lt;br /&gt;
▒▒▒▒   Right ramp ▲ has a retracting bridge &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If you drop minecarts in directly from at least 2 z-levels above onto the right ramp, this setup has the magical property that it can handle an arbitrary number of minecarts, and dispense them at a constant controlled rate. Carts are pushed up the left ramp by the roller.&lt;br /&gt;
&lt;br /&gt;
If you extend the right bridge, that tile ceases to be a ramp. Exactly one minecart will fall onto the tile and stay there, and all other minecarts dropped from above will form a quantum pile 1 z-level up.&lt;br /&gt;
&lt;br /&gt;
The last time I [gchristopher] built one, I timed the cart dispensing rate at 1 per 8 ticks. This is slow enough that carts can be brought to the surface using an impulse ramp spiral, but fast enough that you can still quickly cover a large area with magma.&lt;br /&gt;
&lt;br /&gt;
The same design works with water, for giving you a lot of flexibility creating tall waterfalls without pump stacks, quickly and cheaply.&lt;br /&gt;
&lt;br /&gt;
==== Design 2 ====&lt;br /&gt;
Rafal99 posted {{F|109460/3374816|another design}} using dwarf-powered [[wheelbarrow]]s to transport the magma-filled minecarts from one minecart stockpile to another.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
▒ddddd=====S==&amp;lt;&amp;lt;Zccccc      Near the surface (top view)&lt;br /&gt;
           U&lt;br /&gt;
&lt;br /&gt;
▒bbbbb==      ==&amp;lt;&amp;lt;Xaaaaa    Near the magma (side view)&lt;br /&gt;
        \7777/&lt;br /&gt;
&lt;br /&gt;
\7777/   - Magma reservoir, with tracks in it and rollers to bring minecart up &lt;br /&gt;
                the ramp&lt;br /&gt;
U        - Here we want magma&lt;br /&gt;
aabbccdd - Stockpiles accepting minecarts&lt;br /&gt;
===&amp;lt;&amp;lt;    - Track and rollers&lt;br /&gt;
S        - Track stop, set to lowest friction (so it doesn't stop the minecart), &lt;br /&gt;
                set to dump the contents into the U&lt;br /&gt;
XZ       - Track stops set to dump their contents to the left&lt;br /&gt;
▒        - Wall to stop minecarts&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Empty minecarts are put into stockpile aaaaa.&lt;br /&gt;
# There is a hauling route with one stop on X, with assigned vehicle, set to take furniture-&amp;gt;minecarts from stockpile aaaaa.&lt;br /&gt;
# Empty minecarts are put into the minecart on track stop X, the track stop dumps them to the left, placing them on the rollers.&lt;br /&gt;
# Rollers move the empty minecarts into the magma reservoir, they get filled with magma, then the roller on ramp moves them up. They follow the track, then go out of it and stop at the wall; effectively the minecart with magma is being placed in stockpile bbbbb.&lt;br /&gt;
# Stockpile ccccc is set to take from stockpile bbbbb and has assigned 3 wheelbarrows. Dwarves safely transport the minecarts with magma inside wheelbarrows up to the surface into stockpile ccccc.&lt;br /&gt;
# There is a hauling route with one stop on Z, with assigned vehicle, set to take furniture-&amp;gt;minecarts from stockpile ccccc.&lt;br /&gt;
# Magma minecarts are put into the minecart on track stop Z, and the track stop dumps them to the left, placing them on the rollers. (Same as in 3.)&lt;br /&gt;
# Rollers move the magma minecarts along the track. They pass through the track stop S and dump the magma in the destination point U, then they follow the track, go out of it and stop at the wall; effectively the emptied minecart is being placed in stockpile ddddd.&lt;br /&gt;
# Stockpile aaaaa is set to take from stockpile ddddd. Dwarves haul the empty minecarts back underground near the magma into stockpile aaaaa.&lt;br /&gt;
Then we go back to start and the whole thing repeats.&lt;br /&gt;
&lt;br /&gt;
==== Design 3: Minimalist magma moving ====&lt;br /&gt;
&lt;br /&gt;
You'll need two magma-safe pumps, a magma-safe wheelbarrow, and at least one magma-safe minecart.&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
        sideview        &lt;br /&gt;
 ░░░░░░░░░░░░░░░░░░░░░░░&lt;br /&gt;
 ░░░     %% ░░░░░░░░░░░░&lt;br /&gt;
 ░░░░░░░░░░▲%%_░░░░░░░░░&lt;br /&gt;
 ░░░░░░░░░░░░░[#c00]7777777[#]░░░ &lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Dig down to the magma sea and channel a tile above the magma&lt;br /&gt;
# Optionally build a floor grate (_) over the hole to keep magma critters out&lt;br /&gt;
# Build the first pump to pull magma up into a 1x1 room with a ramp (▲)&lt;br /&gt;
# Build the second pump to pull the magma out of the 1x1 room and dispose of it (a 3x3 evaporation chamber works fine)&lt;br /&gt;
# Designate a garbage dump zone in the 1x1 room and dump all your magma-safe minecarts&lt;br /&gt;
# Wait for all the minecarts to be carried down to the dump zone&lt;br /&gt;
# Operate pump 1 briefly, then stop it and activate pump 2 briefly (the minecarts should now contain magma)&lt;br /&gt;
# Designate a minecart stockpile near your desired magma workshops, and set it to use your magma-safe wheelbarrow&lt;br /&gt;
# Unforbid your minecarts and wait for your dwarves to wheelbarrow them up to the stockpile&lt;br /&gt;
# Build a dumping track stop to place the magma where you want it&lt;br /&gt;
# Create a new hauling route, specify a new stop on the constructed track stop, and assign one of the magma minecarts to the route&lt;br /&gt;
# Unassign the cart, and mark it for dumping; once you've emptied all the carts return to step 6&lt;br /&gt;
&lt;br /&gt;
This design is only useful for moving small amounts of magma, but it is simple and flexible. With any luck you can have your topside magma workshops up and running in the first year.&lt;br /&gt;
&lt;br /&gt;
WARNING: do not attempt to over-fill multi-tile magma pits to full (i.e., a 3x1 pit at 6 depth on each tile) there is a high chance of the magma flowing outwards instead of into the other magma tile resulting in burnt dwarves and FUN.&lt;br /&gt;
Note: If necessary, use hatches to control pump operation.&lt;br /&gt;
&lt;br /&gt;
==== Design 4: Urist's Cradle ====&lt;br /&gt;
This design works fairly reliable while requiring no powered rollers. It works using [[Minecart#Impulse ramps|impulse ramps]] and is thus considered an exploit.&lt;br /&gt;
&lt;br /&gt;
As seen from the side (south):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 0:    ▒▒&lt;br /&gt;
-1: ▒▒▲▲▲▲▒▒&lt;br /&gt;
&lt;br /&gt;
Legend:&lt;br /&gt;
▲: impulse ramp (south-east or north-east oriented) , 7/7 magma&lt;br /&gt;
▒: solid wall / ground&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The minecarts arrive from the left with high speed, bump into the walls, drop into the 7/7 magma and get accelerated by the impulse ramps. Because of *physics*, the minecarts get stuck at the last impulse ramp on the right. A second minecart, also coming from the left, will push the first minecart out, filled with magma.&lt;br /&gt;
&lt;br /&gt;
==Using magma==&lt;br /&gt;
The primary use for magma is to &amp;lt;s&amp;gt;flood your fortress&amp;lt;/s&amp;gt; power [[magma smelter]]s, [[magma glass furnace]]s, [[magma kiln]]s, and [[magma forge]]s. To power a building with magma at least one of the external eight squares must be a hole above a square of magma on the level below.&lt;br /&gt;
Placing one of the workshop's [[impassable tile]]s above the magma conveniently prevents clumsy dwarves from falling in.&lt;br /&gt;
This seems to usually prevent magma critters from pathing in, but there was a bug report {{bugl|1189}} about [[magma man]] who somehow made its way through without [[building destroyer|destroying]] the furnace in question - it's not clear whether this was normal movement, dodging attack of another critter, [[building destroyer]] activity gone wrong, pathfinding bug, etc. Either way, if you feed magma from a wild area to furnaces via channel, locking it with a [[floodgate]] or raised [[bridge]] is a good idea.&lt;br /&gt;
Magma used this way is not consumed; a single tile of magma can operate the furnace indefinitely.&lt;br /&gt;
&lt;br /&gt;
Other uses for magma include [[obsidian farming]], [[DF2012:Trap_design#Magma_and_fire_traps|trap design]], melting [[ice]], igniting [[fire]]s, and even [[garbage disposal]]. It's unknown whether flow push bug {{Bug|5458}} can be a problem with magma, so if you want to be sure, protect the intake with floor grate - like water, except it won't get back up on its own.&lt;br /&gt;
&lt;br /&gt;
Magma saves all the work for fuel (but not flux for steel), so &amp;quot;dig down to magma&amp;quot; is a reasonable strategy for starting metal/glass/ceramics industry. As to the other magma uses - if you get lucky, the first dwarven caravan will bring all the tools you need. If not, you can forge your own by melting down the surplus of anvils that caravans carry, or just embark with a couple chunks of iron [[ore]] or ready bars of [[nickel]] (cheaper, but have few other uses). If you are in a hurry, you usually can take a nickel minecart on embark (at the same price as iron anvil), but to have magma-safe rollers you'll need a forge either way: metal chains seem to ''never'' be available on embark {{verify}}.&lt;br /&gt;
&lt;br /&gt;
==Properties of magma==&lt;br /&gt;
Magma behaves the same way as water with the exception of not being affected by [[pressure]] (except when being moved by a [[screw pump]]) and apparently not showing [[flow]].  Magma will turn into [[obsidian]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; if it touches [[water]].  In the game, magma's temperature is {{ct|12000}}. See the list of '''[[magma-safe]]''' materials for more information on what can (or cannot) be safely submerged in magma.&lt;br /&gt;
&lt;br /&gt;
Tiles directly adjacent to magma will be heated to a temperature of {{ct|10075}}, causing revealed unmined tiles to flash with {{Tile|☼|6:4:1}} when placing digging designations and causing unrevealed mining-designated tiles to [[Digging designation canceled|cancel their designation with a &amp;quot;warm stone&amp;quot; warning]] once they are revealed.&lt;br /&gt;
&lt;br /&gt;
Magma can melt ice beyond the &amp;quot;warm&amp;quot; wall, but this happens ''only when magma moves in'': {{F|72296/1795893|later the same reservoir may freeze just like when magma was not there}}. Whether magma needs to be moved out and in, or depth recalculation is enough is unknown {{verify}}.&lt;br /&gt;
&lt;br /&gt;
Implication of the two above effects is that when magma appears or disappears somewhere, that one and several adjacent tiles start or stop being {{Tile|☼|6:4:1}} &amp;quot;warm&amp;quot; - and there are likely to be temperature recalculations for the tiles adjacent to ''them'' - in addition to processing that happens when moving water. This means that having streams of magma changed or pumped (since a pump can drain its source) tend to cause major FPS drop, which can be prevented by keeping the affected tiles continuously &amp;quot;warm&amp;quot; with small buffer reservoirs (see [[Screw_pump#Improved_Magma_Pump_Stack|Improved Magma Pump Stack]] design by NecroRebel).&lt;br /&gt;
&lt;br /&gt;
[[Construction]]s ([[wall]]s, [[floor]]s, etc.) of any material can safely contain magma. Non-construction [[building]]s ([[door]]s, [[bridge]]s, [[Screw pump|pump]]s, etc.) that come into contact with magma should be built entirely of [[magma-safe]] materials. Non-magma-safe components will eventually melt and the building will deconstruct. Any [[mechanism]]s likely to come into contact with magma should also be made of magma-safe materials.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - specifically, one of the inorganic materials having the [LAVA] tag, selected randomly ''per biome'' during worldgen.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dangers of magma==&lt;br /&gt;
Any contact with magma results in nearly instant immolation, followed by death if water is not close at hand. Additionally, dropping large items into magma will generate clouds of [[magma mist]] which can set your haulers on fire if you aren't careful. Magma is also home to various fiery creatures which can present a significant threat to unprepared fortresses. &lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Magma is very well known for being the perfect solution to any problem encountered by dwarves. Giant badger invasion? Pour magma on it. Noble being his usual snotty, useless, arrogant self? Pour magma on it. Door locked due to invaders? Pour magma on it! Flooded your fortress with magma? [[Fun|Congratulations, you just won the game!]]&lt;br /&gt;
&lt;br /&gt;
Magma is often referred to as the blood of the earth. Some dwarves interpret this literally, expressing concerns that the earth is capable of bleeding to death. This has led dwarven [[elf|conservationists]] to declare magma a finite resource, advocating stricter regulations on the use of magma-powered workshops.&lt;br /&gt;
&lt;br /&gt;
However, this hypothesis is flawed. The larger a creature, the more blood it has. The world is at least twice as large as a [[giant sperm whale]], the largest creature known to dwarfkind. Therefore, any [[Bloodline:Boatmurdered|pumping operation]] capable of bleeding the world dry would flood the surface and caverns to such a degree as to render the world uninhabitable. On the other hand, this would usher in the [[calendar|age of death]], and thus the earth would indeed be considered dead.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|INORGANIC}}}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
[[Ru:Magma]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Aquifer&amp;diff=253675</id>
		<title>Aquifer</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Aquifer&amp;diff=253675"/>
		<updated>2020-06-27T13:38:10Z</updated>

		<summary type="html">&lt;p&gt;Albedo: subsections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|15:04, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:aqua_varied.png|thumb|right|158px|Area with a varied aquifer.]]An '''aquifer''' is a subterranean layer of [[water|groundwater]]-bearing rock or [[soil]]. As of {{version|0.47.01}}, there are two types of aquifers: {{DFtext|Light aquifer|1:1}} and {{DFtext|Heavy aquifer|1:1}}, with Light aquifers being by far the most common. Prior to this, all aquifers behaved as the &amp;quot;Heavy&amp;quot; type.&lt;br /&gt;
&lt;br /&gt;
Aquifers are tiles which produce water in their ''neighboring'' tiles -- north, south, east, west, and below. They do not produce water in the tile above them, nor in any diagonally-adjacent tiles. &lt;br /&gt;
&lt;br /&gt;
Aquifers cannot be drained; the groundwater is limitless, with even a single isolated tile leaking water forever. However, [[smoothing|smoothed]], mined, carved staircase, or channeled aquifer tiles no longer produce water. &lt;br /&gt;
&lt;br /&gt;
Aquifers located in [[ocean]] [[biome]]s will produce salty water; aquifers in other biomes will produce freshwater. The frequency of aquifers differs between embark locations.&lt;br /&gt;
&lt;br /&gt;
If you are digging an up/down staircase in the downward direction and you hit an aquifer, the aquifer tile will be revealed as damp soil or stone and the digging job will be un-designated for that tile. If you are mining horizontally, you will similarly be warned of a &amp;quot;damp stone&amp;quot; before breaching the aquifer. If you are digging an up/down staircase in the ''upward'' direction, or a ramp, and you hit an aquifer from below, the aquifer tile will immediately start producing water in the stairwell. In the case of Heavy aquifers, this can lead to a lot of [[Fun]].&lt;br /&gt;
&lt;br /&gt;
== Types of aquifers ==&lt;br /&gt;
=== Light Aquifers ===&lt;br /&gt;
Light Aquifers are by far the most common (being ~19 out of every 20 aquifers), and produce water at a greatly diminished rate. As a result, they can easily be penetrated with minimal effort by digging out one level at a time and walling it off reasonably quickly. Light aquifers can be very useful for low-water applications such as slowly filling a cistern for wells, or feeding an atomspheric waterfall.&lt;br /&gt;
&lt;br /&gt;
An open tile will receive light-aquifer water if it's directly north, south, east, west, or below a light aquifer tile. There's no diagonal transmission.&lt;br /&gt;
&lt;br /&gt;
The amount of water that the open tile receives is random. On average, an open tile will receive four units of light-aquifer water per month. But that number can go as low as two or as high as six.&lt;br /&gt;
&lt;br /&gt;
If an open tile is adjacent to a single light-aquifer tile, then it receives just as much water as an open tile surrounded by light-aquifer tiles. One is all you need.&lt;br /&gt;
&lt;br /&gt;
Water at level 1/7 does not evaporate on a floor of what had been a light aquifer tile.&lt;br /&gt;
&lt;br /&gt;
Unlike heavy aquifers, light aquifers tiles do not drain away water.&lt;br /&gt;
&lt;br /&gt;
=== Heavy Aquifers ===&lt;br /&gt;
Unlike Light Aquifers, Heavy aquifers produce water almost immediately, effectively halting excavation at or below the aquifer level. This, in conjunction with the fact that they are often located in areas rich in [[loam]] and [[sand]], makes it difficult to find great quantities of [[stone]] in areas with heavy aquifers, making for more challenging gameplay.&lt;br /&gt;
&lt;br /&gt;
Unmined heavy aquifer tiles also act as an infinite ''sink'' for water, just like an open map edge. A single aquifer tile can absorb any amount of [[pressure|pressurized]] water each tick, limited only by the supply. One less obvious consequence is that if an opening is made through a multi-layer aquifer, only the lowest opened layer will ever fill with water.&lt;br /&gt;
&lt;br /&gt;
Empirically, Heavy aquifers gain approximately 1/7 water every 14 ticks, though production has been observed to vary from 2-28 ticks. This rate does not appear to change significantly based on the number of adjacent aquifer tiles.&lt;br /&gt;
&lt;br /&gt;
=== Varied Aquifers ===&lt;br /&gt;
In addition to the {{DFtext|Heavy|1:1}} and {{DFtext|Light|1:1}} types of aquifer, DF can also display {{DFtext|Varied aquifer|1:1}} on the pre embark screen, which means there are some tiles with light and some tiles with heavy aquifers in the embark rectangle (also note that the biomes of neighboring tiles can &amp;quot;spill over&amp;quot; into a tile, resulting in different, unannounced, aquifers in those parts).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Where they are found ==&lt;br /&gt;
&lt;br /&gt;
Aquifers appear based on the elevation of the terrain. Low elevations - particularly those near rivers and oceans - are more prone to having an aquifer present, while locations closer to mountains are much less likely, but still possible.&lt;br /&gt;
&lt;br /&gt;
Layers which '''can''' contain aquifers:&lt;br /&gt;
*[[sandy clay loam]]&lt;br /&gt;
*[[silty clay loam]]&lt;br /&gt;
*[[loam]]&lt;br /&gt;
*[[sandy loam]]&lt;br /&gt;
*[[silt loam]]&lt;br /&gt;
*[[loamy sand]]&lt;br /&gt;
*[[silt]]&lt;br /&gt;
*[[sand (tan)|sand]]&lt;br /&gt;
*[[yellow sand]]&lt;br /&gt;
*[[white sand]]&lt;br /&gt;
*[[black sand]]&lt;br /&gt;
*[[red sand]]&lt;br /&gt;
*[[peat]]&lt;br /&gt;
*[[pelagic clay]]&lt;br /&gt;
*[[calcareous ooze]]&lt;br /&gt;
*[[siliceous ooze]]&lt;br /&gt;
*[[sandstone]]&lt;br /&gt;
*[[conglomerate]]&lt;br /&gt;
*[[puddingstone]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Note: only layers with the [AQUIFER] token can support aquifers. Other layers can appear directly below an aquifer and will blink &amp;quot;damp&amp;quot;, but they are not actually part of the aquifer, but digging into them will still cause water to come from above. Please check the raws for the [AQUIFER] token before adding to this list. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Layers which '''cannot''' contain aquifers, despite their names suggesting otherwise:&lt;br /&gt;
*[[clay]]&lt;br /&gt;
*[[silty clay]]&lt;br /&gt;
*[[sandy clay]]&lt;br /&gt;
*[[clay loam]]&lt;br /&gt;
*[[siltstone]]&lt;br /&gt;
*[[mudstone]]&lt;br /&gt;
&lt;br /&gt;
== Working in aquifers ==&lt;br /&gt;
When working in aquifers, some points to keep in mind include:&lt;br /&gt;
&lt;br /&gt;
*Water on the tile where a worker is standing will cause job cancellations if it gets too high. A construction job (e.g. wall building) will be suspended by 2/7 depth, but a mining job will only be stopped by 4/7 depth of water.&lt;br /&gt;
* Flowing water will cause parents to drop their infants, leading to job cancellations and occasionally [[fun]].&lt;br /&gt;
* Aquifers do not create water in diagonal tiles, but do create water in open tiles directly below them. Therefore, you will want to dig two z-levels below the lowest aquifer layer before continuing with your fortress.&lt;br /&gt;
&lt;br /&gt;
=== Probing an aquifer ===&lt;br /&gt;
&lt;br /&gt;
You can discover what layer lies below an aquifer layer by digging up/down stairs into the aquifer. This will reveal the tile below the aquifer layer, and if this is non-aquifer (for example, clay, ore or bedrock) then you know the aquifer is only 1z deep at that location. This method can only be used to determine whether the aquifer is 1 layer deep, or multiple layers deep, but this is still enough information to help plan how to penetrate it. Using a pump-based method is highly recommended for multiple layer Heavy aquifers.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Heavy Aquifers ==&lt;br /&gt;
===Going around===&lt;br /&gt;
If your embark site is covered by multiple biomes, there is a chance the Heavy aquifer is not present in every biome.  In some maps this may be indicated by an outcropping of stone in a landscape otherwise composed of soil; in other maps the change in biome might be visible as a change in soil type, vegetation type or density.  You might be able to dig down through a biome that doesn't have a heavy aquifer, to a Z-level below the heavy aquifer, and then (if you wish) tunnel beneath the heavy aquifer to the previously -inaccessible region.&lt;br /&gt;
&lt;br /&gt;
Even if all the biomes of your site contain aquifers, they might not all be at the same Z-level, so you still might be able to dig down in one biome, reaching a Z-level beneath the aquifer in another biome.&lt;br /&gt;
&lt;br /&gt;
Additionally, if your biome contains deep cliffs, for instance, in the form of a river gorge, it may be possible to build a staircase down the side of the gorge past the aquifer.&lt;br /&gt;
&lt;br /&gt;
=== The double slit method ===&lt;br /&gt;
{{Main|Double-slit method}}&lt;br /&gt;
This is one of the most commonly-used methods, due to its convenience and power. It was originally developed by QuantumMenace, and is also mentioned below under [[#The pump method|the pump method]].&lt;br /&gt;
&lt;br /&gt;
=== The hatch trick ===&lt;br /&gt;
The hatch trick is a simple method for putting one or two dwarves through a single Heavy aquifer layer. (This is not to be mistaken with only working for a single layer aquifer.) You can use the trick to essentially bypass the problematic final layer of a multi-layer aquifer, allowing access to the rock layers and caverns before you've put a sealed staircase through the aquifer.&lt;br /&gt;
&lt;br /&gt;
First you must dig a pair of up/down stairs into the aquifer (i.e. as in twin slit), while draining one of the tiles with a screw pump, simply build a hatch on the tile (the hatch must be built on a downstairs or up/down stairs for the trick to work). Once the hatch is constructed, with the pump still operating, designate an up/down staircase under the hatch, a miner will dig the staircase out while standing 'on top' of the hatch, he can then pass through the hatch to continue digging, the hatch will let 1-2 water through with him before closing and preventing further water from following the miner. The miner is now safely under the aquifer and can dig down to the caverns or to the map edge and establish a drain, allowing you to use the much faster [[#The drainage method|drainage from below method]] to finish penetrating the aquifer. This can save a lot of time for multiple-layer aquifers where the final layer is sand. It is also quicker and cleaner than cave-in for single layer aquifers if you plan to extend a staircase straight down to the caverns anyway (making the drain essentially free).&lt;br /&gt;
&lt;br /&gt;
===The ore method===&lt;br /&gt;
On maps where the aquifer is not held in a layer of soil, but instead is held in a [[sedimentary layer]] such as sandstone, it may be possible to tunnel down through deposits of ore such as [[magnetite]]. For this to work you have to find a spot where there is coincidentally an ore deposit on each Z-level you need to dig through.  This is only possible through tiresome trial and error, or through the use of a utility like DFHack's &amp;lt;tt&amp;gt;reveal&amp;lt;/tt&amp;gt;.  The trial and error method can be accomplished somewhat more easily by digging up/down stairs to reveal the layer underneath them without actually digging into the underlying layer.  This method is more complicated with aquifers located in layers of [[conglomerate]], as large clusters of [[puddingstone]] will support the aquifer and thus cannot be used to provide a path through it.&lt;br /&gt;
&lt;br /&gt;
=== The &amp;quot;Chicken Run&amp;quot; technique ===&lt;br /&gt;
In versions of the game earlier than {{version|0.40.23}}, this term meant having a reasonably fast/skilled miner dig a set of up/down staircases faster than the water from the aquifer could fall down the stairs and block movement into the mining tile. With luck, a miner could breach the caverns this way, allowing the aquifer water to drain. After the addition of job priorities, this became impossible. Now, when a newly revealed damp tile cancels mining, the miner will revert to &amp;quot;No Job&amp;quot; status and will take a few dozen ticks to resume mining. In that time, the miner will walk away and the site will be flooded, making the tile below unreachable.&lt;br /&gt;
&lt;br /&gt;
A limited but useful variant of this technique still exists. By digging downward staircases in the layer above the aquifer, those tiles can be revealed as damp, and thus will not trigger the mining cancellation. A sufficiently fast miner (Professional or so should do for soil layers, depending on agility) can then dig a stair in one of the tiles, and before that tile floods, channel out an adjacent tile. The channel will breach the layer below, and if that layer is also an aquifer, it will of course act as an infinite drain for water from above. This then opens the possibility of opening space to work in the upper layer.&lt;br /&gt;
&lt;br /&gt;
While not a direct staircase in the original method, establishing a drain with just a pick is also possible with a dabbling miner. One can channel an aquifer tile from up to four ramps dug at the corners of the tile to be channeled, such that the channel priority is higher than the ramp-digging priority. Using this, one can establish drains into the next level of a soil aquifer, as digging progress accumulates in revealed tiles.&lt;br /&gt;
&lt;br /&gt;
If you fail to mine fast enough, or if flowing water pushes your miner down the channeled ramp, the dwarf will usually walk up the stairs to safety, but it is possible that the miner might &amp;lt;s&amp;gt;drown&amp;lt;/s&amp;gt; have fun. In stone aquifers, a legendary miner can manage with one attempt at channeling, and at minimum, a proficient miner can manage with four, though in the second case they'll risk drowning and can take weeks to dig the next channel to expand the drain.&lt;br /&gt;
&lt;br /&gt;
=== Exploiting cave-ins ===&lt;br /&gt;
Conceptually this method involves removing the aquifer-bearing sand, soil or rock using channeling, and then dropping an island of dry sand, soil or clay into the resulting pond, a staircase can then be dug through the center of the resulting artificial island. This requires at least one natural dry layer, but is more flexible if two or more are available. An advantage of these methods is that they can be carried out by a single miner with no resources other than a pick.&lt;br /&gt;
&lt;br /&gt;
This does not work with [[construction|constructed]] walls since they deconstruct on cave-in.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' There is a bug{{bug|1206}} that can occasionally prevent this method from working. Collapsed layers often turn into the layer type that was dug out at the level where they land (e.g. dry loam becomes dry sand). On occasion, a dry layer collapsed into an aquifer will also transform into actual aquifer tiles (e.g. dry loam becomes water-producing sand). It is unknown what triggers this behavior, but when it occurs it will be impossible to pierce the aquifer using cave-ins.&lt;br /&gt;
&lt;br /&gt;
When unmined tiles collapse into a liquid, the displaced liquid teleports to sit ''on top'' of the collapsed tiles. Thus, when plugging an aquifer, it is usually advisable to incorporate aquifer drain space into the design to dispose of the displaced water.&lt;br /&gt;
&lt;br /&gt;
==== Cave-in example ====&lt;br /&gt;
[[File:Aquifer-Plug.png|frame|none|Note: Side View]]&lt;br /&gt;
&lt;br /&gt;
*Dig stairs down to the aquifer. Dig over the aquifer layer but under your &amp;quot;plug&amp;quot;. You'll need a 5x5 landmass. (Slide 2)&lt;br /&gt;
*Channel out the area the plug will fall into. (Slide 3)&lt;br /&gt;
*Leave a single floor tile on top of the plug and dig out the outer layer of your plug. The plug should be a 3x3 landmass now. The single floor tile must keep the plug from falling. (Slide 3)&lt;br /&gt;
*Channel out the floor tile holding up the plug. (Slides 4 &amp;amp; 5)&lt;br /&gt;
*Construct floor tiles to reach the plug and dig through the middle to get under the aquifer. (Slide 6)&lt;br /&gt;
&lt;br /&gt;
==== Concentric Ring Method for Multiple Layers ====&lt;br /&gt;
&lt;br /&gt;
If you build many rings inside one another in your top drop layer, you can breach multi-level aquifers with as little as 2 natural layers of dry soil above it.  Drop the rings from the outside to the inside using constructed arms to hold the center rings in place.  Once a ring drops into the water below it, pump out the water in the center and dig down another layer.  When that is complete, drop the next ring and continue the process until you are through.  Since you start dropping rings from the outside it is necessary to know how many levels deep the aquifer is before you begin.&amp;lt;br&amp;gt;&lt;br /&gt;
Tutorial for more than one Aquifier can be found here: [[User:Rhenaya/HowtoDualAquifer]]&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Chicken-Run&amp;quot; plug ====&lt;br /&gt;
&lt;br /&gt;
This method was developed for a single-pick challenge on a hostile biome. In the specific (but common) case of a 2-Z thick soil aquifer, with two dry layers above, it is possible to very quickly penetrate the aquifer using a cave-in without breaching the surface and compromising the fort's security. The method starts with a Chicken Run (see above), after which an area of the upper aquifer level is cleared out with drainage into the lower level. The lower dry level is then collapsed, which means that the sub-surface level only needs to be mined (to release the plug) rather than collapsed as part of the plug.&lt;br /&gt;
&lt;br /&gt;
The procedure is described in detail {{Forum|129994.msg4620421#msg4620421|in this and the following posts}}.&lt;br /&gt;
&lt;br /&gt;
While not yet demonstrated, it should be possible to use successive cycles of chicken-running and clearing to pierce arbitrarily deep soil aquifers this way.&lt;br /&gt;
&lt;br /&gt;
=== The pump method ===&lt;br /&gt;
The pumping method uses one or more [[screw pump|pumps]] to keep an area dry long enough to smooth or [[wall]] off the sides, stopping the flow of water.  It requires no special environment or resources, other than wood and dwarves (and patience).  Most commonly, a modestly-sized section of the aquifer layer is channeled out and several screw pumps are built facing it.  Directly behind each of the screw pumps a few tiles are channeled out to receive and dispose of the pumped water.  When the pumps are activated, they should pump water faster than the aquifer can produce it, allowing masons to smooth or build walls around your future staircase.  You ''will'' get job cancellations during this process, as stray 2/7's of water interrupt the building process.  Just unsuspend the construction when this happens, as long a dwarf manages to touch the wall before canceling, it will move incrementally toward completion and eventually finish.  Depending on the availability of screw pumps and dwarves, you may need to wall off one corner or side at a time, then move the pumps and repeat.  When drilling through more than one aquifer layer, be sure to leave yourself enough room to build additional layers of pumps and water disposal channels on lower levels. &lt;br /&gt;
&lt;br /&gt;
Things to consider: &lt;br /&gt;
* The smaller your work area, the less water your dwarves will have to remove and the faster construction will finish. For a single-layer soil aquifer, you only need to mine five tiles (your stairway and walls directly North, South, East, and West of it); single-layer stone aquifers require only a single tile be channeled.&lt;br /&gt;
* Mechanical [[power]] may come in handy, but dwarf power works just fine and is much more portable.&lt;br /&gt;
* Channels can sometimes be used in place of walls, causing water produced by the aquifer on one level to immediately fall and be consumed by the aquifer on the level below.&lt;br /&gt;
* This method may take a while.&lt;br /&gt;
&lt;br /&gt;
==== Specific pump methods in detail ====&lt;br /&gt;
QuantumMenace's [[double-slit method]] can pierce an aquifer of any depth using only wood and dwarven labor. Taken from [http://www.bay12forums.com/smf/index.php?topic=79224.15 this forum post].&lt;br /&gt;
&lt;br /&gt;
Earlier in the same thread, Hans Lemurson laid out a very dwarfy method that can also pierce aquifers of any depth, using several pumps and machinery. [http://www.bay12forums.com/smf/index.php?topic=79224.0#msg2058307 Find it here].&lt;br /&gt;
&lt;br /&gt;
A convenient method without job cancellation using a [[pump stack]] was presented by kingubu in [http://www.bay12forums.com/smf/index.php?topic=143064.0 this forum post], see [[Pump-stack_method]]&lt;br /&gt;
&lt;br /&gt;
Leonidas posted a [http://www.bay12forums.com/smf/index.php?topic=169616.0 detailed procedure], copiously illustrated, for tunneling through any aquifer with limited resources and relative safety.&lt;br /&gt;
&lt;br /&gt;
===The freezing method===&lt;br /&gt;
If you are playing in a freezing or very cold landscape, where it snows in winter and instantly freezes water on the map, you can dig out a 3x3 hole in the ground using [[channel]]s, and make it deeper and deeper until you reach the aquifer level. Once you reach the damp rock, tunnel into it with up/down staircases, then channel out the downstairs, the exposed water will turn to ice, digging the up/downstairs before channeling allows the tiles to safely fill with 7/7 water before being frozen, this avoids the hazard of miners being encased in ice and avoids a bug(?) where frozen water which is less than 7/7 deep does not produce a floor above it. The central square of the 3x3 hole should be tunnelable ice, so you can get to the rock beneath.&lt;br /&gt;
&lt;br /&gt;
If your fortress is in a zone that gets warm, build walls around the inside of the hole to stop the water coming in once the ice melts. In order to build a wall around a 1x1 staircase it will be necessary to have a 5x5 hole, since you need to leave an outer ring of ice to seal the aquifer.&lt;br /&gt;
&lt;br /&gt;
If the aquifer is multiple layers deep you will need to start with a sufficiently large hole to account for both an ice wall to seal the aquifer and a constructed wall to seal the ice wall for each layer of the aquifer. A pump based method might be preferable.&lt;br /&gt;
&lt;br /&gt;
As an alternative to building a second wall to seal the ice wall, you can establish a drain into the caverns, and build a constructed wall when the melt comes.&lt;br /&gt;
&lt;br /&gt;
===The magma/obsidian method===&lt;br /&gt;
If you have access to a supply of magma, you can create your own obsidian caissons. By channeling into the aquifer layer and then filling these channels with magma, or by digging staircases and pouring magma down the staircases, it is possible to create a wall of obsidian between your working area and the [[water]]-bearing rock or [[soil]]. However, changes to world generation with the last version have made this method more difficult than it once was, as it is now harder to find magma vents that extend above the aquifer level.&lt;br /&gt;
&lt;br /&gt;
===The drainage method===&lt;br /&gt;
Having made an initial hole in the aquifer, you may wish to punch another larger hole through, say for example to grow wild strawberries in the caverns. Or you may simply want an additional (natural stone!) staircase. Once you have access from below this is much easier than digging from above, and it has the additional benefit of producing a shaft of exactly the size you want.&lt;br /&gt;
&lt;br /&gt;
Locate the caverns and dig a drainage shaft of up/down stairs or downward stairs up from the caverns to the aquifer (downward stairs function as grates and are far safer than channeling). Once the drainage shaft is complete punch the shaft up through the aquifer (using up/down stairs) until you hit dry dirt. Now mine out the walls around the shaft and build constructed walls to seal the aquifer. It's even faster if the walls are dug out using down stairs instead, constructed walls can be built on the stairs and water falls straight through, thus construction can always be started and is never suspended. Always build the walls from the highest layer down, so the dwarves aren't having water dumped on them from above.&lt;br /&gt;
&lt;br /&gt;
This method can be used to create arbitrarily large (and shaped) holes. Large holes, which would be impractical to dig from above, are very easy using this technique. It's also extremely useful for digging straight shafts through &amp;quot;layercake&amp;quot; aquifers where aquifer tiles and non-aquifer tiles are intermixed.&lt;br /&gt;
&lt;br /&gt;
Just be very aware that your framerate is bound to suffer, if you are not fast with plugging the aquifer walls.&lt;br /&gt;
&lt;br /&gt;
===The modding method===&lt;br /&gt;
By editing the raws and removing the [AQUIFER] tag from all of the appropriate entries in inorganic_stone_layer.txt, inorganic_stone_mineral.txt, and inorganic_stone_soil.txt it is possible to remove all aquifers from the world.  This can be done before creating a new world or after, if you find a particularly neat location ruined only by the presence of an aquifer. In order to modify an existing world, you must delete the [AQUIFER] tag from the raws in the savegame's folder.&lt;br /&gt;
&lt;br /&gt;
==== With PyLNP ====&lt;br /&gt;
Disable aquifers in the options tab before generating a new world.  This works similarly to the command-line method below, but is usually a lot easier.&lt;br /&gt;
&lt;br /&gt;
==== With DFHack ====&lt;br /&gt;
The DFHack command &amp;quot;light-aquifers-only&amp;quot; changes all Heavy aquifers to Light Aquifers.&lt;br /&gt;
&lt;br /&gt;
If you prefer not having to deal with aquifers at all, the DFHack command &amp;quot;drain-aquifer&amp;quot; removes the aquifer flag from all tiles in your current embark without requiring raw edits.  &lt;br /&gt;
&lt;br /&gt;
If you have DFHack, this is the best method.&lt;br /&gt;
&lt;br /&gt;
===== With DFHack's tiletypes command =====&lt;br /&gt;
DFHack's [https://github.com/DFHack/dfhack/blob/master/Readme.rst#tiletypes &amp;quot;tiletypes&amp;quot;] command lets you remove the aquifer flag from specific tiles only. This is useful if you want to keep a Heavy aquifer on your map, but don't want to deal with the hassle of breaching it.&lt;br /&gt;
&lt;br /&gt;
To create 4x4 aquiferless shaft, do this:&lt;br /&gt;
 1) Type &amp;quot;tiletypes&amp;quot; in DFHack to open the tiletypes tool&lt;br /&gt;
 2) Type in the following commands to set the tool's filter, paint and brush settings accordingly:&lt;br /&gt;
   - filter any&lt;br /&gt;
   - paint aqua 0&lt;br /&gt;
   - range 4 4&lt;br /&gt;
 3) In Dwarf Fortress, press 'k' to bring up the cursor, and move the cursor to the position you want the top left tile of your shaft to be.&lt;br /&gt;
 4) In DFHack, type &amp;quot;run&amp;quot;. The aquifer will be removed in a 4x4 square below and to the right of your cursor.&lt;br /&gt;
 5) Repeat steps 3 and 4 for every aquifer layer you have. Don't worry about hitting non-aquifer tiles, they shouldn't be affected by the tool at all.&lt;br /&gt;
&lt;br /&gt;
Alternatively, in step two you can provide a third number for the range. This number will represent how many Z levels deep to remove aquifers.&lt;br /&gt;
&lt;br /&gt;
If you don't know how deep your aquifer is, either use the &amp;quot;reveal&amp;quot; command in DFHack to check, or just set the tiletypes range to encompass multiple z-levels. For instance, use &amp;quot;range 4 4 20&amp;quot; and use &amp;quot;tiletypes-here&amp;quot; on a tile 20 layers below the surface of your shaft.&lt;br /&gt;
&lt;br /&gt;
==== Command-line (Linux/OS X) ====&lt;br /&gt;
Note that this prevents Light aquifers as well as Heavy ones!&lt;br /&gt;
&lt;br /&gt;
 cd df_linux/raw/objects/&lt;br /&gt;
 sed -i 's/\[AQUIFER\]/(AQUIFER)/g' inorganic_stone_*.txt&lt;br /&gt;
&lt;br /&gt;
and generate world.  To edit an already generated world, run the &amp;lt;code&amp;gt;sed&amp;lt;/code&amp;gt; command in the &amp;lt;tt&amp;gt;df_linux/data/save/''regionNN''/raw/objects&amp;lt;/tt&amp;gt; folder instead. &lt;br /&gt;
&lt;br /&gt;
OS X requires an argument to the &amp;lt;code&amp;gt;-i&amp;lt;/code&amp;gt; flag, which is used as an extension to create backup files (but it can be empty):&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;pre&amp;gt;sed -i '' 's/\[AQUIFER\]/(AQUIFER)/g' inorganic_stone_*.txt&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to restore the tags later, you can do it with the command:&lt;br /&gt;
&lt;br /&gt;
 sed -i 's/(AQUIFER)/[AQUIFER]/g' inorganic_stone_*.txt&lt;br /&gt;
&lt;br /&gt;
==== Text editor (All operating systems) ====&lt;br /&gt;
You can manually perform the Command-line method above.&lt;br /&gt;
&lt;br /&gt;
There are three files. They can be found in two different places.&lt;br /&gt;
&lt;br /&gt;
For every new world you make:&lt;br /&gt;
    “THE FOLDER DF IS INSTALLED IN”/raw/objects&lt;br /&gt;
&lt;br /&gt;
For worlds that have already been made:&lt;br /&gt;
    “THE FOLDER DF IS INSTALLED IN”/data/save/“THE WORLD YOU ARE EDITING”/raw/objects&lt;br /&gt;
&lt;br /&gt;
The three files you are editing are:&lt;br /&gt;
     inorganic_stone_layer.txt&lt;br /&gt;
     inorganic_stone_mineral.txt&lt;br /&gt;
     inorganic_stone_soil.txt&lt;br /&gt;
&lt;br /&gt;
Open these in a text editior.&lt;br /&gt;
Open the “Find and Replace” function of your text editor.&lt;br /&gt;
&lt;br /&gt;
Replace all instances of&lt;br /&gt;
[AQUIFER]&lt;br /&gt;
with &lt;br /&gt;
(AQUIFER)&lt;br /&gt;
&lt;br /&gt;
Later on, if you would like to reverse the process, replace (AQUIFER) with [AQUIFER].&lt;br /&gt;
&lt;br /&gt;
== Benefits of aquifers ==&lt;br /&gt;
Aquifers can be useful for building a self-sufficient fortress, and are often indispensable for water-related [[megaprojects]] in maps without a river.&lt;br /&gt;
&lt;br /&gt;
Aquifers outside [[ocean]] biomes also contain fresh water. Since aquifers are almost always located close to the surface, freshwater aquifers can easily be turned into a source of infinite, secure, non-freezing drinking water for your dwarves, eliminating the need for a [[Reservoir|cistern]]. While both of these roles can also be filled by [[Caverns|cavern]] features, an aquifer allows you to get the same advantages without exposing yourself to potentially ~~dangerous~~ Fun cavern creatures.&lt;br /&gt;
&lt;br /&gt;
=== A benefit of Heavy Aquifers? ===&lt;br /&gt;
Although annoying, Heavy aquifers can absorb an infinite amount of water, meaning they can function as a drain for anything above them. For instance, digging a pit in a lower Z level of the aquifer, then connecting it to a breached aquifer a level above through a channel dug a level above ''that'' will create a permanently flowing, compact, secure water/power source completely contained within the fortress.  &lt;br /&gt;
&lt;br /&gt;
== Technical implementation of the aquifer version split ==&lt;br /&gt;
&lt;br /&gt;
The aquifer split introduced in 0.47.01 uses the crude but effective random appearing method of making all aquifers light unless the Drainage modulo 20 equals 7.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Some light aquifers may not appear on the embark screen.{{bug|11358}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=79224.15 QuantumMenace's two-slit method] for breaching aquifers of any depth - Illustrated guide&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=141600 Hatch trick] described with ascii art.&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Aquifer&amp;diff=253674</id>
		<title>Aquifer</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Aquifer&amp;diff=253674"/>
		<updated>2020-06-27T13:35:36Z</updated>

		<summary type="html">&lt;p&gt;Albedo: good job, L - 1 more for ya&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|15:04, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:aqua_varied.png|thumb|right|158px|Area with a varied aquifer.]]An '''aquifer''' is a subterranean layer of [[water|groundwater]]-bearing rock or [[soil]]. As of {{version|0.47.01}}, there are two types of aquifers: {{DFtext|Light aquifer|1:1}} and {{DFtext|Heavy aquifer|1:1}}, with Light aquifers being by far the most common. Prior to this, all aquifers behaved as the &amp;quot;Heavy&amp;quot; type.&lt;br /&gt;
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Aquifers are tiles which produce water in their ''neighboring'' tiles -- north, south, east, west, and below. They do not produce water in the tile above them, nor in any diagonally-adjacent tiles. &lt;br /&gt;
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Aquifers cannot be drained; the groundwater is limitless, with even a single isolated tile leaking water forever. However, [[smoothing|smoothed]], mined, carved staircase, or channeled aquifer tiles no longer produce water. &lt;br /&gt;
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Aquifers located in [[ocean]] [[biome]]s will produce salty water; aquifers in other biomes will produce freshwater. The frequency of aquifers differs between embark locations.&lt;br /&gt;
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If you are digging an up/down staircase in the downward direction and you hit an aquifer, the aquifer tile will be revealed as damp soil or stone and the digging job will be un-designated for that tile. If you are mining horizontally, you will similarly be warned of a &amp;quot;damp stone&amp;quot; before breaching the aquifer. If you are digging an up/down staircase in the ''upward'' direction, or a ramp, and you hit an aquifer from below, the aquifer tile will immediately start producing water in the stairwell. In the case of Heavy aquifers, this can lead to a lot of [[Fun]].&lt;br /&gt;
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== Light Aquifers ==&lt;br /&gt;
Light Aquifers are by far the most common (being ~19 out of every 20 aquifers), and produce water at a greatly diminished rate. As a result, they can easily be penetrated with minimal effort by digging out one level at a time and walling it off reasonably quickly. Light aquifers can be very useful for low-water applications such as slowly filling a cistern for wells, or feeding an atomspheric waterfall.&lt;br /&gt;
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An open tile will receive light-aquifer water if it's directly north, south, east, west, or below a light aquifer tile. There's no diagonal transmission.&lt;br /&gt;
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The amount of water that the open tile receives is random. On average, an open tile will receive four units of light-aquifer water per month. But that number can go as low as two or as high as six.&lt;br /&gt;
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If an open tile is adjacent to a single light-aquifer tile, then it receives just as much water as an open tile surrounded by light-aquifer tiles. One is all you need.&lt;br /&gt;
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Water at level 1/7 does not evaporate on a floor of what had been a light aquifer tile.&lt;br /&gt;
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Unlike heavy aquifers, light aquifers tiles do not drain away water.&lt;br /&gt;
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== Heavy Aquifers ==&lt;br /&gt;
Unlike Light Aquifers, Heavy aquifers produce water almost immediately, effectively halting excavation at or below the aquifer level. This, in conjunction with the fact that they are often located in areas rich in [[loam]] and [[sand]], makes it difficult to find great quantities of [[stone]] in areas with heavy aquifers, making for more challenging gameplay.&lt;br /&gt;
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Unmined heavy aquifer tiles also act as an infinite ''sink'' for water, just like an open map edge. A single aquifer tile can absorb any amount of [[pressure|pressurized]] water each tick, limited only by the supply. One less obvious consequence is that if an opening is made through a multi-layer aquifer, only the lowest opened layer will ever fill with water.&lt;br /&gt;
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Empirically, Heavy aquifers gain approximately 1/7 water every 14 ticks, though production has been observed to vary from 2-28 ticks. This rate does not appear to change significantly based on the number of adjacent aquifer tiles.&lt;br /&gt;
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== Varied Aquifers ==&lt;br /&gt;
In addition to the {{DFtext|Heavy|1:1}} and {{DFtext|Light|1:1}} types of aquifer, DF can also display {{DFtext|Varied aquifer|1:1}} on the pre embark screen, which means there are some tiles with light and some tiles with heavy aquifers in the embark rectangle (also note that the biomes of neighboring tiles can &amp;quot;spill over&amp;quot; into a tile, resulting in different, unannounced, aquifers in those parts).&lt;br /&gt;
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== Where they are found ==&lt;br /&gt;
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Aquifers appear based on the elevation of the terrain. Low elevations - particularly those near rivers and oceans - are more prone to having an aquifer present, while locations closer to mountains are much less likely, but still possible.&lt;br /&gt;
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Layers which '''can''' contain aquifers:&lt;br /&gt;
*[[sandy clay loam]]&lt;br /&gt;
*[[silty clay loam]]&lt;br /&gt;
*[[loam]]&lt;br /&gt;
*[[sandy loam]]&lt;br /&gt;
*[[silt loam]]&lt;br /&gt;
*[[loamy sand]]&lt;br /&gt;
*[[silt]]&lt;br /&gt;
*[[sand (tan)|sand]]&lt;br /&gt;
*[[yellow sand]]&lt;br /&gt;
*[[white sand]]&lt;br /&gt;
*[[black sand]]&lt;br /&gt;
*[[red sand]]&lt;br /&gt;
*[[peat]]&lt;br /&gt;
*[[pelagic clay]]&lt;br /&gt;
*[[calcareous ooze]]&lt;br /&gt;
*[[siliceous ooze]]&lt;br /&gt;
*[[sandstone]]&lt;br /&gt;
*[[conglomerate]]&lt;br /&gt;
*[[puddingstone]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Note: only layers with the [AQUIFER] token can support aquifers. Other layers can appear directly below an aquifer and will blink &amp;quot;damp&amp;quot;, but they are not actually part of the aquifer, but digging into them will still cause water to come from above. Please check the raws for the [AQUIFER] token before adding to this list. --&amp;gt;&lt;br /&gt;
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Layers which '''cannot''' contain aquifers, despite their names suggesting otherwise:&lt;br /&gt;
*[[clay]]&lt;br /&gt;
*[[silty clay]]&lt;br /&gt;
*[[sandy clay]]&lt;br /&gt;
*[[clay loam]]&lt;br /&gt;
*[[siltstone]]&lt;br /&gt;
*[[mudstone]]&lt;br /&gt;
&lt;br /&gt;
== Working in aquifers ==&lt;br /&gt;
When working in aquifers, some points to keep in mind include:&lt;br /&gt;
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*Water on the tile where a worker is standing will cause job cancellations if it gets too high. A construction job (e.g. wall building) will be suspended by 2/7 depth, but a mining job will only be stopped by 4/7 depth of water.&lt;br /&gt;
* Flowing water will cause parents to drop their infants, leading to job cancellations and occasionally [[fun]].&lt;br /&gt;
* Aquifers do not create water in diagonal tiles, but do create water in open tiles directly below them. Therefore, you will want to dig two z-levels below the lowest aquifer layer before continuing with your fortress.&lt;br /&gt;
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=== Probing an aquifer ===&lt;br /&gt;
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You can discover what layer lies below an aquifer layer by digging up/down stairs into the aquifer. This will reveal the tile below the aquifer layer, and if this is non-aquifer (for example, clay, ore or bedrock) then you know the aquifer is only 1z deep at that location. This method can only be used to determine whether the aquifer is 1 layer deep, or multiple layers deep, but this is still enough information to help plan how to penetrate it. Using a pump-based method is highly recommended for multiple layer Heavy aquifers.&lt;br /&gt;
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== Dealing with Heavy Aquifers ==&lt;br /&gt;
===Going around===&lt;br /&gt;
If your embark site is covered by multiple biomes, there is a chance the Heavy aquifer is not present in every biome.  In some maps this may be indicated by an outcropping of stone in a landscape otherwise composed of soil; in other maps the change in biome might be visible as a change in soil type, vegetation type or density.  You might be able to dig down through a biome that doesn't have a heavy aquifer, to a Z-level below the heavy aquifer, and then (if you wish) tunnel beneath the heavy aquifer to the previously -inaccessible region.&lt;br /&gt;
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Even if all the biomes of your site contain aquifers, they might not all be at the same Z-level, so you still might be able to dig down in one biome, reaching a Z-level beneath the aquifer in another biome.&lt;br /&gt;
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Additionally, if your biome contains deep cliffs, for instance, in the form of a river gorge, it may be possible to build a staircase down the side of the gorge past the aquifer.&lt;br /&gt;
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=== The double slit method ===&lt;br /&gt;
{{Main|Double-slit method}}&lt;br /&gt;
This is one of the most commonly-used methods, due to its convenience and power. It was originally developed by QuantumMenace, and is also mentioned below under [[#The pump method|the pump method]].&lt;br /&gt;
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=== The hatch trick ===&lt;br /&gt;
The hatch trick is a simple method for putting one or two dwarves through a single Heavy aquifer layer. (This is not to be mistaken with only working for a single layer aquifer.) You can use the trick to essentially bypass the problematic final layer of a multi-layer aquifer, allowing access to the rock layers and caverns before you've put a sealed staircase through the aquifer.&lt;br /&gt;
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First you must dig a pair of up/down stairs into the aquifer (i.e. as in twin slit), while draining one of the tiles with a screw pump, simply build a hatch on the tile (the hatch must be built on a downstairs or up/down stairs for the trick to work). Once the hatch is constructed, with the pump still operating, designate an up/down staircase under the hatch, a miner will dig the staircase out while standing 'on top' of the hatch, he can then pass through the hatch to continue digging, the hatch will let 1-2 water through with him before closing and preventing further water from following the miner. The miner is now safely under the aquifer and can dig down to the caverns or to the map edge and establish a drain, allowing you to use the much faster [[#The drainage method|drainage from below method]] to finish penetrating the aquifer. This can save a lot of time for multiple-layer aquifers where the final layer is sand. It is also quicker and cleaner than cave-in for single layer aquifers if you plan to extend a staircase straight down to the caverns anyway (making the drain essentially free).&lt;br /&gt;
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===The ore method===&lt;br /&gt;
On maps where the aquifer is not held in a layer of soil, but instead is held in a [[sedimentary layer]] such as sandstone, it may be possible to tunnel down through deposits of ore such as [[magnetite]]. For this to work you have to find a spot where there is coincidentally an ore deposit on each Z-level you need to dig through.  This is only possible through tiresome trial and error, or through the use of a utility like DFHack's &amp;lt;tt&amp;gt;reveal&amp;lt;/tt&amp;gt;.  The trial and error method can be accomplished somewhat more easily by digging up/down stairs to reveal the layer underneath them without actually digging into the underlying layer.  This method is more complicated with aquifers located in layers of [[conglomerate]], as large clusters of [[puddingstone]] will support the aquifer and thus cannot be used to provide a path through it.&lt;br /&gt;
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=== The &amp;quot;Chicken Run&amp;quot; technique ===&lt;br /&gt;
In versions of the game earlier than {{version|0.40.23}}, this term meant having a reasonably fast/skilled miner dig a set of up/down staircases faster than the water from the aquifer could fall down the stairs and block movement into the mining tile. With luck, a miner could breach the caverns this way, allowing the aquifer water to drain. After the addition of job priorities, this became impossible. Now, when a newly revealed damp tile cancels mining, the miner will revert to &amp;quot;No Job&amp;quot; status and will take a few dozen ticks to resume mining. In that time, the miner will walk away and the site will be flooded, making the tile below unreachable.&lt;br /&gt;
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A limited but useful variant of this technique still exists. By digging downward staircases in the layer above the aquifer, those tiles can be revealed as damp, and thus will not trigger the mining cancellation. A sufficiently fast miner (Professional or so should do for soil layers, depending on agility) can then dig a stair in one of the tiles, and before that tile floods, channel out an adjacent tile. The channel will breach the layer below, and if that layer is also an aquifer, it will of course act as an infinite drain for water from above. This then opens the possibility of opening space to work in the upper layer.&lt;br /&gt;
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While not a direct staircase in the original method, establishing a drain with just a pick is also possible with a dabbling miner. One can channel an aquifer tile from up to four ramps dug at the corners of the tile to be channeled, such that the channel priority is higher than the ramp-digging priority. Using this, one can establish drains into the next level of a soil aquifer, as digging progress accumulates in revealed tiles.&lt;br /&gt;
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If you fail to mine fast enough, or if flowing water pushes your miner down the channeled ramp, the dwarf will usually walk up the stairs to safety, but it is possible that the miner might &amp;lt;s&amp;gt;drown&amp;lt;/s&amp;gt; have fun. In stone aquifers, a legendary miner can manage with one attempt at channeling, and at minimum, a proficient miner can manage with four, though in the second case they'll risk drowning and can take weeks to dig the next channel to expand the drain.&lt;br /&gt;
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=== Exploiting cave-ins ===&lt;br /&gt;
Conceptually this method involves removing the aquifer-bearing sand, soil or rock using channeling, and then dropping an island of dry sand, soil or clay into the resulting pond, a staircase can then be dug through the center of the resulting artificial island. This requires at least one natural dry layer, but is more flexible if two or more are available. An advantage of these methods is that they can be carried out by a single miner with no resources other than a pick.&lt;br /&gt;
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This does not work with [[construction|constructed]] walls since they deconstruct on cave-in.&lt;br /&gt;
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'''Note:''' There is a bug{{bug|1206}} that can occasionally prevent this method from working. Collapsed layers often turn into the layer type that was dug out at the level where they land (e.g. dry loam becomes dry sand). On occasion, a dry layer collapsed into an aquifer will also transform into actual aquifer tiles (e.g. dry loam becomes water-producing sand). It is unknown what triggers this behavior, but when it occurs it will be impossible to pierce the aquifer using cave-ins.&lt;br /&gt;
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When unmined tiles collapse into a liquid, the displaced liquid teleports to sit ''on top'' of the collapsed tiles. Thus, when plugging an aquifer, it is usually advisable to incorporate aquifer drain space into the design to dispose of the displaced water.&lt;br /&gt;
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==== Cave-in example ====&lt;br /&gt;
[[File:Aquifer-Plug.png|frame|none|Note: Side View]]&lt;br /&gt;
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*Dig stairs down to the aquifer. Dig over the aquifer layer but under your &amp;quot;plug&amp;quot;. You'll need a 5x5 landmass. (Slide 2)&lt;br /&gt;
*Channel out the area the plug will fall into. (Slide 3)&lt;br /&gt;
*Leave a single floor tile on top of the plug and dig out the outer layer of your plug. The plug should be a 3x3 landmass now. The single floor tile must keep the plug from falling. (Slide 3)&lt;br /&gt;
*Channel out the floor tile holding up the plug. (Slides 4 &amp;amp; 5)&lt;br /&gt;
*Construct floor tiles to reach the plug and dig through the middle to get under the aquifer. (Slide 6)&lt;br /&gt;
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==== Concentric Ring Method for Multiple Layers ====&lt;br /&gt;
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If you build many rings inside one another in your top drop layer, you can breach multi-level aquifers with as little as 2 natural layers of dry soil above it.  Drop the rings from the outside to the inside using constructed arms to hold the center rings in place.  Once a ring drops into the water below it, pump out the water in the center and dig down another layer.  When that is complete, drop the next ring and continue the process until you are through.  Since you start dropping rings from the outside it is necessary to know how many levels deep the aquifer is before you begin.&amp;lt;br&amp;gt;&lt;br /&gt;
Tutorial for more than one Aquifier can be found here: [[User:Rhenaya/HowtoDualAquifer]]&lt;br /&gt;
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==== &amp;quot;Chicken-Run&amp;quot; plug ====&lt;br /&gt;
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This method was developed for a single-pick challenge on a hostile biome. In the specific (but common) case of a 2-Z thick soil aquifer, with two dry layers above, it is possible to very quickly penetrate the aquifer using a cave-in without breaching the surface and compromising the fort's security. The method starts with a Chicken Run (see above), after which an area of the upper aquifer level is cleared out with drainage into the lower level. The lower dry level is then collapsed, which means that the sub-surface level only needs to be mined (to release the plug) rather than collapsed as part of the plug.&lt;br /&gt;
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The procedure is described in detail {{Forum|129994.msg4620421#msg4620421|in this and the following posts}}.&lt;br /&gt;
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While not yet demonstrated, it should be possible to use successive cycles of chicken-running and clearing to pierce arbitrarily deep soil aquifers this way.&lt;br /&gt;
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=== The pump method ===&lt;br /&gt;
The pumping method uses one or more [[screw pump|pumps]] to keep an area dry long enough to smooth or [[wall]] off the sides, stopping the flow of water.  It requires no special environment or resources, other than wood and dwarves (and patience).  Most commonly, a modestly-sized section of the aquifer layer is channeled out and several screw pumps are built facing it.  Directly behind each of the screw pumps a few tiles are channeled out to receive and dispose of the pumped water.  When the pumps are activated, they should pump water faster than the aquifer can produce it, allowing masons to smooth or build walls around your future staircase.  You ''will'' get job cancellations during this process, as stray 2/7's of water interrupt the building process.  Just unsuspend the construction when this happens, as long a dwarf manages to touch the wall before canceling, it will move incrementally toward completion and eventually finish.  Depending on the availability of screw pumps and dwarves, you may need to wall off one corner or side at a time, then move the pumps and repeat.  When drilling through more than one aquifer layer, be sure to leave yourself enough room to build additional layers of pumps and water disposal channels on lower levels. &lt;br /&gt;
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Things to consider: &lt;br /&gt;
* The smaller your work area, the less water your dwarves will have to remove and the faster construction will finish. For a single-layer soil aquifer, you only need to mine five tiles (your stairway and walls directly North, South, East, and West of it); single-layer stone aquifers require only a single tile be channeled.&lt;br /&gt;
* Mechanical [[power]] may come in handy, but dwarf power works just fine and is much more portable.&lt;br /&gt;
* Channels can sometimes be used in place of walls, causing water produced by the aquifer on one level to immediately fall and be consumed by the aquifer on the level below.&lt;br /&gt;
* This method may take a while.&lt;br /&gt;
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==== Specific pump methods in detail ====&lt;br /&gt;
QuantumMenace's [[double-slit method]] can pierce an aquifer of any depth using only wood and dwarven labor. Taken from [http://www.bay12forums.com/smf/index.php?topic=79224.15 this forum post].&lt;br /&gt;
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Earlier in the same thread, Hans Lemurson laid out a very dwarfy method that can also pierce aquifers of any depth, using several pumps and machinery. [http://www.bay12forums.com/smf/index.php?topic=79224.0#msg2058307 Find it here].&lt;br /&gt;
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A convenient method without job cancellation using a [[pump stack]] was presented by kingubu in [http://www.bay12forums.com/smf/index.php?topic=143064.0 this forum post], see [[Pump-stack_method]]&lt;br /&gt;
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Leonidas posted a [http://www.bay12forums.com/smf/index.php?topic=169616.0 detailed procedure], copiously illustrated, for tunneling through any aquifer with limited resources and relative safety.&lt;br /&gt;
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===The freezing method===&lt;br /&gt;
If you are playing in a freezing or very cold landscape, where it snows in winter and instantly freezes water on the map, you can dig out a 3x3 hole in the ground using [[channel]]s, and make it deeper and deeper until you reach the aquifer level. Once you reach the damp rock, tunnel into it with up/down staircases, then channel out the downstairs, the exposed water will turn to ice, digging the up/downstairs before channeling allows the tiles to safely fill with 7/7 water before being frozen, this avoids the hazard of miners being encased in ice and avoids a bug(?) where frozen water which is less than 7/7 deep does not produce a floor above it. The central square of the 3x3 hole should be tunnelable ice, so you can get to the rock beneath.&lt;br /&gt;
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If your fortress is in a zone that gets warm, build walls around the inside of the hole to stop the water coming in once the ice melts. In order to build a wall around a 1x1 staircase it will be necessary to have a 5x5 hole, since you need to leave an outer ring of ice to seal the aquifer.&lt;br /&gt;
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If the aquifer is multiple layers deep you will need to start with a sufficiently large hole to account for both an ice wall to seal the aquifer and a constructed wall to seal the ice wall for each layer of the aquifer. A pump based method might be preferable.&lt;br /&gt;
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As an alternative to building a second wall to seal the ice wall, you can establish a drain into the caverns, and build a constructed wall when the melt comes.&lt;br /&gt;
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===The magma/obsidian method===&lt;br /&gt;
If you have access to a supply of magma, you can create your own obsidian caissons. By channeling into the aquifer layer and then filling these channels with magma, or by digging staircases and pouring magma down the staircases, it is possible to create a wall of obsidian between your working area and the [[water]]-bearing rock or [[soil]]. However, changes to world generation with the last version have made this method more difficult than it once was, as it is now harder to find magma vents that extend above the aquifer level.&lt;br /&gt;
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===The drainage method===&lt;br /&gt;
Having made an initial hole in the aquifer, you may wish to punch another larger hole through, say for example to grow wild strawberries in the caverns. Or you may simply want an additional (natural stone!) staircase. Once you have access from below this is much easier than digging from above, and it has the additional benefit of producing a shaft of exactly the size you want.&lt;br /&gt;
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Locate the caverns and dig a drainage shaft of up/down stairs or downward stairs up from the caverns to the aquifer (downward stairs function as grates and are far safer than channeling). Once the drainage shaft is complete punch the shaft up through the aquifer (using up/down stairs) until you hit dry dirt. Now mine out the walls around the shaft and build constructed walls to seal the aquifer. It's even faster if the walls are dug out using down stairs instead, constructed walls can be built on the stairs and water falls straight through, thus construction can always be started and is never suspended. Always build the walls from the highest layer down, so the dwarves aren't having water dumped on them from above.&lt;br /&gt;
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This method can be used to create arbitrarily large (and shaped) holes. Large holes, which would be impractical to dig from above, are very easy using this technique. It's also extremely useful for digging straight shafts through &amp;quot;layercake&amp;quot; aquifers where aquifer tiles and non-aquifer tiles are intermixed.&lt;br /&gt;
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Just be very aware that your framerate is bound to suffer, if you are not fast with plugging the aquifer walls.&lt;br /&gt;
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===The modding method===&lt;br /&gt;
By editing the raws and removing the [AQUIFER] tag from all of the appropriate entries in inorganic_stone_layer.txt, inorganic_stone_mineral.txt, and inorganic_stone_soil.txt it is possible to remove all aquifers from the world.  This can be done before creating a new world or after, if you find a particularly neat location ruined only by the presence of an aquifer. In order to modify an existing world, you must delete the [AQUIFER] tag from the raws in the savegame's folder.&lt;br /&gt;
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==== With PyLNP ====&lt;br /&gt;
Disable aquifers in the options tab before generating a new world.  This works similarly to the command-line method below, but is usually a lot easier.&lt;br /&gt;
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==== With DFHack ====&lt;br /&gt;
The DFHack command &amp;quot;light-aquifers-only&amp;quot; changes all Heavy aquifers to Light Aquifers.&lt;br /&gt;
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If you prefer not having to deal with aquifers at all, the DFHack command &amp;quot;drain-aquifer&amp;quot; removes the aquifer flag from all tiles in your current embark without requiring raw edits.  &lt;br /&gt;
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If you have DFHack, this is the best method.&lt;br /&gt;
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===== With DFHack's tiletypes command =====&lt;br /&gt;
DFHack's [https://github.com/DFHack/dfhack/blob/master/Readme.rst#tiletypes &amp;quot;tiletypes&amp;quot;] command lets you remove the aquifer flag from specific tiles only. This is useful if you want to keep a Heavy aquifer on your map, but don't want to deal with the hassle of breaching it.&lt;br /&gt;
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To create 4x4 aquiferless shaft, do this:&lt;br /&gt;
 1) Type &amp;quot;tiletypes&amp;quot; in DFHack to open the tiletypes tool&lt;br /&gt;
 2) Type in the following commands to set the tool's filter, paint and brush settings accordingly:&lt;br /&gt;
   - filter any&lt;br /&gt;
   - paint aqua 0&lt;br /&gt;
   - range 4 4&lt;br /&gt;
 3) In Dwarf Fortress, press 'k' to bring up the cursor, and move the cursor to the position you want the top left tile of your shaft to be.&lt;br /&gt;
 4) In DFHack, type &amp;quot;run&amp;quot;. The aquifer will be removed in a 4x4 square below and to the right of your cursor.&lt;br /&gt;
 5) Repeat steps 3 and 4 for every aquifer layer you have. Don't worry about hitting non-aquifer tiles, they shouldn't be affected by the tool at all.&lt;br /&gt;
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Alternatively, in step two you can provide a third number for the range. This number will represent how many Z levels deep to remove aquifers.&lt;br /&gt;
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If you don't know how deep your aquifer is, either use the &amp;quot;reveal&amp;quot; command in DFHack to check, or just set the tiletypes range to encompass multiple z-levels. For instance, use &amp;quot;range 4 4 20&amp;quot; and use &amp;quot;tiletypes-here&amp;quot; on a tile 20 layers below the surface of your shaft.&lt;br /&gt;
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==== Command-line (Linux/OS X) ====&lt;br /&gt;
Note that this prevents Light aquifers as well as Heavy ones!&lt;br /&gt;
&lt;br /&gt;
 cd df_linux/raw/objects/&lt;br /&gt;
 sed -i 's/\[AQUIFER\]/(AQUIFER)/g' inorganic_stone_*.txt&lt;br /&gt;
&lt;br /&gt;
and generate world.  To edit an already generated world, run the &amp;lt;code&amp;gt;sed&amp;lt;/code&amp;gt; command in the &amp;lt;tt&amp;gt;df_linux/data/save/''regionNN''/raw/objects&amp;lt;/tt&amp;gt; folder instead. &lt;br /&gt;
&lt;br /&gt;
OS X requires an argument to the &amp;lt;code&amp;gt;-i&amp;lt;/code&amp;gt; flag, which is used as an extension to create backup files (but it can be empty):&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;pre&amp;gt;sed -i '' 's/\[AQUIFER\]/(AQUIFER)/g' inorganic_stone_*.txt&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to restore the tags later, you can do it with the command:&lt;br /&gt;
&lt;br /&gt;
 sed -i 's/(AQUIFER)/[AQUIFER]/g' inorganic_stone_*.txt&lt;br /&gt;
&lt;br /&gt;
==== Text editor (All operating systems) ====&lt;br /&gt;
You can manually perform the Command-line method above.&lt;br /&gt;
&lt;br /&gt;
There are three files. They can be found in two different places.&lt;br /&gt;
&lt;br /&gt;
For every new world you make:&lt;br /&gt;
    “THE FOLDER DF IS INSTALLED IN”/raw/objects&lt;br /&gt;
&lt;br /&gt;
For worlds that have already been made:&lt;br /&gt;
    “THE FOLDER DF IS INSTALLED IN”/data/save/“THE WORLD YOU ARE EDITING”/raw/objects&lt;br /&gt;
&lt;br /&gt;
The three files you are editing are:&lt;br /&gt;
     inorganic_stone_layer.txt&lt;br /&gt;
     inorganic_stone_mineral.txt&lt;br /&gt;
     inorganic_stone_soil.txt&lt;br /&gt;
&lt;br /&gt;
Open these in a text editior.&lt;br /&gt;
Open the “Find and Replace” function of your text editor.&lt;br /&gt;
&lt;br /&gt;
Replace all instances of&lt;br /&gt;
[AQUIFER]&lt;br /&gt;
with &lt;br /&gt;
(AQUIFER)&lt;br /&gt;
&lt;br /&gt;
Later on, if you would like to reverse the process, replace (AQUIFER) with [AQUIFER].&lt;br /&gt;
&lt;br /&gt;
== Benefits of aquifers ==&lt;br /&gt;
Aquifers can be useful for building a self-sufficient fortress, and are often indispensable for water-related [[megaprojects]] in maps without a river.&lt;br /&gt;
&lt;br /&gt;
Aquifers outside [[ocean]] biomes also contain fresh water. Since aquifers are almost always located close to the surface, freshwater aquifers can easily be turned into a source of infinite, secure, non-freezing drinking water for your dwarves, eliminating the need for a [[Reservoir|cistern]]. While both of these roles can also be filled by [[Caverns|cavern]] features, an aquifer allows you to get the same advantages without exposing yourself to potentially ~~dangerous~~ Fun cavern creatures.&lt;br /&gt;
&lt;br /&gt;
=== A benefit of Heavy Aquifers? ===&lt;br /&gt;
Although annoying, Heavy aquifers can absorb an infinite amount of water, meaning they can function as a drain for anything above them. For instance, digging a pit in a lower Z level of the aquifer, then connecting it to a breached aquifer a level above through a channel dug a level above ''that'' will create a permanently flowing, compact, secure water/power source completely contained within the fortress.  &lt;br /&gt;
&lt;br /&gt;
== Technical implementation of the aquifer version split ==&lt;br /&gt;
&lt;br /&gt;
The aquifer split introduced in 0.47.01 uses the crude but effective random appearing method of making all aquifers light unless the Drainage modulo 20 equals 7.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Some light aquifers may not appear on the embark screen.{{bug|11358}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=79224.15 QuantumMenace's two-slit method] for breaching aquifers of any depth - Illustrated guide&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=141600 Hatch trick] described with ascii art.&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Immigration&amp;diff=253673</id>
		<title>DF2014 Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Immigration&amp;diff=253673"/>
		<updated>2020-06-27T13:29:45Z</updated>

		<summary type="html">&lt;p&gt;Albedo: /* Necromancers */ you tell me...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hard-coded Waves ==&lt;br /&gt;
&lt;br /&gt;
Note that the first two waves are &amp;quot;hard-coded&amp;quot; to appear regardless of fortress wealth, danger, or civilization extinction. Those waves *are* subject to the population caps (and were previously, though with the &amp;quot;liaison information enables the cap feature&amp;quot; it was nearly impossible to enable the cap before the first two waves arrived without setting it directly with DFHack). Now that the population caps take immediate effect it is much easier to block the first two waves, but they still ignore the in-game variables that all other waves use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Early Immigration ==&lt;br /&gt;
&lt;br /&gt;
In my new fortress, the first thing I created was a trade depot. Just after finishing the depot, merchants have arrived. Just after the message that they would be leaving soon, the first immigrant wave appeared! Like, two weeks after embarking, 10 dwarves! Although I find it quite a blessing as I'm usually struggling with the low work force of the first seven, I'm not sure if this could be expected behavior. Not a single dwarf, merchant, caravan, etc. has left the map. How could they possibly know? Maybe we should add a paragraph explicitly explaining the danger of early immigration or something, just in case people didn't bring enough food for potentially 17 dwarves. But, is this expected behavior or even an unknown bug? Oh, and to the usefulness of the first waves: it was a legendary shearer, two high master potters and two bone doctors, among other useful skills --[[User:Janni|Janni]] ([[User talk:Janni|talk]]) 10:02, 3 January 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minimum Migrants for Second Wave? ==&lt;br /&gt;
&lt;br /&gt;
I just had my second wave of migrants, and got the &amp;quot;The fortress attracted no migrants this season.&amp;quot; message. Perhaps the claim that the minimum size for the first two waves is 1 is not true?&lt;br /&gt;
&lt;br /&gt;
This is the 2nd fortress in the world. The first one told me that the civilization was extinct, and I'd likely get high-ranked officials. This was true. I had the King and wasted a lot of resources trying to get fancy enough rooms for the guy... until the fortress fell after a crippling werelizard infection followed by a huge swarm of undead. This fortress gave me on such message, but the first dwarven caravan is still here, without a liason.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Shane|Shane]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Did you have a population cap set at or below your current number of dwarves? Or no strict population cap at all? (A bug set the strict population cap to &amp;quot;0&amp;quot; if it wasn't defined in the init file.) Even the &amp;quot;hard coded&amp;quot; migrant waves are affected by the population caps.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:22, 1 March 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
To chime in, I also had &amp;quot;No migrants this season.&amp;quot; for the second wave. I only had 3 dwarves arrive the first wave, and chose a dwarf civilization with very few members. My pop cap is set to 30. There was a seize going on during the second year, so maybe the second wave was blocked, though. --[[Special:Contributions/1.175.1.165|1.175.1.165]] 10:54, 26 March 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Migrants even though parent civ dead ==&lt;br /&gt;
&lt;br /&gt;
I embarked on an island and resurrected a dead dwarven civ. One of my dwarves immediately became the king. After the first two migrant waves, I have noticed that more migrants keep arriving, even though the dwarves were wiped out. Is this a bug, or a new feature?&lt;br /&gt;
[[Special:Contributions/96.241.60.219|96.241.60.219]] 03:21, 28 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Neither? Your civilization was not, in fact, dead. Even without an active site your civilization can live on (think &amp;quot;refugees&amp;quot;) for some time. In this quasi-dead state, migrants will be generated &amp;quot;from thin air&amp;quot; to fill your fortress. A truly-dead civilization will produce no migrants beyond the first two hard-coded waves. Unfortunately, determining whether a civilization is quasi-dead or truly-dead isn't straightforward.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:22, 1 March 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No Migration ==&lt;br /&gt;
&lt;br /&gt;
I've run three games now in version 0.40.05, each one lasting 2 to 3 years and in all of them I received no immigrants at all. The first one was on an island, so I thought that was it but the next two were not. In one of them my outpost liaison was a goblin so I thought maybe the civilization was extinct, but even if that had been the case I thought I should have gotten the two hard-coded migration waves. The third one had nothing suspicious about it at all.&lt;br /&gt;
&lt;br /&gt;
The only thing I can think of is that I set my population cap to 100 and maybe there's a bug that causes that setting to prevent any immigration at all, but I've checked and there does not appear to be any such bug listed. Does anyone know what I might be doing wrong, or is this an undocumented bug? [[Special:Contributions/64.180.242.196|64.180.242.196]] 14:01, 1 May 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Version 0.40 added a strict population cap, and changed how the caps work. In early releases of the v0.40 branch there were reports that mods were removing the strict population cap from the init file, causing the game to default to &amp;quot;0&amp;quot;  (which prevents immigration). If you have both population caps set correctly then you might have more luck asking on the [http://www.bay12forums.com/smf/index.php?board=7.0 gameplay questions forum].--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 18:00, 1 May 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I thought I was on v0.40.24, but it looks like I'm on v0.40.05. The other thing I've checked is whether there's any migrants hanging out on the edges not able to find my fort as I don't have a meeting hall, just a meeting area. I've double checked the pop cap in the d_init file, but I didn't see one in the init file. You mention &amp;quot;both population caps&amp;quot; but I only see one. I'm using the Mayday graphics set, so maybe that's the issue. The pop cap I see is: [POPULATION_CAP:100] in the d_init file. I'll look for what the second setting should be. Thanks. [[Special:Contributions/64.180.242.196|64.180.242.196]] 20:53, 1 May 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Yup, that did it. I added [STRICT_POPULATION_CAP:150] and suddenly there were 8 dwarves that wanted in (despite the fact that 6 of the starting 7 were slaughtered in an ambush - FUN!!! - even the traders were running away in horror).&lt;br /&gt;
&lt;br /&gt;
== Size of first two waves ==&lt;br /&gt;
The article says &amp;quot;The first two migrant waves have a minimum size of 1, if it has a relative in your group already, and a maximum size of 10.&amp;quot; To the contrary, the first wave I got had 11 migrants, and the second had 12. Anyone know what could have caused this, or if the article is simply wrong? [[Special:Contributions/2001:4830:2446:EE:A46B:F8CE:C01F:6FBF|2001:4830:2446:EE:A46B:F8CE:C01F:6FBF]] 20:21, 23 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, the first two waves you received may not have been the first two attempted waves (which could have been blocked by a siege or a population cap setting). It's also quite possible that the article is outdated, or that information was simply incorrect when it was added back in [http://dwarffortresswiki.org/index.php?title=v0.31:Immigration&amp;amp;oldid=150267 2011]. If you're reasonably confident those were your first two attempted waves, feel free to fix the article.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 23:29, 23 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Necromancers ==&lt;br /&gt;
&lt;br /&gt;
Do these need their own section?&lt;br /&gt;
--&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 10:24, 27 June 2020 (UTC)&lt;br /&gt;
: [[Dwarf Fortress Wiki:Community Portal#B|Rule B]] is &amp;quot;Be Bold&amp;quot;, so you tell me - do we (and by &amp;quot;we&amp;quot; I mean &amp;quot;you&amp;quot;, at least to start) have enough information on &amp;quot;Necromancer immigrants&amp;quot; to, specifically, support adding their own sub-section?  (I know I don't. :/ )  But if you do, or think you have enough to just start it, do it! [[User:Albedo|Albedo]] ([[User talk:Albedo|talk]]) 13:29, 27 June 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014:Symptoms&amp;diff=253672</id>
		<title>DF2014:Symptoms</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014:Symptoms&amp;diff=253672"/>
		<updated>2020-06-27T13:19:08Z</updated>

		<summary type="html">&lt;p&gt;Albedo: /* Blisters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wrong namespace|Symptom}}&lt;br /&gt;
&lt;br /&gt;
{{av}}{{Quality|Exceptional}}&lt;br /&gt;
A '''symptom''' is a status effect most often caused by contracting a [[syndrome]]. They range from mild temporary annoyances to lifelong disabilities to even death if untreated. An affected dwarf will need to be diagnosed at a [[Hospital]] before a treatment can be prescribed.&lt;br /&gt;
&lt;br /&gt;
==Blisters==&lt;br /&gt;
'''Effects''': Areas affected become prone to infection, this becomes more and more likely as severity goes up. While usually harmless in itself*, a resulting infection might cause a loss of life or limb if not properly dealt with.&lt;br /&gt;
: (* unless in the lungs, in which case the unlucky dwarf may be unable to breathe if the effect or a subsequent infection is severe.)&lt;br /&gt;
&lt;br /&gt;
==Bleeding==&lt;br /&gt;
'''Effects''': Areas affected will continue to bleed for the duration of the effect and will not taper off like a normal wound. In effect it suggests that whatever caused the wound had an anti-coagulant in the venom. This will quickly cause an affected creature to bleed out if the syndrome is not immediately treated.&lt;br /&gt;
&lt;br /&gt;
==Bruising==&lt;br /&gt;
'''Effects''': Causes pain long after the blunt trauma that caused it is over. Even the most severe bruises will heal without intervention, but may hint at fractures under the skin.&lt;br /&gt;
&lt;br /&gt;
==Cough==&lt;br /&gt;
'''Effects''': Dwarf will stop and cough occasionally. While nearly harmless by itself severe coughs will sometimes bring up blood. In this case it's a sign of internal hemorrhaging.&lt;br /&gt;
&lt;br /&gt;
==Dizziness==&lt;br /&gt;
'''Effects''': Creature might stumble/fall in a random direction when attempting to perform an action (including moving [!!!]). The more severe the dizziness the more likely this is to happen. Beware that stumbling, much like dodging, might end up putting a dwarf in a moat, or chasm, or magma, or off a wall, or falling just enough to land unconscious for a second on a cage trap. The list goes on.&lt;br /&gt;
&lt;br /&gt;
==Drowsiness==&lt;br /&gt;
'''Effects''': Creature tires faster than normal and requires more sleep. This can be almost unnoticeable if the severity is low, but results in narcoleptic fits if high.&lt;br /&gt;
&lt;br /&gt;
==Fever==&lt;br /&gt;
'''Effects''': Appears to reduce the ability to focus. Intense fevers can also cause stunning. While a fever in itself seems relatively harmless, it's often just the most visible symptom. Feverish dwarfs blink with a red &amp;quot;X&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Impaired Function==&lt;br /&gt;
'''Effects''': Creature will be unable to use affected body parts for the duration. Much of the functionality here is mirrored in swelling, but this allows certain parts (such as organs) that normally can't swell to still cease functioning&lt;br /&gt;
&lt;br /&gt;
==Nausea==&lt;br /&gt;
'''Effects''': Creature will stop and [[Vomit]]. How often this happens depends on severity. Sustained and intense vomiting will cause dwarfs to dehydrate.&lt;br /&gt;
&lt;br /&gt;
==Necrosis==&lt;br /&gt;
'''Effects''': The affected tissue starts to rot away, which needless to say is a medical emergency. If action isn't quickly taken to remove the tissue (through either surgery or amputation) it will spread throughout the body and may cause [[Health_care#Infection|infection]], killing the creature. Also commonly seen in [[Undead]] creatures.&lt;br /&gt;
&lt;br /&gt;
==Numbness==&lt;br /&gt;
'''Effects''': Creature will not be able to feel affected body parts. This makes pain a non-issue, but also hampers their use (I.E. Something with numb hands will find using weapons difficult, something who has a leg that's fallen asleep with have difficulty standing). Prolonged numbness will lead to permanent sensory nerve damage.&lt;br /&gt;
&lt;br /&gt;
==Oozing==&lt;br /&gt;
'''Effects''': A sign of infection. Infected areas heal much slower and might kill if especially severe or widespread.&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
'''Effects''': Creatures that aren't in a martial trance that have pain above a certain level get all their rolls halved. They might give into pain and fall unconscious depending on toughness. This is more likely to happen more often the more severe the pain is, which is usually fatal in combat, since enemies will automatically target the unconscious victim's head with a perfectly accurate, perfectly square strike.&lt;br /&gt;
&lt;br /&gt;
==Paralysis==&lt;br /&gt;
'''Effects''': The creature can't move. Severity only decreases the chance of resisting the symptom. Untargeted paralysis often leads to suffocation in smaller creatures, which can include dwarves.&lt;br /&gt;
&lt;br /&gt;
==Swelling==&lt;br /&gt;
'''Effects''': Impedes the ability to use affected areas. Normally fairly harmless but can cause death by suffocation if it affects the throat. Prolonged swelling will lead to necrosis.&lt;br /&gt;
&lt;br /&gt;
==Unconsciousness==&lt;br /&gt;
'''Effects''': Affected creature will pass out for the duration of this effect, even if the creature isn't in pain or extremely tired.&lt;br /&gt;
&lt;br /&gt;
==Vomiting Blood==&lt;br /&gt;
'''Effects''': Much as excessive vomiting can lead to death from dehydration, vomiting blood can lead to death from blood loss. Considered to be a separate condition from coughing blood. If your creature happens to have green blood you'll be unable to tell this from nausea without checking the tiles.&lt;br /&gt;
&lt;br /&gt;
[[ru:DF2012:Symptoms]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=253671</id>
		<title>Syndrome</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=253671"/>
		<updated>2020-06-27T13:17:43Z</updated>

		<summary type="html">&lt;p&gt;Albedo: copy edit; format info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|13:02, 6 April 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Snakebite.png|200px|thumb|right|An example of a syndrome in effect. This hippo did not ultimately survive the encounter despite one bite being the only injury sustained.]]&lt;br /&gt;
A '''syndrome''' is a specific combination of [[symptoms]] that a poor, helpless creature might get from a disease, venom or other effect, through encountering certain other creatures, substances, or supernatural [[weather]].  Syndromes generally cause unpleasant and frequently fatal symptoms over a short to long period of time, but some will clear up over time or with the assistance of a [[doctor]].  A [[Health care|hospital]] is required to diagnose and potentially treat those syndromes that can be helped by treatment. &lt;br /&gt;
&lt;br /&gt;
==List of syndromes==&lt;br /&gt;
Syndromes are generally named after the animal, substance or effect that delivers them.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Syndrome&lt;br /&gt;
! Venom&lt;br /&gt;
! Acquired&lt;br /&gt;
! Short-term Symptoms&lt;br /&gt;
! Long-term Symptoms&lt;br /&gt;
! Chronic Symptoms &lt;br /&gt;
|-&lt;br /&gt;
| Adder bite&lt;br /&gt;
| adder venom (injected)&lt;br /&gt;
| Being bitten by an [[adder]], [[giant adder]] or [[adder man]]&lt;br /&gt;
| Strong pain&lt;br /&gt;
| Swelling&amp;lt;br&amp;gt;Blisters&amp;lt;br&amp;gt;Nausea&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bark scorpion sting&lt;br /&gt;
| bark scorpion venom (injected)&lt;br /&gt;
| Being stung by a [[bark scorpion]], [[giant bark scorpion]] or [[bark scorpion man]]&lt;br /&gt;
| Strong pain&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Black mamba bite&lt;br /&gt;
| black mamba venom (injected)&lt;br /&gt;
| Being bitten by a [[black mamba]], [[giant black mamba]] or [[black mamba man]]&lt;br /&gt;
| Dizziness&amp;lt;br&amp;gt;Drowsiness&amp;lt;br&amp;gt;Strong pain&amp;lt;br&amp;gt;Fever&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Blob blisters&lt;br /&gt;
| cave blob fluid&amp;lt;br /&amp;gt;(contact or ingested)&lt;br /&gt;
| Touching a [[cave blob]]&lt;br /&gt;
| Mild pain&amp;lt;br/&amp;gt;Mild blisters&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Brown recluse spider bite&lt;br /&gt;
| brown recluse spider venom (injected)&lt;br /&gt;
| Being bitten by a [[brown recluse spider]], [[giant brown recluse spider]] or [[brown recluse spider man]]&lt;br /&gt;
| Nausea&amp;lt;br&amp;gt;Fever&amp;lt;br&amp;gt;Pain&amp;lt;br&amp;gt;&lt;br /&gt;
| Severe localized necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bumblebee sting&lt;br /&gt;
| bumblebee venom (injected)&lt;br /&gt;
| Being stung by a [[bumblebee]] worker&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Strong swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bushmaster bite&lt;br /&gt;
| bushmaster venom (injected)&lt;br /&gt;
| Being bitten by a [[bushmaster]], [[giant bushmaster]] or [[bushmaster man]]&lt;br /&gt;
| Strong pain&amp;lt;br&amp;gt;Mild bleeding&amp;lt;br&amp;gt;Dizziness&amp;lt;br&amp;gt;Nausea&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave floater sickness&lt;br /&gt;
| cave floater gas&amp;lt;br /&amp;gt;(inhaled or ingested)&lt;br /&gt;
| Expelled from [[cave floater]]&lt;br /&gt;
| Mild nausea&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Strong drowsiness (delayed)&amp;lt;br/&amp;gt;Strong dizziness (delayed)&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave spider bite&lt;br /&gt;
| cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[cave spider]]&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Very mild dizziness&lt;br /&gt;
|-&lt;br /&gt;
| Copperhead snake bite&lt;br /&gt;
| copperhead snake venom (injected)&lt;br /&gt;
| Being bitten by a [[copperhead snake]], [[giant copperhead snake]] or [[copperhead snake man]]&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Swelling&amp;lt;br&amp;gt;Nausea&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant cave spider bite&lt;br /&gt;
| giant cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[giant cave spider]]&lt;br /&gt;
| Size-dependant paralysis.&lt;br /&gt;
| Death by asphyxiation, in small targets. Large targets are generally unhindered...unless you count the high probability of being eaten by the giant cave spider as a hindrance.&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
|-&lt;br /&gt;
| Gila monster bite&lt;br /&gt;
| gila monster venom (injected)&lt;br /&gt;
| Being bitten by a [[gila monster]], [[giant gila monster]] or [[gila monster man]]&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Mild swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Gnomeblight&lt;br /&gt;
| [[gnomeblight]]&amp;lt;br /&amp;gt;(contact, inhaled, injected, or ingested)&lt;br /&gt;
| Purposely exposing oneself to the extract. Only affects [[mountain gnome]]s and [[dark gnome]]s.&lt;br /&gt;
| None&lt;br /&gt;
| Severe systemic necrosis&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant desert scorpion sting&lt;br /&gt;
| giant desert scorpion venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being stung by a [[giant desert scorpion]] &lt;br /&gt;
| Necrosis of the brain and nervous system&lt;br /&gt;
| '''Certain death'''&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
|- &lt;br /&gt;
| Helmet snake bite&lt;br /&gt;
| helmet snake venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[helmet snake]]&lt;br /&gt;
| Minor bleeding&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Nausea&amp;lt;br/&amp;gt;Dizziness&amp;lt;br/&amp;gt;Localized swelling&amp;lt;br/&amp;gt;Localized oozing&amp;lt;br/&amp;gt;Localized bruising&amp;lt;br/&amp;gt;Strong pain&amp;lt;br/&amp;gt;Intense localized necrosis&amp;lt;br/&amp;gt;Possible loss of limb &lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Honey bee sting&lt;br /&gt;
| honey bee venom (injected)&lt;br /&gt;
| Being stung by a [[honey bee]] worker&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Strong swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Inebriation{{version|0.42.01}}&lt;br /&gt;
| [[Alcohol]] (consumed/injected)&lt;br /&gt;
| Consuming alcoholic drinks&lt;br /&gt;
| Nausea&amp;lt;br&amp;gt;Dizziness&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Personality changes&amp;lt;br&amp;gt;Euphoria&amp;lt;br&amp;gt;Erratic behavior&amp;lt;br&amp;gt;Trouble breathing&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Iron man cough&lt;br /&gt;
| iron man gas&amp;lt;br /&amp;gt;(inhaled)&lt;br /&gt;
| Expelled by [[iron man]]&lt;br /&gt;
| Coughing blood&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| King cobra bite&lt;br /&gt;
| king cobra venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[king cobra]]&lt;br /&gt;
| Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;Pain, dizziness, drowsiness&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Phantom spider bite&lt;br /&gt;
| phantom spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[phantom spider]]&lt;br /&gt;
| None&lt;br /&gt;
| Numbness and mild dizziness&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Platypus sting&lt;br /&gt;
| platypus venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being kicked by a [[platypus]], [[giant platypus]] or [[platypus man]]&lt;br /&gt;
| Pain and swelling&lt;br /&gt;
| Extreme pain, swelling possibly to the point of necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Rattlesnake bite&lt;br /&gt;
| rattlesnake venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[rattlesnake]], [[giant rattlesnake]] or [[rattlesnake man]]&lt;br /&gt;
| Pain, nausea, blisters, swelling, bruising&lt;br /&gt;
| Severe localized necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Serpent man bite&lt;br /&gt;
| serpent man venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[serpent man]]&lt;br /&gt;
| Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Mummy's curse&lt;br /&gt;
| [[DF2014:Mummy|Disturbance interaction]].&lt;br /&gt;
| Being cursed by a [[mummy]], when caught raiding their tombs&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| 20% chance of any skill roll failing, regardless of skill.&lt;br /&gt;
|-&lt;br /&gt;
| Vampirism&lt;br /&gt;
| [[Deity|Divine]] Curse.&lt;br /&gt;
| Drinking the blood of a [[vampire]]. Toppling statues in shrines in Adventure Mode or temples in Fortress Mode (random chance).&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Victim becomes a [[vampire]].&lt;br /&gt;
|-&lt;br /&gt;
| Werebeast Curse&lt;br /&gt;
| [[Deity|Divine]] Curse.&lt;br /&gt;
| Being bitten by a [[werebeast]] or toppling statues in shrines in Adventure Mode (random chance).&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Victim becomes a [[werebeast]].&lt;br /&gt;
|-&lt;br /&gt;
| Necromancy&lt;br /&gt;
| [[Deity|Divine]] Curse.&lt;br /&gt;
| Reading a book/slab that contains the secrets of life and death.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Reader becomes a [[Necromancer]].&lt;br /&gt;
|-&lt;br /&gt;
| evil rain sickness&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
| Being caught outside in [[Weather#Evil weather|freakish weather]] in an evil [[biome]]&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|-&lt;br /&gt;
| evil cloud sickness&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Being caught in a [Weather#Evil weather|creeping cloud]] in an evil [[biome]]&lt;br /&gt;
|-&lt;br /&gt;
| beast sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[forgotten beast]]s&lt;br /&gt;
|-&lt;br /&gt;
| titan sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[titan]]s&lt;br /&gt;
|-&lt;br /&gt;
| night sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[werebeast]]s or [[experiment]]s&lt;br /&gt;
|-&lt;br /&gt;
| demon sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[demon]]s&lt;br /&gt;
|-&lt;br /&gt;
| divine sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[angel]]s&lt;br /&gt;
|}&lt;br /&gt;
: 1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.&lt;br /&gt;
: 2. Necrosis of the brain will eventually result in death once the brain rots away completely. &lt;br /&gt;
: 3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain. &lt;br /&gt;
: 4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms. &lt;br /&gt;
: 5. [[Titan]]s, [[forgotten beast]]s, [[werebeast]]s, [[experiment]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from mildly hazardous (mild [[Symptoms#Blisters|blisters]] from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood). &lt;br /&gt;
&lt;br /&gt;
==The anatomy of a syndrome==&lt;br /&gt;
Mechanically, syndromes are bundles of tokens attached to a material (or to an interaction effect; see below) - they're confined to creature materials in vanilla DF, but it's a simple matter to add them to inorganic materials.  When the material is injected, touched, inhaled, or ingested (depending on the syndrome), the creature suffers the predations of a nasty disease or poison.  Here's an example syndrome, taken from the Giant Cave Spider raws.&lt;br /&gt;
&lt;br /&gt;
If you are having troubles getting the syndromes to work (i.e., in combat reports, getting &amp;quot;'''supersnake''' n/a splatters~etc&amp;quot;), then simply throw the venom template into the actual creature's raw, which is what the LOCAL_CREATURE_MAT actually calls on; the venom being in the same file.&lt;br /&gt;
&lt;br /&gt;
    [USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
        [STATE_NAME:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [PREFIX:NONE]&lt;br /&gt;
        [ENTERS_BLOOD]&lt;br /&gt;
        [SYNDROME]&lt;br /&gt;
            [SYN_NAME:giant cave spider bite]&lt;br /&gt;
            [SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
            [SYN_IMMUNE_CREATURE:SPIDER_CAVE:ALL]&lt;br /&gt;
            [SYN_INJECTED]&lt;br /&gt;
            [CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]&lt;br /&gt;
&lt;br /&gt;
The first line, USE_MATERIAL_TEMPLATE, is creating a new material, called POISON, using the CREATURE_EXTRACT_TEMPLATE as the basis.  After this, the STATE_NAME and STATE_ADJ tokens are used to define the names and adjectives assigned to different states of the material - GAS, LIQUID and ALL_SOLID, in this case, though ALL is also a valid token.  At this stage, you can use any material tags like MAT_FIXED_TEMP or similar to set further material properties, though this usually isn't necessary.&lt;br /&gt;
&lt;br /&gt;
  ENTERS_BLOOD&lt;br /&gt;
This tag determines whether a poison enters the blood or not. If it is not included, the poison will splatter (if liquid) or flow (if gas) over the affected body part instead when injected. If you're using a contact poison, leave this out. Necessary for injected poisons.&lt;br /&gt;
  SYNDROME&lt;br /&gt;
This tag ends the material details and begins the definition of the actual syndrome.&lt;br /&gt;
  SYN_NAME&lt;br /&gt;
This one is self-explanatory - the name of the syndrome as it will appear in-game.&lt;br /&gt;
  SYN_AFFECTED_CLASS&lt;br /&gt;
This token defines what CREATURE_CLASS will be affected by the syndrome.  Most creatures are classed under GENERAL_POISON.  Multiple tokens can be used in a single syndrome.&lt;br /&gt;
  SYN_IMMUNE_CLASS&lt;br /&gt;
As above, but makes class immune.&lt;br /&gt;
  SYN_IMMUNE_CREATURE&lt;br /&gt;
This token defines which creatures CANNOT be affected by the syndrome - useful for addressing specific instances within a population, such as a specific caste or an individual creature that falls under GENERAL_POISON. Syntax is [SYN_IMMUNE_CREATURE:creature:caste]. ALL can be used for the caste.&lt;br /&gt;
  SYN_AFFECTED_CREATURE&lt;br /&gt;
As above, but makes creature or caste susceptible.&lt;br /&gt;
  SYN_CLASS&lt;br /&gt;
This tag sets a class for the syndrome that can be used in [[Interaction token|interactions.]]&lt;br /&gt;
  SYN_IDENTIFIER{{version|0.42.01}}.&lt;br /&gt;
Similar to SYN_CLASS, this sets an identifier that can be shared between multiple syndromes, for use with the SYNDROME_DILUTION_FACTOR creature token. In vanilla DF, this is used to allow dwarves to drink more alcohol before becoming inebriated.&lt;br /&gt;
  SYN_NO_HOSPITAL{{version|0.42.01}}.&lt;br /&gt;
Probably prevents affected dwarves from being carried to the hospital.{{verify}}&lt;br /&gt;
  SYN_CONCENTRATION_ADDED:x:x{{version|0.42.01}}.&lt;br /&gt;
Repeated exposure to the syndrome will result in the effects becoming more intense. In vanilla [SYN_CONCENTRATION_ADDED:100:1000] is used with alcohol.&lt;br /&gt;
&lt;br /&gt;
  SYN_INJECTED, SYN_CONTACT, SYN_INHALED, SYN_INGESTED&lt;br /&gt;
This token determines the method of infection - injected syndromes must be injected via a creature attack, while contact syndromes result from any contamination of a creature by material splatter (such as blood), inhaled syndromes must be inhaled in gaseous form (such as from boiling or a creature breath attack), and ingestion syndromes must be eaten or drunk.  Any combination of these tags can be used.  A fun variation on the usual creature injection routine is to create a material with a SYN_CONTACT syndrome and have a creature use it for blood - this tends to end poorly for any predator that chooses to attack them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:VENOM:LIQUID:100:100]&lt;br /&gt;
This is one method for getting a poison into a creature. If [ENTERS_BLOOD] is applied, it will be injected into the bloodstream. Otherwise, it will just splatter over the area. Put this on a creature attack. Substance type (gas, liquid, solid) does not appear to have an effect. The numbers on the end are minimum and maximum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CE_X, or creature effect tokens, are the real meat and bones of your syndrome.  They're detailed below.&lt;br /&gt;
&lt;br /&gt;
==Creature effect tokens==&lt;br /&gt;
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected.  An example CE token is as follows:&lt;br /&gt;
&lt;br /&gt;
  [CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner.  The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later.&lt;br /&gt;
&lt;br /&gt;
As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) ends it, the order of the intervening tokens isn't important. PEAK and END aren't required.&lt;br /&gt;
&lt;br /&gt;
*CE_X&lt;br /&gt;
The effect type.  This can be a number of different tokens, as detailed in the table below this list.&lt;br /&gt;
*SEV:X&lt;br /&gt;
The severity of the effect.  Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten.&lt;br /&gt;
*PROB:X&lt;br /&gt;
The probability of the effect actually manifesting in the victim, as a percentage.  100 means always, 1 means a 1 in 100 chance.&lt;br /&gt;
*LOCALIZED (Overwrites BP tokens)&lt;br /&gt;
This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the syndrome have no effect. This token also makes inhaled syndromes have no effect. &lt;br /&gt;
*BP:BODY_PART:TISSUE (Overwritten by LOCALIZED)&lt;br /&gt;
Specifies which body parts and tissues are to be affected by the syndrome. BODY_PART can be BY_CATEGORY:x to target body parts with a matching [CATEGORY:x] [[body token]] (or ALL to affect everything), BY_TYPE:x to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:x to target individual body parts by their ID (as specified in the [BP] token). For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL.  The syndrome would act on all bodyparts within the creature with the CATEGORY tag LUNG and affect all tissue layers.  For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all bodyparts. Multiple targets can be given in one syndrome by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target bodyparts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas. Not everything takes a target!&lt;br /&gt;
*VASCULAR_ONLY (Optional)&lt;br /&gt;
This syndrome only affects tissue layers with the VASCULAR token.&lt;br /&gt;
*MUSCULAR_ONLY (Optional)&lt;br /&gt;
This syndrome only affects tissue layers with the MUSCULAR token.  Are you seeing a trend here?&lt;br /&gt;
*SIZE_DILUTES (Optional)&lt;br /&gt;
This token presumably causes the effects of the syndrome to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.&lt;br /&gt;
*SIZE_DELAYS (Optional)&lt;br /&gt;
As above, this token has yet to be tested but presumably delays the onset of a syndrome according to the size of the victim.&lt;br /&gt;
*DWF_STRETCH:X{{version|0.42.01}} (Optional)&lt;br /&gt;
Multiplies the duration of the syndrome by X in Fortress mode.  If X is 72, syndrome will last the same amount of ticks in fortress and adventure mode.&lt;br /&gt;
*ABRUPT{{version|0.42.01}} (Optional)&lt;br /&gt;
Makes the symptom begin immediately rather than ramping up. {{verify}}&lt;br /&gt;
*CAN_BE_HIDDEN (Optional)&lt;br /&gt;
Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}&lt;br /&gt;
*RESISTABLE (Optional)&lt;br /&gt;
Determines if the effect can be hindered by the target creature's [[Attribute#Disease_Resistance|disease resistance attribute]]. Without this token, disease resistance is ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!&lt;br /&gt;
&lt;br /&gt;
Non-targeted syndromes will ignore any BP tokens and LOCALIZED tokens.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| CE_BLEEDING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BLISTERS&lt;br /&gt;
| Yes&lt;br /&gt;
| Covers the targeted bodypart with blisters.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BRUISING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to undergo bruising.&lt;br /&gt;
|-&lt;br /&gt;
| CE_IMPAIR_FUNCTION&lt;br /&gt;
| Yes&lt;br /&gt;
| An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate.  This token only affects organs, not limbs. Note that this effect is currently bugged, and will not &amp;quot;turn off&amp;quot; until the creature receives a wound to cause its body parts to update.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NECROSIS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NUMBNESS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_OOZING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes pus to ooze from the afflicted bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PAIN&lt;br /&gt;
| Yes&lt;br /&gt;
| Afflicts the targeted bodypart with intense pain.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PARALYSIS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes paralysis. Paralysis is complete paralysis and will cause suffocation in smaller creatures. Paralysis on a limb may lead to motor nerve damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SWELLING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to swell up. Extreme swelling may lead to necrosis.&lt;br /&gt;
|-&lt;br /&gt;
| CE_COUGH_BLOOD&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DIZZINESS&lt;br /&gt;
| No&lt;br /&gt;
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DROWSINESS&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Drowsiness condition.&lt;br /&gt;
|-&lt;br /&gt;
| CE_FEVER&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Fever condition.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NAUSEA&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.&lt;br /&gt;
|-&lt;br /&gt;
| CE_UNCONSCIOUSNESS&lt;br /&gt;
| No&lt;br /&gt;
| Renders unconscious.&lt;br /&gt;
|-&lt;br /&gt;
| CE_VOMIT_BLOOD&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_ERRATIC_BEHAVIOR{{version|0.42.01}}&lt;br /&gt;
| No&lt;br /&gt;
| Causes erratic behavior, meaning &amp;quot;People that like to brawl have a chance of starting a brawl-level fight with any nearby adult&amp;quot; [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady]&lt;br /&gt;
|}&lt;br /&gt;
====Healing Effects====&lt;br /&gt;
Starting with DF version 0.47.01, there are healing counterparts to most of the tokens above that will heal various syndrome effects or physical damage.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| CE_STOP_BLEEDING&lt;br /&gt;
| Yes?&lt;br /&gt;
| Decreases the severity of the bleeding of any wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the bleeding is decreased.&lt;br /&gt;
|-&lt;br /&gt;
| CE_CLOSE_OPEN_WOUNDS&lt;br /&gt;
| Yes?&lt;br /&gt;
| Closes any wounds on the targeted bodypart with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| CE_HEAL_TISSUES&lt;br /&gt;
| Yes?&lt;br /&gt;
| Heals the tissues of the targeted bodypart with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| CE_HEAL_NERVES&lt;br /&gt;
| Yes?&lt;br /&gt;
| Heals the nerves of the targeted bodypart with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_PAIN&lt;br /&gt;
| Yes?&lt;br /&gt;
| Decreases the severity of pain produced by wounds or syndrome effects on the targeted bodypart. The SEV value probably controls by how much the pain is decreased.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_SWELLING&lt;br /&gt;
| Yes?&lt;br /&gt;
| Decreases the severity of swelling on the targeted bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| CE_CURE_INFECTION&lt;br /&gt;
| Yes?&lt;br /&gt;
| Probably decreases the severity of the infection from infected wounds over time.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_PARALYSIS&lt;br /&gt;
| Yes?&lt;br /&gt;
| Decreases the severity of any paralysis effects on the targeted bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REGROW_PARTS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes missing bodyparts to regrow. SEV controls how quickly bodyparts are regrown. In adventure, parts will be regrown until you travel or wait/sleep {{bug|0011396}}.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_DIZZINESS&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any dizziness the creature has.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_NAUSEA&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any nausea the creature has.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REDUCE_FEVER&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any fever the creature has.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special Effects===&lt;br /&gt;
Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any substance or custom interaction.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| CE_ADD_TAG&lt;br /&gt;
| No&lt;br /&gt;
| tags&lt;br /&gt;
| Adds a tag to the affected creature.  Many arguments can be used sequentially within one syndrome token. Valid tags are the same as that of the [[interaction token]] '''IT_REQUIRES''', ie.&lt;br /&gt;
&lt;br /&gt;
BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, LIKES_FIGHTING (or LIKESFIGHTING), MISCHIEVOUS (or MISCHIEVIOUS), NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, NO_AGING, STERILE, UTTERANCES.&lt;br /&gt;
|-&lt;br /&gt;
| CE_REMOVE_TAG&lt;br /&gt;
| No&lt;br /&gt;
| tags&lt;br /&gt;
| Removes a tag from a creature.  Supported arguments are the same as CE_ADD_TAG.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DISPLAY_TILE&lt;br /&gt;
| No&lt;br /&gt;
| TILE:[[Tilesets|tile number]]:[[Color#Modding color|colour]]&lt;br /&gt;
| The creature displays the specified tile and colour instead of its normal one.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DISPLAY_NAME&lt;br /&gt;
| No&lt;br /&gt;
| NAME:singular:plural:adjective&lt;br /&gt;
| Attaches a specified name to the creature's normal name.&lt;br /&gt;
|-&lt;br /&gt;
| CE_FLASH_TILE&lt;br /&gt;
| No&lt;br /&gt;
| TILE:tile number:colour:FREQUENCY:ticks default tile:ticks syndrome tile&lt;br /&gt;
| The creature flashes between its normal tile and the one specified here.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PHYS_ATT_CHANGE&lt;br /&gt;
| No&lt;br /&gt;
| [[Attribute]]:percentage:fixed boost(?)&lt;br /&gt;
| Alters the physical [[attribute]]s of a creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_MENT_ATT_CHANGE&lt;br /&gt;
| No&lt;br /&gt;
| [[Attribute]]:percentage:fixed boost(?)&lt;br /&gt;
| Alters the mental [[attribute]]s of a creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BODY_APPEARANCE_MODIFIER&lt;br /&gt;
| No&lt;br /&gt;
| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?) &lt;br /&gt;
| Alters the size of the creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BP_APPEARANCE_MODIFIER&lt;br /&gt;
| Yes&lt;br /&gt;
| body part:APPEARANCE_MODIFIER:attribute:number]&lt;br /&gt;
| Alters the characteristics (height, width etc.) of a body part.&lt;br /&gt;
|-&lt;br /&gt;
| CE_MATERIAL_FORCE_MULTIPLIER&lt;br /&gt;
| No&lt;br /&gt;
| MAT_MULT:[[material token|material]]:A:B&lt;br /&gt;
| Makes creature affected by materials more or less by a factor of A/B. If A is 3 and B is 2, the creature will be 1.5x weaker to the defined material (can be NONE:NONE for all); if 2:3, the creature will be 1.5 times stronger.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SPEED_CHANGE&lt;br /&gt;
| No&lt;br /&gt;
| speed modifier:number&lt;br /&gt;
| Changes the speed of a creature. &lt;br /&gt;
Speed modifier contains one or both of:&lt;br /&gt;
* SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster)&lt;br /&gt;
* SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero)&lt;br /&gt;
The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CE_CAN_DO_INTERACTION&lt;br /&gt;
| No&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature able to perform an interaction.  See [[Interaction token]].  To specify the interaction, use the argument:&lt;br /&gt;
* CDI:INTERACTION:interaction name&lt;br /&gt;
|-&lt;br /&gt;
| CE_SPECIAL_ATTACK_INTERACTION{{version|0.47.01}}&lt;br /&gt;
| Yes&lt;br /&gt;
| INTERACTION:&amp;lt;interaction name&amp;gt;:BP:&amp;lt;selection criteria&amp;gt;:&amp;lt;name of category,type, or token of designated part/parts&amp;gt;&lt;br /&gt;
| Makes the creature able to perform an interaction when using an attack with a designated body part/parts. See [[#Spreading diseases in 0.47.01|below]] for an example&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CE_BODY_MAT_INTERACTION&lt;br /&gt;
| No&lt;br /&gt;
| MAT_TOKEN:&amp;lt;body material token&amp;gt;&lt;br /&gt;
| Causes one of the creature's body materials to trigger an interaction when the material is ingested, injected, etc (depending on the [CE:SYNDROME_TAG]s used; note that more than one may be specified). Generated vampire syndromes use '''RESERVED_BLOOD''' as the body material token in this syndrome tag, so as to specify the blood material of any creature with the syndrome.  The following tokens should be inserted after this:&lt;br /&gt;
* '''CE:INTERACTION:interaction_id''' -  replace 'interaction_id' with the name of the target interaction&lt;br /&gt;
* '''CE:SYNDROME_TAG:syndrome_trigger_type''' - replace 'syndrome_trigger_type' with any of SYN_INGESTED, SYN_INJECTED, SYN_CONTACT, SYN_INHALED&lt;br /&gt;
The linked interaction must have an [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]] token for this to work!&lt;br /&gt;
&lt;br /&gt;
Note that this currently only works on materials obtained from historical figures and has only been tested with ingested materials linked to interactions with ADD_SYNDROME interaction effects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CE_BODY_TRANSFORMATION&lt;br /&gt;
| No&lt;br /&gt;
| PROB:percentage:START:time:END:time&lt;br /&gt;
| Transforms into another creature.  PROB and END arguments optional.  The target creature may either be specified directly using CE:CREATURE or else set to be randomly selected as guided by creature and/or caste flag restrictions (of which multiple may be specified).&lt;br /&gt;
* CE:CREATURE:CREATURE_ID:CASTE_ID - Specify the creature and caste (for example: CE:CREATURE:DWARF:FEMALE). ANY can be used in place of a specific CASTE_ID to randomise the caste for every transformation.&amp;lt;br&amp;gt;&lt;br /&gt;
* CE:CREATURE_FLAG:FLAG{{version|0.47.01}} - Any creature with the specified [[:Interaction_token#Creature_and_Caste_Flags|creature flag]] is a valid transformation target.&amp;lt;br&amp;gt;&lt;br /&gt;
* CE:FORBIDDEN_CREATURE_FLAG{{version|0.47.01}} - Forbids all creatures with the specified [[:Interaction_token#Creature_and_Caste_Flags|creature flag]] from being randomly selected.&amp;lt;br&amp;gt;&lt;br /&gt;
* CE:CREATURE_CASTE_FLAG:FLAG{{version|0.47.01}} - Any creature with the specified [[:Interaction_token#Creature_and_Caste_Flags|caste flag]] is a valid transformation target.&amp;lt;br&amp;gt;&lt;br /&gt;
* CE:FORBIDDEN_CREATURE_CASTE_FLAG{{version|0.47.01}} - Forbids all creatures with the specified [[:Interaction_token#Creature_and_Caste_Flags|caste flag]] from being randomly selected.&amp;lt;br&amp;gt;&lt;br /&gt;
*CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED{{version|0.47.01}} - Unknown. Possibly disallows all creatures with only slow gaits.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Note that any wounds the creature has suffered will instantly heal upon transforming, both into and out of the target form.  [[Undead]] limbs of a creature with this token will grow into a full instance of that creature.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SKILL_ROLL_ADJUST&lt;br /&gt;
| No&lt;br /&gt;
| PERC:percentage:PERC_ON:percentage&lt;br /&gt;
| Alters the skill level of a creature.  The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SENSE_CREATURE_CLASS&lt;br /&gt;
| No&lt;br /&gt;
| START:time:CLASS:creature class:tile:color&lt;br /&gt;
| Allows creature to see other creatures with given class through walls. Vampires, for example, have START:0:CLASS:GENERAL_POISON:15:4:0:1.&lt;br /&gt;
|-&lt;br /&gt;
| CE_CHANGE_PERSONALITY{{version|0.42.01}}&lt;br /&gt;
| No&lt;br /&gt;
| FACET:[[DF2014:Personality_trait#Facets|trait]]:amount&lt;br /&gt;
| Changes a [[personality trait]] by amount. Multiple FACET:trait:amount sets may be used.&lt;br /&gt;
|-&lt;br /&gt;
| CE_FEEL_EMOTION{{version|0.42.01}}&lt;br /&gt;
| No&lt;br /&gt;
| EMOTION:[[emotion]]&lt;br /&gt;
| Makes the creature feel a specific [[emotion]]; severity based on standard SEV value. The [[thought]] the creature receives is: &amp;quot;[creature] feels [emotion] due to [syndrome name]&amp;quot;. See [[Emotion]] for the list of valid emotions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''All''' creature effect tokens take START, END and PROB numbers, and can be followed by [CE:PERIODIC] and/or [CE:COUNTER_TRIGGER] to restrict when they actually take effect.&lt;br /&gt;
* PERIODIC:period_type:min_value:max_value&lt;br /&gt;
* {{text anchor|COUNTER_TRIGGER}}:counter_name:min_value:max_value:REQUIRED&lt;br /&gt;
&lt;br /&gt;
Currently, the only valid period type is MOON_PHASE.&lt;br /&gt;
&lt;br /&gt;
===Counter Triggers===&lt;br /&gt;
Valid counter values are below:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Counter&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOLIC&lt;br /&gt;
| How long it's been (in [[time]] units) since the creature last had a drink of alcohol. Only present on creatures who need alcohol to get through the working day.&lt;br /&gt;
* 100800 (3 months) = and is starting to work slowly due to its scarcity&lt;br /&gt;
* 201600 (6 months) = and really wants a drink&lt;br /&gt;
* 302400 (9 months) = and has gone without a drink for far, far too long&lt;br /&gt;
* 403200 (1 year) = and can't even remember the last time he/she had some&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| How cave-adapted the creature is. Increases by 1 for every [[time]] unit spent underground, to a maximum of 800000.&lt;br /&gt;
* 403200 (1 year) = going outside causes irritation&lt;br /&gt;
* 604800 (1.5 years) = going outside causes nausea&lt;br /&gt;
|-&lt;br /&gt;
| PARTIED_OUT&lt;br /&gt;
| How long before the creature will decide to attend another party. Starts at 3+ months and counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| MILK_COUNTER&lt;br /&gt;
| How long before the creature can be milked again. Starts at the creature's MILK frequency and counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| EGG_SPENT&lt;br /&gt;
| How long before the creature can lay more eggs. Starts at 3 months and counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| GROUNDED_ANIMAL_ANGER&lt;br /&gt;
| How angry (and likely to attack) an animal is from being over-crowded. Increases when over-crowded and otherwise counts down to zero.&lt;br /&gt;
|-&lt;br /&gt;
| TIME_SINCE_SUCKED_BLOOD&lt;br /&gt;
| How long it's been (in [[time]] units) since the creature last sucked somebody's blood.&lt;br /&gt;
|-&lt;br /&gt;
| DRINKING_BLOOD&lt;br /&gt;
| How much longer the creature will be drinking somebody's blood. Starts at 2.4 days and counts down to zero.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
==Inorganic syndromes and you!==&lt;br /&gt;
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition.  The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced.  This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release.  &lt;br /&gt;
&lt;br /&gt;
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.&lt;br /&gt;
  [MELTING_POINT:NONE]&lt;br /&gt;
  [BOILING_POINT:10000]&lt;br /&gt;
  [MAT_FIXED_TEMP:10001]&lt;br /&gt;
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas.  Creatures who inhale the gas will be immediately hit with the syndrome you thoughtfully attached to the material definition earlier!&lt;br /&gt;
&lt;br /&gt;
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spreading diseases==&lt;br /&gt;
It's fully possible to make a nasty disease capable of spreading itself from an infected dwarf to others, though it requires some skill in modding [[interaction token|interactions]] as well. Here is an example of a plague-inflicting interaction:&lt;br /&gt;
&lt;br /&gt;
  [INTERACTION:PLAGUE]&lt;br /&gt;
  	[I_TARGET:A:CREATURE]&lt;br /&gt;
  		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
  		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
  		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  		[IT_MANUAL_INPUT:creatures]&lt;br /&gt;
  	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
  		[IE_TARGET:A]&lt;br /&gt;
  		[IE_IMMEDIATE]&lt;br /&gt;
  		[SYNDROME]&lt;br /&gt;
  			[SYN_NAME:the plague]&lt;br /&gt;
  			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  			[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]&lt;br /&gt;
  			[CE_CAN_DO_INTERACTION:START:1500:END:25000]&lt;br /&gt;
  				[CDI:ADV_NAME:Spread the plague]&lt;br /&gt;
  				[CDI:INTERACTION:PLAGUE]&lt;br /&gt;
  				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
  				[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
  				[CDI:WAIT_PERIOD:30]&lt;br /&gt;
&lt;br /&gt;
As you can see, the syndrome here inflicts blisters, fever and, after roughly a month, necrosis of the whole body - that's when the infected creatures will start dying out. But before that happens, CE_CAN_DO_INTERACTION makes them capable of spreading the plague further.&lt;br /&gt;
&lt;br /&gt;
You also need a disease vector that will bring the plague straight to your fort. (hint: use [[large rat|various]] [[rat man|species]] [[giant rat|of rats]] - they're perfect for that). The following code, added to a creature's raws, ensures the creature will infect anybody it encounters:&lt;br /&gt;
&lt;br /&gt;
  [CAN_DO_INTERACTION:PLAGUE]&lt;br /&gt;
  	[CDI:ADV_NAME:Spread the plague]&lt;br /&gt;
  	[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
  	[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
  	[CDI:WAIT_PERIOD:30]&lt;br /&gt;
&lt;br /&gt;
As soon as the said creature is startled by your dwarves, the [[fun]] will begin.&lt;br /&gt;
&lt;br /&gt;
==''In 0.47.01''==&lt;br /&gt;
As of version 0.47.01, it may be possible to use a creature's established methods of attack for use in disease-spreading.&lt;br /&gt;
&lt;br /&gt;
Let's use the borrowed example of the plague above. This time, the plague will spread through biting, using the following syndrome code:&lt;br /&gt;
&lt;br /&gt;
  [INTERACTION:PLAGUE]&lt;br /&gt;
  	[I_TARGET:A:CREATURE]&lt;br /&gt;
  		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
  		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
  		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  		[IT_MANUAL_INPUT:creatures]&lt;br /&gt;
  	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
  		[IE_TARGET:A]&lt;br /&gt;
  		[IE_IMMEDIATE]&lt;br /&gt;
  		[SYNDROME]&lt;br /&gt;
  			[SYN_NAME:the plague]&lt;br /&gt;
  			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  			[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]&lt;br /&gt;
  			[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:PLAGUE:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The line [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE_PLAGUE:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] allows any infected creature with an attack using mouth or tooth category body parts to immediately spread the disease using said attack. The victim of the attack may then spread the disease if they are able to attack with the needed body part/parts.&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:DF2012:Syndrome]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Gila_monster&amp;diff=253659</id>
		<title>Gila monster</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Gila_monster&amp;diff=253659"/>
		<updated>2020-06-27T08:09:48Z</updated>

		<summary type="html">&lt;p&gt;Albedo: &amp;quot;relatively&amp;quot; mild venom&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|16:23, 9 December 2016 (UTC)}}&lt;br /&gt;
{{creaturelookup/0&lt;br /&gt;
|bone=0-4&lt;br /&gt;
|meat=2-6&lt;br /&gt;
|scale=1&lt;br /&gt;
|fat=2-6&lt;br /&gt;
|skull=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Gila monsters''' are small [[Creature|reptiles]] found in all [[desert]] [[biome]]s. They are solitary creatures who only spawn one at a time. While carnivorous, they are less than half the size of a [[cat]] and therefore should not pose a threat to an adult [[dwarf]]. They do, however, possess a [[Syndrome|venomous]] bite which is ''relatively'' mild (as far as venoms go), but still causes pain and swelling on the victim; and with a [[Attribute#Toughness|flimsy]] dwarf, pain can lead to unconsciousness, which is never a good look in combat. &lt;br /&gt;
&lt;br /&gt;
Gila monsters are natural swimmers and are able to path through [[water]] and breathe in it, should your desert map possess any.&lt;br /&gt;
&lt;br /&gt;
Gila monsters are fairly standard as far as [[pet]]s go, should the player choose to [[Animal trainer|train]] them. They produce similar products to cats when butchered, and so can be used if the player wants some extra [[meat]]. They fare relatively well when used for [[egg production]] as they are one of the better egg-layers among desert creatures, laying between 2 to 12 [[egg]]s at a time. However, they are ultimately less productive than [[ostrich]]es and several domesticated poultry.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] gila monsters for their ''venomous bite'' and their ''colouration''.&lt;br /&gt;
&lt;br /&gt;
[[File:AZ Gila Monster 01.jpg|thumb|400px|center|Admired for its ''venomous bite''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Venom&amp;diff=253658</id>
		<title>Venom</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Venom&amp;diff=253658"/>
		<updated>2020-06-27T08:02:15Z</updated>

		<summary type="html">&lt;p&gt;Albedo: style&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|05:09, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Venom''' is a naturally-occurring poison that will cause a [[syndrome]] in certain creatures when certain conditions are met, typically when entering the [[blood]] via a [[serpent man]] or [[Giant cave spider|giant cave spider bite]]. It is produced by certain creatures according to their [[raw file]], and may be [[extracts|extracted]] and stored in [[vial]]s. &lt;br /&gt;
&lt;br /&gt;
Each specific animal's venom delivers a [[Syndrome#List of syndromes|specific syndrome]], which is a known combination of [[symptoms]], some short term, some long term, and some (in rare cases) permanent (aka &amp;quot;chronic&amp;quot;). Some few syndromes (such as [[gila monster]]s') are seen as mild annoyances, some (such as a [[giant desert scorpion]]s') are a death sentence, but most are a mortal threat, at least. Of the wide of variety possible symptoms, one of the mildest is [[Symptoms#Nausea|nausea]] and vomiting, but even that can dehydrate a dwarf and take them out of combat while they seek to quench their thirst. The most immediately dangerous venoms cause [[Symptoms#Paralysis|paralysis]], which can stop the lungs, leading to suffocation. Most any bite that causes strong [[Symptoms#Pain|pain]] can in turn cause unconsciousness, leaving the victim helpless in combat, which is rarely survived.  Longer term, [[Symptoms#Blisters|blisters]] can lead to deadly infections, and [[Symptoms#Necrosis|necrosis]] (which causes tissue to die) of any body part can also lead to eventual death, but the usual treatment, amputation, is not much better.  Even [[Symptoms#Dizziness|mild dizziness]] can be a death sentence to any dwarf who works or travels near magma, water or long falls (and do any ''not''?).  There are few venoms that ''can't'' kill an unlucky dwarf, one way or the other; if your fortress has many venomous creatures nearby, have some [[coffin]]s ready.&lt;br /&gt;
&lt;br /&gt;
Currently, it is disputed whether or not venom can be administered, but it may still be purchased or sold.&lt;br /&gt;
&lt;br /&gt;
Research has shown that in at least some circumstances, venom and other syndrome-inducing materials can be spattered or covered upon weapons and bolts, which may result in attacks inflicting the related syndromes. {{cite forum|106397}}&lt;br /&gt;
&lt;br /&gt;
Some [[forgotten beast]]s and [[titan]]s are generated with venom, which they can inject through bites or stingers, alternatively covering their bodies entirely or making their [[blood]] toxic.&lt;br /&gt;
&lt;br /&gt;
[[File:venom_snake.jpg|thumb|250px|center|A snake's venom.]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Syndrome]] for a list of various venomous varmints.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = zamoth&lt;br /&gt;
| elvish  = neleni&lt;br /&gt;
| goblin  = luskon&lt;br /&gt;
| human   = ámtoc&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
{{Category|Extracts}}&lt;br /&gt;
[[ru:Venom]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Venom&amp;diff=253657</id>
		<title>Venom</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Venom&amp;diff=253657"/>
		<updated>2020-06-27T07:59:52Z</updated>

		<summary type="html">&lt;p&gt;Albedo: how many different ways can you say &amp;quot;death sentence&amp;quot;?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|05:09, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Venom''' is a naturally-occurring poison that will cause a [[syndrome]] in certain creatures when certain conditions are met, typically when entering the [[blood]] via a [[serpent man]] or [[Giant cave spider|giant cave spider bite]]. It is produced by certain creatures according to their [[raw file]], and may be [[extracts|extracted]] and stored in [[vial]]s. &lt;br /&gt;
&lt;br /&gt;
Each specific animal's venom delivers a [[Syndrome#List of syndromes|specific syndrome]], which is a known combination of [[symptoms]], some short term, some long term, and some (in rare cases) permanent (aka &amp;quot;chronic&amp;quot;). Some few syndromes (such as [[gila monster]]s') are seen as mild annoyances, some (such as a [[giant desert scorpion]]s') are a death sentence, but most are a mortal threat, at least. Of the wide of variety possible symptoms, one of the mildest is [[Symptoms#Nausea|nausea]] and vomiting, but even that can dehydrate a dwarf and take them out of combat while they seek to quench their thirst. The most immediately dangerous venoms cause [[Symptoms#Paralysis|paralysis]], which can stop the lungs, leading to suffocation. Most any bite that causes strong [[Symptoms#Pain|pain]] can in turn cause unconsciousness, leaving the victim helpless in combat, which is rarely survived. Even [[Symptoms#Dizziness|mild dizziness]] can be a death sentence to any dwarf who works or travels near magma, water or long falls (and do any ''not''?).  Longer term, [[Symptoms#Blisters|blisters]] can lead to deadly infections, and [[Symptoms#Necrosis|necrosis]] (which causes tissue to die) of any body part can also lead to eventual death, but the usual treatment, amputation, is not much better.  If your fortress has many venomous creatures nearby, have some [[coffin]]s ready.&lt;br /&gt;
&lt;br /&gt;
Currently, it is disputed whether or not venom can be administered, but it may still be purchased or sold.&lt;br /&gt;
&lt;br /&gt;
Research has shown that in at least some circumstances, venom and other syndrome-inducing materials can be spattered or covered upon weapons and bolts, which may result in attacks inflicting the related syndromes. {{cite forum|106397}}&lt;br /&gt;
&lt;br /&gt;
Some [[forgotten beast]]s and [[titan]]s are generated with venom, which they can inject through bites or stingers, alternatively covering their bodies entirely or making their [[blood]] toxic.&lt;br /&gt;
&lt;br /&gt;
[[File:venom_snake.jpg|thumb|250px|center|A snake's venom.]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Syndrome]] for a list of various venomous varmints.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = zamoth&lt;br /&gt;
| elvish  = neleni&lt;br /&gt;
| goblin  = luskon&lt;br /&gt;
| human   = ámtoc&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
{{Category|Extracts}}&lt;br /&gt;
[[ru:Venom]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Venom&amp;diff=253656</id>
		<title>Venom</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Venom&amp;diff=253656"/>
		<updated>2020-06-27T07:58:08Z</updated>

		<summary type="html">&lt;p&gt;Albedo: &amp;amp; more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|05:09, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Venom''' is a naturally-occurring poison that will cause a [[syndrome]] in certain creatures when certain conditions are met, typically when entering the [[blood]] via a [[serpent man]] or [[Giant cave spider|giant cave spider bite]]. It is produced by certain creatures according to their [[raw file]], and may be [[extracts|extracted]] and stored in [[vial]]s. &lt;br /&gt;
&lt;br /&gt;
Each specific animal's venom delivers a [[Syndrome#List of syndromes|specific syndrome]], which is a known combination of [[symptoms]], some short term, some long term, and some (in rare cases) permanent (aka &amp;quot;chronic&amp;quot;). Some few syndromes (such as [[gila monster]]s') are seen as mild annoyances, some (such as a [[giant desert scorpion]]s') are a death sentence, but most are a mortal threat, at least. Of the wide of variety possible symptoms, one of the mildest is [[Symptoms#Nausea|nausea]] and vomiting, but even that can dehydrate a dwarf and take them out of combat while they seek to quench their thirst. The most immediately dangerous venoms cause [[Symptoms#Paralysis|paralysis]], which can stop the lungs, leading to suffocation. Most any bite that causes strong [[Symptoms#Pain|pain]] can in turn cause unconsciousness, leaving the victim helpless in combat, which is often fatal. Even [[Symptoms#Dizziness|mild dizziness]] can be a death sentence to any dwarf who works or travels near magma, water or long falls (and do any ''not''?).  Longer term, [[Symptoms#Blisters|blisters]] can lead to deadly infections, and [[Symptoms#Necrosis|necrosis]] (which causes tissue to die) of any body part can also lead to eventual death, but the usual treatment, amputation, is not much better.  If your fortress has many venomous creatures nearby, have some [[coffin]]s ready.&lt;br /&gt;
&lt;br /&gt;
Currently, it is disputed whether or not venom can be administered, but it may still be purchased or sold.&lt;br /&gt;
&lt;br /&gt;
Research has shown that in at least some circumstances, venom and other syndrome-inducing materials can be spattered or covered upon weapons and bolts, which may result in attacks inflicting the related syndromes. {{cite forum|106397}}&lt;br /&gt;
&lt;br /&gt;
Some [[forgotten beast]]s and [[titan]]s are generated with venom, which they can inject through bites or stingers, alternatively covering their bodies entirely or making their [[blood]] toxic.&lt;br /&gt;
&lt;br /&gt;
[[File:venom_snake.jpg|thumb|250px|center|A snake's venom.]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Syndrome]] for a list of various venomous varmints.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = zamoth&lt;br /&gt;
| elvish  = neleni&lt;br /&gt;
| goblin  = luskon&lt;br /&gt;
| human   = ámtoc&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
{{Category|Extracts}}&lt;br /&gt;
[[ru:Venom]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014:Symptoms&amp;diff=253655</id>
		<title>DF2014:Symptoms</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014:Symptoms&amp;diff=253655"/>
		<updated>2020-06-27T07:48:12Z</updated>

		<summary type="html">&lt;p&gt;Albedo: T:DEL  - Rule N, singular nouns&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wrong namespace|Symptom}}&lt;br /&gt;
&lt;br /&gt;
{{av}}{{Quality|Exceptional}}&lt;br /&gt;
A '''symptom''' is a status effect most often caused by contracting a [[syndrome]]. They range from mild temporary annoyances to lifelong disabilities to even death if untreated. An affected dwarf will need to be diagnosed at a [[Hospital]] before a treatment can be prescribed.&lt;br /&gt;
&lt;br /&gt;
==Blisters==&lt;br /&gt;
'''Effects''': Areas affected become prone to infection, this becomes more and more likely as severity goes up. While harmless in itself, unless in the lungs in which the unlucky dwarf will be unable to breathe, a resulting infection might cause a loss of life or limb if not properly dealt with.&lt;br /&gt;
&lt;br /&gt;
==Bleeding==&lt;br /&gt;
'''Effects''': Areas affected will continue to bleed for the duration of the effect and will not taper off like a normal wound. In effect it suggests that whatever caused the wound had an anti-coagulant in the venom. This will quickly cause an affected creature to bleed out if the syndrome is not immediately treated.&lt;br /&gt;
&lt;br /&gt;
==Bruising==&lt;br /&gt;
'''Effects''': Causes pain long after the blunt trauma that caused it is over. Even the most severe bruises will heal without intervention, but may hint at fractures under the skin.&lt;br /&gt;
&lt;br /&gt;
==Cough==&lt;br /&gt;
'''Effects''': Dwarf will stop and cough occasionally. While nearly harmless by itself severe coughs will sometimes bring up blood. In this case it's a sign of internal hemorrhaging.&lt;br /&gt;
&lt;br /&gt;
==Dizziness==&lt;br /&gt;
'''Effects''': Creature might stumble/fall in a random direction when attempting to perform an action (including moving [!!!]). The more severe the dizziness the more likely this is to happen. Beware that stumbling, much like dodging, might end up putting a dwarf in a moat, or chasm, or magma, or off a wall, or falling just enough to land unconscious for a second on a cage trap. The list goes on.&lt;br /&gt;
&lt;br /&gt;
==Drowsiness==&lt;br /&gt;
'''Effects''': Creature tires faster than normal and requires more sleep. This can be almost unnoticeable if the severity is low, but results in narcoleptic fits if high.&lt;br /&gt;
&lt;br /&gt;
==Fever==&lt;br /&gt;
'''Effects''': Appears to reduce the ability to focus. Intense fevers can also cause stunning. While a fever in itself seems relatively harmless, it's often just the most visible symptom. Feverish dwarfs blink with a red &amp;quot;X&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Impaired Function==&lt;br /&gt;
'''Effects''': Creature will be unable to use affected body parts for the duration. Much of the functionality here is mirrored in swelling, but this allows certain parts (such as organs) that normally can't swell to still cease functioning&lt;br /&gt;
&lt;br /&gt;
==Nausea==&lt;br /&gt;
'''Effects''': Creature will stop and [[Vomit]]. How often this happens depends on severity. Sustained and intense vomiting will cause dwarfs to dehydrate.&lt;br /&gt;
&lt;br /&gt;
==Necrosis==&lt;br /&gt;
'''Effects''': The affected tissue starts to rot away, which needless to say is a medical emergency. If action isn't quickly taken to remove the tissue (through either surgery or amputation) it will spread throughout the body and may cause [[Health_care#Infection|infection]], killing the creature. Also commonly seen in [[Undead]] creatures.&lt;br /&gt;
&lt;br /&gt;
==Numbness==&lt;br /&gt;
'''Effects''': Creature will not be able to feel affected body parts. This makes pain a non-issue, but also hampers their use (I.E. Something with numb hands will find using weapons difficult, something who has a leg that's fallen asleep with have difficulty standing). Prolonged numbness will lead to permanent sensory nerve damage.&lt;br /&gt;
&lt;br /&gt;
==Oozing==&lt;br /&gt;
'''Effects''': A sign of infection. Infected areas heal much slower and might kill if especially severe or widespread.&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
'''Effects''': Creatures that aren't in a martial trance that have pain above a certain level get all their rolls halved. They might give into pain and fall unconscious depending on toughness. This is more likely to happen more often the more severe the pain is, which is usually fatal in combat, since enemies will automatically target the unconscious victim's head with a perfectly accurate, perfectly square strike.&lt;br /&gt;
&lt;br /&gt;
==Paralysis==&lt;br /&gt;
'''Effects''': The creature can't move. Severity only decreases the chance of resisting the symptom. Untargeted paralysis often leads to suffocation in smaller creatures, which can include dwarves.&lt;br /&gt;
&lt;br /&gt;
==Swelling==&lt;br /&gt;
'''Effects''': Impedes the ability to use affected areas. Normally fairly harmless but can cause death by suffocation if it affects the throat. Prolonged swelling will lead to necrosis.&lt;br /&gt;
&lt;br /&gt;
==Unconsciousness==&lt;br /&gt;
'''Effects''': Affected creature will pass out for the duration of this effect, even if the creature isn't in pain or extremely tired.&lt;br /&gt;
&lt;br /&gt;
==Vomiting Blood==&lt;br /&gt;
'''Effects''': Much as excessive vomiting can lead to death from dehydration, vomiting blood can lead to death from blood loss. Considered to be a separate condition from coughing blood. If your creature happens to have green blood you'll be unable to tell this from nausea without checking the tiles.&lt;br /&gt;
&lt;br /&gt;
[[ru:DF2012:Symptoms]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Venom&amp;diff=253654</id>
		<title>Venom</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Venom&amp;diff=253654"/>
		<updated>2020-06-27T07:41:38Z</updated>

		<summary type="html">&lt;p&gt;Albedo: expansion, examples&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|05:09, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Venom''' is a naturally-occurring poison that will cause a [[syndrome]] in certain creatures when certain conditions are met, typically when entering the [[blood]] via a [[serpent man]] or [[Giant cave spider|giant cave spider bite]]. It is produced by certain creatures according to their [[raw file]], and may be [[extracts|extracted]] and stored in [[vial]]s. &lt;br /&gt;
&lt;br /&gt;
Each specific animal's venom delivers a [[Syndrome#List of syndromes|specific syndrome]], which is a known combination of [[symptoms]], some short term, some long term, and some (in rare cases) permanent (aka &amp;quot;chronic&amp;quot;). Some syndromes (such as [[gila monster]]s') are seen as mild annoyances, some (such as a [[giant desert scorpion]]s') are mortally serious. Of the wide of variety possible symptoms, one of the mildest is [[Symptoms#Nausea|nausea]] and vomiting, but even that can dehydrate a dwarf and take them out of combat while they seek to quench their thirst. The most immediately dangerous venoms cause [[Symptoms#Paralysis|paralysis]], which can stop the lungs, leading to suffocation. Most any bite that causes strong [[Symptoms#Pain|pain]] can in turn cause unconsciousness, leaving the victim helpless in combat, which is often a death sentence by itself. Longer term, [[Symptoms#Blisters|blisters]] can lead to deadly infections, and [[Symptoms#Necrosis|necrosis]] (which causes tissue to die) of any body part can also lead to eventual death, but the usual treatment, amputation, is not much better.&lt;br /&gt;
&lt;br /&gt;
Currently, it is disputed whether or not venom can be administered, but it may still be purchased or sold.&lt;br /&gt;
&lt;br /&gt;
Research has shown that in at least some circumstances, venom and other syndrome-inducing materials can be spattered or covered upon weapons and bolts, which may result in attacks inflicting the related syndromes. {{cite forum|106397}}&lt;br /&gt;
&lt;br /&gt;
Some [[forgotten beast]]s and [[titan]]s are generated with venom, which they can inject through bites or stingers, alternatively covering their bodies entirely or making their [[blood]] toxic.&lt;br /&gt;
&lt;br /&gt;
[[File:venom_snake.jpg|thumb|250px|center|A snake's venom.]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Syndrome]] for a list of various venomous varmints.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = zamoth&lt;br /&gt;
| elvish  = neleni&lt;br /&gt;
| goblin  = luskon&lt;br /&gt;
| human   = ámtoc&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
{{Category|Extracts}}&lt;br /&gt;
[[ru:Venom]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014:Symptoms&amp;diff=253653</id>
		<title>DF2014:Symptoms</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014:Symptoms&amp;diff=253653"/>
		<updated>2020-06-27T07:21:10Z</updated>

		<summary type="html">&lt;p&gt;Albedo: de-capitalize&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
A '''symptom''' is a status effect most often caused by contracting a [[syndrome]]. They range from mild temporary annoyances to lifelong disabilities to even death if untreated. An affected dwarf will need to be diagnosed at a [[Hospital]] before a treatment can be prescribed.&lt;br /&gt;
&lt;br /&gt;
==Blisters==&lt;br /&gt;
'''Effects''': Areas affected become prone to infection, this becomes more and more likely as severity goes up. While harmless in itself, unless in the lungs in which the unlucky dwarf will be unable to breathe, a resulting infection might cause a loss of life or limb if not properly dealt with.&lt;br /&gt;
&lt;br /&gt;
==Bleeding==&lt;br /&gt;
'''Effects''': Areas affected will continue to bleed for the duration of the effect and will not taper off like a normal wound. In effect it suggests that whatever caused the wound had an anti-coagulant in the venom. This will quickly cause an affected creature to bleed out if the syndrome is not immediately treated.&lt;br /&gt;
&lt;br /&gt;
==Bruising==&lt;br /&gt;
'''Effects''': Causes pain long after the blunt trauma that caused it is over. Even the most severe bruises will heal without intervention, but may hint at fractures under the skin.&lt;br /&gt;
&lt;br /&gt;
==Cough==&lt;br /&gt;
'''Effects''': Dwarf will stop and cough occasionally. While nearly harmless by itself severe coughs will sometimes bring up blood. In this case it's a sign of internal hemorrhaging.&lt;br /&gt;
&lt;br /&gt;
==Dizziness==&lt;br /&gt;
'''Effects''': Creature might stumble/fall in a random direction when attempting to perform an action (including moving [!!!]). The more severe the dizziness the more likely this is to happen. Beware that stumbling, much like dodging, might end up putting a dwarf in a moat, or chasm, or magma, or off a wall, or falling just enough to land unconscious for a second on a cage trap. The list goes on.&lt;br /&gt;
&lt;br /&gt;
==Drowsiness==&lt;br /&gt;
'''Effects''': Creature tires faster than normal and requires more sleep. This can be almost unnoticeable if the severity is low, but results in narcoleptic fits if high.&lt;br /&gt;
&lt;br /&gt;
==Fever==&lt;br /&gt;
'''Effects''': Appears to reduce the ability to focus. Intense fevers can also cause stunning. While a fever in itself seems relatively harmless, it's often just the most visible symptom. Feverish dwarfs blink with a red &amp;quot;X&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Impaired Function==&lt;br /&gt;
'''Effects''': Creature will be unable to use affected body parts for the duration. Much of the functionality here is mirrored in swelling, but this allows certain parts (such as organs) that normally can't swell to still cease functioning&lt;br /&gt;
&lt;br /&gt;
==Nausea==&lt;br /&gt;
'''Effects''': Creature will stop and [[Vomit]]. How often this happens depends on severity. Sustained and intense vomiting will cause dwarfs to dehydrate.&lt;br /&gt;
&lt;br /&gt;
==Necrosis==&lt;br /&gt;
'''Effects''': The affected tissue starts to rot away, which needless to say is a medical emergency. If action isn't quickly taken to remove the tissue (through either surgery or amputation) it will spread throughout the body and may cause [[Health_care#Infection|infection]], killing the creature. Also commonly seen in [[Undead]] creatures.&lt;br /&gt;
&lt;br /&gt;
==Numbness==&lt;br /&gt;
'''Effects''': Creature will not be able to feel affected body parts. This makes pain a non-issue, but also hampers their use (I.E. Something with numb hands will find using weapons difficult, something who has a leg that's fallen asleep with have difficulty standing). Prolonged numbness will lead to permanent sensory nerve damage.&lt;br /&gt;
&lt;br /&gt;
==Oozing==&lt;br /&gt;
'''Effects''': A sign of infection. Infected areas heal much slower and might kill if especially severe or widespread.&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
'''Effects''': Creatures that aren't in a martial trance that have pain above a certain level get all their rolls halved. They might give into pain and fall unconscious depending on toughness. This is more likely to happen more often the more severe the pain is, which is usually fatal in combat, since enemies will automatically target the unconscious victim's head with a perfectly accurate, perfectly square strike.&lt;br /&gt;
&lt;br /&gt;
==Paralysis==&lt;br /&gt;
'''Effects''': The creature can't move. Severity only decreases the chance of resisting the symptom. Untargeted paralysis often leads to suffocation in smaller creatures, which can include dwarves.&lt;br /&gt;
&lt;br /&gt;
==Swelling==&lt;br /&gt;
'''Effects''': Impedes the ability to use affected areas. Normally fairly harmless but can cause death by suffocation if it affects the throat. Prolonged swelling will lead to necrosis.&lt;br /&gt;
&lt;br /&gt;
==Unconsciousness==&lt;br /&gt;
'''Effects''': Affected creature will pass out for the duration of this effect, even if the creature isn't in pain or extremely tired.&lt;br /&gt;
&lt;br /&gt;
==Vomiting Blood==&lt;br /&gt;
'''Effects''': Much as excessive vomiting can lead to death from dehydration, vomiting blood can lead to death from blood loss. Considered to be a separate condition from coughing blood. If your creature happens to have green blood you'll be unable to tell this from nausea without checking the tiles.&lt;br /&gt;
&lt;br /&gt;
[[ru:DF2012:Symptoms]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014:Symptoms&amp;diff=253652</id>
		<title>DF2014:Symptoms</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014:Symptoms&amp;diff=253652"/>
		<updated>2020-06-27T07:17:25Z</updated>

		<summary type="html">&lt;p&gt;Albedo: /* Paralysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
A '''symptom''' is a status effect most often caused by contracting a [[Syndrome]]. They range from mild temporary annoyances to lifelong disabilities to even death if untreated. An affected dwarf will need to be diagnosed at a [[Hospital]] before a treatment can be prescribed.&lt;br /&gt;
&lt;br /&gt;
==Blisters==&lt;br /&gt;
'''Effects''': Areas affected become prone to infection, this becomes more and more likely as severity goes up. While harmless in itself, unless in the lungs in which the unlucky dwarf will be unable to breathe, a resulting infection might cause a loss of life or limb if not properly dealt with.&lt;br /&gt;
&lt;br /&gt;
==Bleeding==&lt;br /&gt;
'''Effects''': Areas affected will continue to bleed for the duration of the effect and will not taper off like a normal wound. In effect it suggests that whatever caused the wound had an anti-coagulant in the venom. This will quickly cause an affected creature to bleed out if the syndrome is not immediately treated.&lt;br /&gt;
&lt;br /&gt;
==Bruising==&lt;br /&gt;
'''Effects''': Causes pain long after the blunt trauma that caused it is over. Even the most severe bruises will heal without intervention, but may hint at fractures under the skin.&lt;br /&gt;
&lt;br /&gt;
==Cough==&lt;br /&gt;
'''Effects''': Dwarf will stop and cough occasionally. While nearly harmless by itself severe coughs will sometimes bring up blood. In this case it's a sign of internal hemorrhaging.&lt;br /&gt;
&lt;br /&gt;
==Dizziness==&lt;br /&gt;
'''Effects''': Creature might stumble/fall in a random direction when attempting to perform an action (including moving [!!!]). The more severe the dizziness the more likely this is to happen. Beware that stumbling, much like dodging, might end up putting a dwarf in a moat, or chasm, or magma, or off a wall, or falling just enough to land unconscious for a second on a cage trap. The list goes on.&lt;br /&gt;
&lt;br /&gt;
==Drowsiness==&lt;br /&gt;
'''Effects''': Creature tires faster than normal and requires more sleep. This can be almost unnoticeable if the severity is low, but results in narcoleptic fits if high.&lt;br /&gt;
&lt;br /&gt;
==Fever==&lt;br /&gt;
'''Effects''': Appears to reduce the ability to focus. Intense fevers can also cause stunning. While a fever in itself seems relatively harmless, it's often just the most visible symptom. Feverish dwarfs blink with a red &amp;quot;X&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Impaired Function==&lt;br /&gt;
'''Effects''': Creature will be unable to use affected body parts for the duration. Much of the functionality here is mirrored in swelling, but this allows certain parts (such as organs) that normally can't swell to still cease functioning&lt;br /&gt;
&lt;br /&gt;
==Nausea==&lt;br /&gt;
'''Effects''': Creature will stop and [[Vomit]]. How often this happens depends on severity. Sustained and intense vomiting will cause dwarfs to dehydrate.&lt;br /&gt;
&lt;br /&gt;
==Necrosis==&lt;br /&gt;
'''Effects''': The affected tissue starts to rot away, which needless to say is a medical emergency. If action isn't quickly taken to remove the tissue (through either surgery or amputation) it will spread throughout the body and may cause [[Health_care#Infection|infection]], killing the creature. Also commonly seen in [[Undead]] creatures.&lt;br /&gt;
&lt;br /&gt;
==Numbness==&lt;br /&gt;
'''Effects''': Creature will not be able to feel affected body parts. This makes pain a non-issue, but also hampers their use (I.E. Something with numb hands will find using weapons difficult, something who has a leg that's fallen asleep with have difficulty standing). Prolonged numbness will lead to permanent sensory nerve damage.&lt;br /&gt;
&lt;br /&gt;
==Oozing==&lt;br /&gt;
'''Effects''': A sign of infection. Infected areas heal much slower and might kill if especially severe or widespread.&lt;br /&gt;
&lt;br /&gt;
==Pain==&lt;br /&gt;
'''Effects''': Creatures that aren't in a martial trance that have pain above a certain level get all their rolls halved. They might give into pain and fall unconscious depending on toughness. This is more likely to happen more often the more severe the pain is, which is usually fatal in combat, since enemies will automatically target the unconscious victim's head with a perfectly accurate, perfectly square strike.&lt;br /&gt;
&lt;br /&gt;
==Paralysis==&lt;br /&gt;
'''Effects''': The creature can't move. Severity only decreases the chance of resisting the symptom. Untargeted paralysis often leads to suffocation in smaller creatures, which can include dwarves.&lt;br /&gt;
&lt;br /&gt;
==Swelling==&lt;br /&gt;
'''Effects''': Impedes the ability to use affected areas. Normally fairly harmless but can cause death by suffocation if it affects the throat. Prolonged swelling will lead to necrosis.&lt;br /&gt;
&lt;br /&gt;
==Unconsciousness==&lt;br /&gt;
'''Effects''': Affected creature will pass out for the duration of this effect, even if the creature isn't in pain or extremely tired.&lt;br /&gt;
&lt;br /&gt;
==Vomiting Blood==&lt;br /&gt;
'''Effects''': Much as excessive vomiting can lead to death from dehydration, vomiting blood can lead to death from blood loss. Considered to be a separate condition from coughing blood. If your creature happens to have green blood you'll be unable to tell this from nausea without checking the tiles.&lt;br /&gt;
&lt;br /&gt;
[[ru:DF2012:Symptoms]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Adder&amp;diff=253650</id>
		<title>Adder</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Adder&amp;diff=253650"/>
		<updated>2020-06-27T05:50:09Z</updated>

		<summary type="html">&lt;p&gt;Albedo: links, short vs. long-term&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:40, 9 October 2014 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=Vipera_berus&lt;br /&gt;
|skull=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''For logical designs related to the addition of numbers, see [[Adder (Computing)]].''&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Adders''' are [[syndrome|venomous]] [[Creature|snakes]] found in many [[temperate]] [[biome]]s. &lt;br /&gt;
&lt;br /&gt;
Adder bites deliver a [[venom]] that can cause immediate strong [[pain]] followed by long-term (but not permanent) [[syndrome|nausea, blisters, and swelling]]. Though the bite itself is not usually fatal, such pain can cause unconsciousness, which ''can'' lead to fatal complications in combat.&lt;br /&gt;
&lt;br /&gt;
Adders are distinct for being the [[list of creatures by adult size|smallest creatures]] in the game which aren't [[vermin]].&lt;br /&gt;
&lt;br /&gt;
Adders can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into cheap exotic [[pet]]s. They are born adults and as such can't be permanently tamed. [[Butcher]]ing an adder only produces a [[skull]], making them worthless to your [[meat industry]]. Female adders are [[egg]]-layers, producing 3-10 edible eggs with regularity, and providing significantly more food than would be expected from such a small creature.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] adders for their ''warning hisses''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Loch Shin adder.JPG|thumb|center|400px|Admired for its ''warning hisses''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Albedo&amp;diff=253646</id>
		<title>User:Albedo</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Albedo&amp;diff=253646"/>
		<updated>2020-06-27T04:28:12Z</updated>

		<summary type="html">&lt;p&gt;Albedo: /* Crop Rotation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;And again during the Uristid-19 quarantine - Taverns, Shrines, Missions - FUN![[User:Albedo|Albedo]] ([[User talk:Albedo|talk]]) 01:04, 9 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Back after a 5+ year hiatus - last edit late May of '10. Just catching up to new version atm - we'll see. [[User:Albedo|Albedo]] ([[User talk:Albedo|talk]]) 16:50, 18 June 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Feb, 2010: I just added my name to the list for '''Asst. Admin''' for this site - see [[Dwarf Fortress Wiki:Request for Adminship/Albedo|here]].&lt;br /&gt;
&lt;br /&gt;
* [[Template:DFtext]]&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gate Scar ==&lt;br /&gt;
New (as of 2020 fortress) diary [[User:Albedo/GateScar|here]].&lt;br /&gt;
&lt;br /&gt;
=Beast Whips=&lt;br /&gt;
&lt;br /&gt;
: BeastWhips game diary moved to [[User:Albedo/BeastWhips|here]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Basic Farming Article=&lt;br /&gt;
There was a recent thread titled &amp;quot;seeds&amp;quot; that was hoping to get &amp;quot;world gen seeds&amp;quot; - but [s]it's now[/s] it was slipping toward page 3, before I accidentally bumped it.    ::)&lt;br /&gt;
&lt;br /&gt;
Anyway, these were the 2 responses...&lt;br /&gt;
&lt;br /&gt;
 I thought you meant strawberry seeds or something. Now I have nothing to contribute :(&lt;br /&gt;
&lt;br /&gt;
 Yeah, I was hoping to learn something new about seeds, but alas...&lt;br /&gt;
&lt;br /&gt;
''mmmm... &amp;quot;seeds&amp;quot;... indeed...  well, deep on page 2 doesn't look like &amp;quot;world seeds&amp;quot; is taking off... ok, by request of 2 posters, some thoughts on plant seeds and related topics, targeted at a variety of game experience levels. Don't know how much &amp;quot;new&amp;quot; this will be, but I was struck by a strange mood...''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, let's talk about the planter, your Grower.   Plant stack size is based on the Grower doing the planting, not the harvester.  A better Grower means fewer seeds are needed to produce the same number of plants, and your farm plots can be smaller, saving irrigated space and keeping farmplots closer to your kitchens/stills/etc ''(which should all be in the same area, and near the Dining Hall - but we digress.)''&lt;br /&gt;
&lt;br /&gt;
With the exception of Quarry Bushes ''(which pad out prepared meals nicely, but usually a food industry is not up to that level in the first couple seasons)'', plants are mostly for booze, at least to start.  [i](Later, flours and such - but not at first.)[/i] You can trade, hunt or breed for all the food you need, but the 1st caravan won't bring enough booze, and you shouldn't rely on them later.  Booze is the lubricant of a Fortress, and without it will, quite literally, come to a grinding halt.  Plants give you your booze, and Growers give you your plants.&lt;br /&gt;
&lt;br /&gt;
If you count all the tasks, from planting to drinking, Grower is THE single most important skill in DF for multiplying its effect on the labour force.  A Legendary grower saves something like ''30 tasks for each stack'' of plants that are brewed.  Yes, thirty ''per stack'' - it's just absurd.  (See the wiki on [[grower]] for a detailed breakdown.)&lt;br /&gt;
&lt;br /&gt;
By embarking with a proficient Grower and with only 3 of each UG* seed type, you will have more seeds than you need for planting later seasons - the multiplier is huge and the demand low. (If you collect them all and destroy none, 3 seeds -&amp;gt; ~8+ next season -&amp;gt; 20+ and you're set unless your plots are larger than that, which is a bit over-enthusiastic unless you only have 1 or 2 crops.)&lt;br /&gt;
&lt;br /&gt;
''(* UnderGround, vs. AG, above ground.  You can only buy UG plants and seeds at embark.  There are 4 UG booze plants (all are also edible, some can be processed into other food-stuffs), plus Quarry Bushes, plus the non-edible Dimple Cups.)'' &lt;br /&gt;
&lt;br /&gt;
While I cannot emphasize how strongly I, personally, recommend starting with a Proficient Grower, it is also true that an unskilled Grower, if set to &amp;quot;Only Farmers Harvest&amp;quot; and with only 25 tiles or so of crops, will train to Proficient easily within a year. But a Proficient will be Legendary in just over a year, and then you're unstoppable.  (They'll be Professional or so by the time your first migrants are expected to show, and a single unskilled apprentice back-up Grower (to help w/ harvests) won't crush the production during planting.)&lt;br /&gt;
&lt;br /&gt;
On the flip side, if using unskilled growers, a 1:1 production of seed:plant seem to be the standard, and so replanting at the same scale requires that 100% of the plants are either eaten or brewed with no seeds eaten - no cooking, no eating seeds, no bad luck (harvests of &amp;quot;stack = 0&amp;quot;), or it's a losing proposition.  (Smaller plots mean &amp;quot;bad luck&amp;quot; is easier to come across!)&lt;br /&gt;
&lt;br /&gt;
Splitting the diff and putting only ~2-4 ranks into Grower at embark wouldn't be a dealbreaker by any means - ample to avoid &amp;quot;bad luck&amp;quot;, and you'll get a few larger stacks for brewing/cooking.  (Some micromanagement is necessary to save the larger stacks for processing and only let the smaller ones be eaten raw.)&lt;br /&gt;
&lt;br /&gt;
For newer players, be aware - eating plants leaves seeds, brewing plants leaves seeds, but [u]cooking plants destroys seeds[/u].  This can be controlled in the z-kitchen menu.  ((I'll also presume to draw your attention to the fact that cooking seeds also destroys seeds - as does eating seeds.  This is usually only a dealbreaker for early fortresses, but it does happen.  Forbid some if you want to be paranoid.)&lt;br /&gt;
&lt;br /&gt;
(And while my rambling refers mainly to food-plants, dye-plants work similarly.  They are separate from plot-size discussions, as they feed your cloth industry ([u]if[/u] you have one), not your dwarves.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, making seeds into more seeds is the job of a Grower, and now we all understand the trade-offs there.&lt;br /&gt;
&lt;br /&gt;
One seed can produce a single stack size of anywhere from 0-5, with larger stacks being reliably produced only by higher skilled Growers.  (Also larger if fertilized.)  &lt;br /&gt;
&lt;br /&gt;
So, you don't need to start w/ a lot of seeds if you have a Proficient grower.  1 seed will produce a stack of maybe 2-4, on average, so let's call it 2.5 to be on the safe side.  At x5 for booze production, that stack will on average become 12.5 booze.  That means that 3 seeds should become [i]at least[/i] 7 plants or 35+ booze, which is more than enough to for 8 thirsty dwarfs for a season.  That times your 4 different UG plants [i](Pig Tail = ale, D'n Wheat = beer, Sweet Pods = rum, Plump Helmets = wine)[/i] is... well, more than enough.  (4x35 = 140 booze/season, which would keep 35 dwarves/season lubricated, plus more from trading.)  And that's only 3 seeds for each of 4 crops, with extremely conservative estimates for stack production.&lt;br /&gt;
&lt;br /&gt;
So, starting with 3 seeds each for your 7 dwarfs is ample, even if you're going to let that grow as the fortress does.  (If you can get your crops in before the end of the 1st Spring, you're in good shape; before end of 1st Summer can be a bit tight if you have a large migrant wave early.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some players do fine with a single 5x5 plot of Plump Helmets* [i](at least for up to 60-100 dwarves, depending on Grower, fertilization, other food sources and Trade)[/i], but dwarves like a variety of booze.  Some combination of UG &amp;amp; AG plots that equal around 25-30 tiles (don't count non-food plants) is adequate unless they're going to be trade exports (or you lose your Proficient Grower).  That means 2x2 of each is too big if you have a lot of AG crops; 1x3 seems about right w/ your favorites at 2x2, and [i]possibly[/i] some few larger (sun berries, PH's, quarry bushes?).  A strip of adjacent plots, w/ some 1x3 sticking out and seed stockpiles placed in the indents for the 2x2 plots works well for me.&lt;br /&gt;
&lt;br /&gt;
(* If you're going with only 1 or 2 crops, spend the 1 dwarfbuck at the start for 1 seed and a free bag for the other crops.  But you still really don't need much more than 3 seeds each, as they'll multiply quickly enough, depending on your use of raw plants, and you should be bringing about 60 total booze to last until the 1st caravan, unless you have a personal plan that calls for another approach.)&lt;br /&gt;
&lt;br /&gt;
So, 1x3 or 2x2 each seems a good size for most crops to start, unless you're going to use plant products as trade exports. (Same w/ UG size plots.)   25 tiles total of [u]food[/u]-plant production is &amp;quot;common wisdom&amp;quot;.  (Don't count plants that produce only dye/etc.)&lt;br /&gt;
&lt;br /&gt;
And since &amp;quot;[[DF2014:Farming#Yield_and_fertilization|fertilzing]]&amp;quot; sees a cutpoint at &amp;quot;size 3&amp;quot; as a cutpoint (next is size 7), let's go with size 3, which also allows some refined customization if you want to tweak the final output one way or another.&lt;br /&gt;
&lt;br /&gt;
:''(At a total footprint of 3x7, this is only 17 tiles of food production, and so while adequate for your 1st 7 this needs either some expanding or some AG food crops to back it up before your fortress grows too big.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seeds are stored in bags - 100/bag max ''(so getting 6 free bags at embark is a good move, but you won't get any more than that'').  And then the bags will be set into barrels.  If your settings are on &amp;quot;mix food&amp;quot; (&amp;lt;o, m&amp;gt;), then 1 barrel can hold all you need - but you can easily customize your food stockpiles to have no barrels at all.  I like to set 1-tile large stockpiles customized to accept only that one seed adjacent to the plots they will serve - makes planting (and visually checking your seed supply) too easy.  (While the bags might get wear from being walked on, the seeds won't suffer - put them in hallways if you have to, and/or use &amp;lt;d, o&amp;gt; to set Restricted traffic on them.)&lt;br /&gt;
&lt;br /&gt;
Adding a specific seed stockpile at the end of each row is handy. Note that walking on seeds/farm plots/crops doesn't seem to hurt them, which is not true of wild plants or saplings.  Food does not take &amp;quot;wear&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Crop Rotation===&lt;br /&gt;
A glance at the [[Farming#Farm_plots_in_action|time for growth for underground crops]] shows that different crops grow at different rates - Plump Helmets and Pig Tails grow 3x/season, the others 2x*. With 5 fields of size 3 and a dedicated Grower, you can just about balance the 5 UG crops and feed your fortress up to 100 dwarfs very easily.&lt;br /&gt;
&lt;br /&gt;
: (* At least in theory. The time to harvest/replant is '''very''' tight with 84-day seasons (since all months are only 28 days long).)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
! Spring&lt;br /&gt;
! Summer&lt;br /&gt;
! Autumn&lt;br /&gt;
! Winter&lt;br /&gt;
|-&lt;br /&gt;
| Plot #1&lt;br /&gt;
| SP x2&lt;br /&gt;
| SP x2&lt;br /&gt;
| PT x3&lt;br /&gt;
| PH x3&lt;br /&gt;
|-&lt;br /&gt;
| Plot #2&lt;br /&gt;
| SP x2&lt;br /&gt;
| PT x3&lt;br /&gt;
| PT x3&lt;br /&gt;
| PH x3&lt;br /&gt;
|-&lt;br /&gt;
| Plot #3&lt;br /&gt;
| SP x2&lt;br /&gt;
| CW x2&lt;br /&gt;
| CW x2&lt;br /&gt;
| PH x3&lt;br /&gt;
|-&lt;br /&gt;
| Plot #4&lt;br /&gt;
| QB x2&lt;br /&gt;
| QB x2&lt;br /&gt;
| QB x2&lt;br /&gt;
| DC* x2&lt;br /&gt;
|-&lt;br /&gt;
| Plot #5&lt;br /&gt;
| QB x2&lt;br /&gt;
| CW x2&lt;br /&gt;
| CW x2&lt;br /&gt;
| DC* x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: ''Legend: DC = Dimple Cup, CW = Cave Wheat, PH = Plump Helmet, PT = Pig Tail, QB = Quarry Bush, and SP = Sweet Pod.''&lt;br /&gt;
&lt;br /&gt;
: * Dimple Cups are non-edible, but if you want to start your dye industry, toss them in. Otherwise, Plump Helmets are the only other winter UG crop.&lt;br /&gt;
&lt;br /&gt;
Over 4 seasons, the harvests that these plots yield are...&lt;br /&gt;
:* 9x Plump Helmets &lt;br /&gt;
:* 9x Pig Tails &lt;br /&gt;
:* 8x Cave Wheat&lt;br /&gt;
:* 8x Sweet Pods&lt;br /&gt;
:* 8x Quarry Bushes&lt;br /&gt;
:* 4x Dimple Cups (dye only)&lt;br /&gt;
&lt;br /&gt;
I like to send a quick, large wave of unskilled Plant Gathering out early in the game, 1st Spring or Summer (once everything is nearly underground but before real trouble shows up), to get a nice selection of AG plants, and then brew those up (or forbid all other foods and let them get eaten first) to get the seeds asap for a Summer planting.  &lt;br /&gt;
&lt;br /&gt;
Cooking with seeds is a great way to get rid of them in later game as they start to reach triple digits each, but turn off all &amp;quot;cook&amp;quot; orders early on (again, in the z-kitchen menu). This is critical with newly acquired plants/seeds (from Plant Gathering or Trade), as otherwise your Cook might decide a SunBerry Seed Roast is just the ticket.  Oh noes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There.  I've probably mispoken somewhere, so I trust the veterans will come along and rub my nose in it and correct me.  And/or suggest valid alternatives, and invited to do so - a complete discussion was my goal.  &lt;br /&gt;
&lt;br /&gt;
I also have made some strong personal recommendations that are just that - my personal opinion, no apologies.  There are many ways to approach DF, and to have fun (in all its forms) - this is just one solid way to get there from here.&lt;br /&gt;
&lt;br /&gt;
= Next Fort =&lt;br /&gt;
Beastwhips (see section &amp;amp; link near top of this page) was many versions ago, and this next effort calls for a more refined approach. So, to that end...&lt;br /&gt;
&lt;br /&gt;
(EDITOR'S UPDATE: This is from about 2013, so a LOT of the details are out of date - and in DF, the devil is, indeed, in the details. e.g., Silver is not longer the rough equiv of iron/steel for blunt weapons, etc. etc. etc.&lt;br /&gt;
&lt;br /&gt;
As a result of this edit, the below is now a combo of my most recent beliefs and the original record.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Starting Seven==&lt;br /&gt;
(updated for 2020)&lt;br /&gt;
Screened my original seven slightly, tossing out the first couple groups - no cat lovers, no real slackers, no serious over-indulgers or quitters. Very diff than before, switching several secondary skills, both in choice and pairing.&lt;br /&gt;
&lt;br /&gt;
(Edit - this is not the original BeastWhips 7, but closer to my current (2020) layout.)&lt;br /&gt;
&lt;br /&gt;
The party now consists of the following:&lt;br /&gt;
&lt;br /&gt;
:* 1) &amp;quot;'''Boss Axe'''&amp;quot;: Axe +4, Armor User +5, Discipline 1&lt;br /&gt;
:* 2) &amp;quot;Dirty&amp;quot; '''Grower''' +5/Glassmaker 5 (or Wrestler 3/Discipline 2?) (or ???)&lt;br /&gt;
:* 3) &amp;quot;Stoney&amp;quot; '''Mason''' +5/Stonecrafter +4 (or ???)&lt;br /&gt;
:* 4) &amp;quot;Cutter&amp;quot; '''Weaponsmith''' +5/Brewer +3/Appraise +1, Judge of Intent +1 (or ???)&lt;br /&gt;
:* 5) &amp;quot;Hardpan&amp;quot; '''Armorsmith''' +5/Cook +5&lt;br /&gt;
:* 6) &amp;quot;Cagey&amp;quot; '''Mechanic''' +5/Carpenter +5&lt;br /&gt;
:* 7) &amp;quot;Striker&amp;quot; '''Miner''' +5/Armor User +5 (or ???)&lt;br /&gt;
&lt;br /&gt;
:Notes:&lt;br /&gt;
(&amp;amp; see [[Sample Starting Builds#Albedo's 7]])&lt;br /&gt;
&lt;br /&gt;
:: 1) '''Boss Axe''': Leader/Security, misc. (non-Moodable) tasks, hauler. Essentially a dedicated hauler to start, also our Trader and early fast-reaction force. He'll also train the dogs early, and cover most misc. skilled jobs like Woodcutting, Furnace operator and Record Keeper. This is my 1-dwarf &amp;quot;starting military&amp;quot;; activate Woodcutting to keep his axe in his hand. Hopefully on a dwarf with high social inclinations and no preferences for any &amp;quot;item&amp;quot;. Early on, task him to forge another pick for the fortress, and so get Weaponsmith as his moodable skill.&lt;br /&gt;
&lt;br /&gt;
:: (Note: Go Axe 3/Discipline 2 if expecting undead)&lt;br /&gt;
&lt;br /&gt;
:: 2) '''Dirty''': Non-Hauler. This is partly a &amp;quot;wildcard&amp;quot; - he'll be THE Grower 24/7 until/unless a better replacement migrates in (and maybe even still then), so he shouldn't be given anything that will demand his time early on. Grower 5 will take 2 starting seeds of each and turn them into more than I need by the end of the 1st year.&lt;br /&gt;
&lt;br /&gt;
:: Dealer's choice on the 2nd skill. He could take &amp;quot;nothing&amp;quot; and save the embark points He could take Wrestler (3-5), enough to keep him alive if he gets ambushed while outdoor farming, possibly coupled with enough Discipline not to fall apart at the sight of dead bodies. I chose a moodable skill that he can change to once a capable Grower migrates in to replace him. However, this should be something that can, indeed, wait until that time, and not something that will take time away from growing early on.&lt;br /&gt;
&lt;br /&gt;
::: (Any or all of the four &amp;quot;(or ???)&amp;quot; skills could be any rarely-needed, low time-drain skill(s), something until Migrants can do better. Or, if that dwarf has a useful [[Preference]], take that skill @ 5 and plan to change careers once any decent Grower migrates in (and hope to get that new skill dominant for Moods). Or plan for more starting military - Crossbow 5 or Armor User 5 (or Weapon 1/Armor 4 - &amp;quot;mace&amp;quot; is probably the best all-around weapon, esp vs. undead).  Or just save the points and buy another war dog. Whatever works for you. &amp;lt;br&amp;gt;For me, Wrestler is for unpleasant surprises when farming outside, and ''in extremis'' as backup starting military. The miner will shift to military once he has his replacement.)&lt;br /&gt;
&lt;br /&gt;
:: 3) '''Stoney''': Semi-hauler, to-start only. Stonecraft mugs for the Caravan. Plus, a few nice ☼mugs☼ for the Tavern couldn't hurt. Important to keep Mason skill &amp;gt; Stonecraft in case of moods - the goal is an artifact coffin, statue or throne, not a jug or hive. This means little or no early hauling - if he's not making furniture or constructing buildings, he's making blocks for practice and fortress expansion. Mug production starts sometime mid-Summer (or start of Summer if no skill). Often has more than a few each of Mason's and Cratdwarf's workshops cluttered before the Caravan arrives, just because early on it's faster to build new ones ''(in the middle of a stone field)'' than to haul/store everything.&lt;br /&gt;
&lt;br /&gt;
:: 4 &amp;amp; 5) '''Cutter''' &amp;amp; '''Hardpan''': (Initial Haulers, both.) One moodable skill w/ one non-moodable that we don't have to worry about. There are 2 reasons for starting with a high skill - quality or speed. Both Brewer/Cook 5 means they can spend less time away from what's important, and high-quality meals can be used for their trade values (and eventually keep dwarves happier).  Brewer 3 is almost as good on speed and saves 17 embark points - 5 more bituminous coal, pls, tysvm.&lt;br /&gt;
&lt;br /&gt;
:: 6) '''Cagey''': (Initial Hauler.) Necessary wooden products (beds, buckets, etc.) will mostly be meh-quality until a better replacement migrates in, but something adequate to start.&lt;br /&gt;
&lt;br /&gt;
:: 7) '''Striker''': No Hauling, the fortress needs a 24/7 miner from the start. I like [[ballista]]e, but they're not for everyone, admittedly. And while you could start with no Miner and train one up to 4-5 in about 1 season (especially in [[soil]]), starting with a 5 means he strikes the earth with alacrity and purpose, going through soil like magma through an elf - which is critical early on to create quick space underground. He gets some stat boosts by the time he makes Legendary, trains up some replacements, then gets transferred to the military once a couple/few migrants can take his place. SE is tough to skill up - or, that skill could as easily be any Military skill(s) for military dwarf #2 (Mace 1, Armor 4?).&lt;br /&gt;
&lt;br /&gt;
::''(Any other personal preferences/likes are, well, pretty much dull and pointless.  Squares.  Trumpets.  Siliceous ooze.  Yay.)''&lt;br /&gt;
&lt;br /&gt;
:: ''(These skill mixes were chosen with an eye to several factors, including future possible [[mood]]s, time-demands of skills, and when the skill would be needed in the fortress (sooner vs. later).  For me, for my priorities and gamestyle, I like this mix far better than other, more conventional choices.)''&lt;br /&gt;
&lt;br /&gt;
For the start, the Leader/Axedwarf will add in unskilled Woodcutter, Herbalist and Animal Trainer, and cover all the outdoor duties with a few wardogs in tow (until they're assigned elsewhere).  The Miner will do nothing else but mine, all hauling turned off until they're legendary (which will be fast enough), and will be some early reserve military with those increased attributes.  Almost everyone else will be Furnace Operators, to cover that as it comes up, and almost everyone except the Cook will be a Butcher/Tanner, to cover those duties asap before anything rots (the cook will cook what's butchered, not unspurprisingly). The Weaponsmith/Lthrwrkr will add Carpenter, and cover those duties as well for now - gotta make sure they maintain &amp;quot;Weaponsmith&amp;quot; as a profession, for any mood.&lt;br /&gt;
&lt;br /&gt;
The Mason/Stonecrafter will have their hands full at first, and I know I'll sometimes wish they were two separate dwarfs (been there before with this mix), but, after a few caravans, stonecrafts will only take a few weeks out of the year, and at some point a mood will create a legendary one while this dwarf concentrates on keeping Mason &amp;gt; Stonecraft in case a mood strikes.  &lt;br /&gt;
&lt;br /&gt;
The 2nd half of the Grower/X* is a ''&amp;quot;fill in this blank&amp;quot; ''. Armor User is harder to train than Wrestler or Dodge, and any collection of Medical skills is a joke - but ultimately dealer's choice.  Even odds whether this Grower or some random migrant will have a better Grower score, so a &amp;quot;production&amp;quot; skill means he's not completely tied to agriculture if he wants to change careers and someone (almost) as good/better comes along.&lt;br /&gt;
&lt;br /&gt;
: ''(* In a previous incarnation of this embark profile, this was a Grower/Gemsetter. For me, Gemsetter was a long-term plan once the [[glass industry]] was up and running.)''&lt;br /&gt;
&lt;br /&gt;
==In the wagon==&lt;br /&gt;
&lt;br /&gt;
I intend to '''[[Make your own weapons|DIY]]''' my own axe for woodcutting and defense, out of bronze, plus a second pick. Bronze is about +33% better in combat than copper and actually takes less fuel (8 bars/1 fuel!). The rest is for moods, and because Bismuth Bronze costs the same # of embark points as regular Bronze ''(a bit more time and fuel)'', but is worth 20% more.&lt;br /&gt;
&lt;br /&gt;
And I have no shame in exploiting the &amp;quot;1 free container for 1 unit&amp;quot; rule. ymmv.&lt;br /&gt;
&lt;br /&gt;
Provisions chosen include:&lt;br /&gt;
:* 1 anvil (@ 100/)&lt;br /&gt;
:* 1 copper pick (@ 44/)&lt;br /&gt;
= 144&lt;br /&gt;
&lt;br /&gt;
:* 4 dogs (@ 16/) ''(not wardogs, just &amp;quot;dogs&amp;quot;. 1 male, 3 females. Keep male safe, hope he's not a genetic loser)''&lt;br /&gt;
:* 2 cats (@ 11/) ''(to intentionally breed for leather, meat &amp;amp; bones)''&lt;br /&gt;
:* 3 sheep (@ 51/) ''(rejected as too expensive. Hope can trade for same later)''&lt;br /&gt;
:* 4 rabbits (@ 2/) ''(1 male. Yes, watch-bunnies and bait animals; altho' cavies would suffice. Be afraid.)''&lt;br /&gt;
= 94&lt;br /&gt;
&lt;br /&gt;
:* 5 jet stones (@ 3/) ''(lightest fire-safe stone, for early workshops* etc. while digging in dirt. When made into 20 blocks, this will cover all early shops/etc.)''&lt;br /&gt;
:* 4 petrified wood (@ 3/) ''(for immediate fire-safe workshops*, and (later) guaranteed magma-safe mechanisms/etc.; lightest of magma-safe stones. Also bright red.)''&lt;br /&gt;
:* 2 cinnabar (@ 3/) ''(heaviest common stone - just because. Nice early &amp;quot;welcome&amp;quot; door prize.)''&lt;br /&gt;
= 33&lt;br /&gt;
&lt;br /&gt;
:: ''(* Kitchen, Still, Carpenter, Butcher &amp;amp; Tanner, and Furnace, Smelter &amp;amp; Forge...&amp;lt;br&amp;gt; Anything else can be made of nearby stone once that becomes available.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay... &lt;br /&gt;
&lt;br /&gt;
: 1 Suit of metal* armour requires...&lt;br /&gt;
:: Bars&lt;br /&gt;
:: 1 : Helm&lt;br /&gt;
:: 3 : Breastplate ''(or 2 for chain mail)''&lt;br /&gt;
:: 1 : Gauntlets&lt;br /&gt;
:: 2 : Greaves ''(not needed if use chain!)''&lt;br /&gt;
:: 1 : High Boots&lt;br /&gt;
:: '''8 bars total/full suit'''&lt;br /&gt;
&lt;br /&gt;
::: (* Leather for armor is more expensive than ore for bronze. Only consider if expect to need ''immediate'' armor.)&lt;br /&gt;
&lt;br /&gt;
: 2(-3) suits should be good to start, with a couple/few more later...&lt;br /&gt;
&lt;br /&gt;
: 1 Copper ore + 1 Cassiterite (tin) ore = 8 Bronze bars&lt;br /&gt;
:: ''That's 1 suit, or 8 misc. items (picks, weapons, chains, whatever). (The axe comes first, obviously, for woodcutting and immediate defense. And a bronze pick too, in case miner needs to join in, and/or we need a 2nd miner. And a crossbow and bolts. And... )''&lt;br /&gt;
&lt;br /&gt;
: 2 Tetrahedrite = &lt;br /&gt;
:: 8 copper bars + ~1-2 silver bars. &lt;br /&gt;
:: 8 copper bars + 4 Tin bars + 4 Bismuth bars = 16 Bismuth Bronze bars&lt;br /&gt;
&lt;br /&gt;
: That's 2 more (fancier!) suits once Armorsmith gets skilled up a bit.&lt;br /&gt;
: Plus a silver hammer* or two ''(rough equiv of steel for hammers)''&lt;br /&gt;
:: (* Maces are better vs. undead)&lt;br /&gt;
: Good bronze axe (2? or wait for steel?)&lt;br /&gt;
: 2 crossbows ''(of any metal - silver is better to beat on stuff with?)''&lt;br /&gt;
:: &amp;amp; bolts (bronze)&lt;br /&gt;
&lt;br /&gt;
:* 4 copper ore (@ 6/) ''(= easy 32 bronze bars)''&lt;br /&gt;
:* 2(?) tetrahedrite (@ 9/) ''(copper + silver %)''&lt;br /&gt;
:* 7 cassiterite (@ 6/) ''(above, +1-2 for moods/etc.)''&lt;br /&gt;
:* 3 bismuthinite (@ 3/) ''( &amp;quot; )''&lt;br /&gt;
:* 3 garnierite (@ 6/) ''(Nickel, for moods/etc.)''&lt;br /&gt;
:* 3 sphalerite (@ 6/) ''(Zinc, for moods/etc.)''&lt;br /&gt;
:* 2 iron ore (@ 24/) ''(1 ore = 4 steel, for 2 axes &amp;amp; 1st suit (steel) armor)''&lt;br /&gt;
:* 8 (flux stone) (@ 3/) ''(use 4 w/ above 2 iron; hope to find more for 2nd suit)''&lt;br /&gt;
:* 20++ bituminous coal (@ 3/)&lt;br /&gt;
= 201+?&lt;br /&gt;
&lt;br /&gt;
:* 3 lye (@ 2/) ''(for soap)''&lt;br /&gt;
:* 3 gypsum plaster powder (@ 3/) ''(for 3 casts)''&lt;br /&gt;
:* 30 sand (6 each @ 1/, x5?) ''(the sand itself is convenient, but the bags are the 1/ target)''&lt;br /&gt;
:* 3-6 leather (@ 5/) ''(2-4 quivers, 3-6 waterskins; anything else can wait. I chose &amp;quot;dog&amp;quot; leather on my saved /embark list, because I have faith it will be there. Dog soldiers ftw.)''&lt;br /&gt;
:* ? 12 lightweight wood (@ 3/) ''(For training room walls/floors/etc. Depends on map &amp;amp; biome. Featherwood 100 (good), Papaya 130 (tropical), Candlenut 140 (tropical forest), Kapok 260 (Tropical Moist Broadleaf Forest), then...Willow 390, etc.)''&lt;br /&gt;
= ~96&lt;br /&gt;
&lt;br /&gt;
Total 9 seeds  (@ 1/)&lt;br /&gt;
:* 2 seeds for quarry bushes&lt;br /&gt;
:* 2 seeds each of cave wheat, pig tails &amp;amp; sweet pods&lt;br /&gt;
:* 1 seed for dimple cups ''(no rush, wait until Grower skill improves)''&lt;br /&gt;
= 17&lt;br /&gt;
&lt;br /&gt;
:* 5x Plump Helmets (for fast wine. Get seeds = brew!)&lt;br /&gt;
:* 2x each seeds Cave Wheat, Sweet Pod, Pig Tail, Quarry bush&lt;br /&gt;
:* 1x seed for Dimple Cup (dye)&lt;br /&gt;
&lt;br /&gt;
:* 6x Dwarven Wine (more brewed asap)&lt;br /&gt;
:* +38x total Dwarven Ale, D'n Beer, &amp;amp; D'n Rum&lt;br /&gt;
::: (16, 11, 11, based on favorite preference for the starting 7)&lt;br /&gt;
&lt;br /&gt;
:* 1 each milk (@ 1/) ''(will become cheese, then meals)''&lt;br /&gt;
:* 1 each of every available brewable vegie that costs 2/ ''(for more and different booze)''&lt;br /&gt;
:* &amp;amp; then 1 each of every available fish/meat/vegie/egg that costs 2/ (or more if any left).&lt;br /&gt;
= the rest of it...&lt;br /&gt;
&lt;br /&gt;
== to do ==&lt;br /&gt;
&lt;br /&gt;
Weaponsmith priority - Wood Furnace, Smelter, Metalsmith Forge.&lt;br /&gt;
&lt;br /&gt;
Working backwards, to brew Plump Helmets, need 6 barrels free. That requires 2 elaborate meals to be cooked ASAP. Kitchen + Still.&lt;br /&gt;
&lt;br /&gt;
Dead animals -&amp;gt; Butcher, Tanner, (&amp;amp; Leatherworker) (Ashery &amp;amp; Soap)&lt;br /&gt;
&lt;br /&gt;
Mason x#! (Stonecrafter x#!)&lt;br /&gt;
&lt;br /&gt;
Cheese -&amp;gt; Farmer's Workshop. Quern.&lt;br /&gt;
&lt;br /&gt;
Mechanic's x#&lt;br /&gt;
&lt;br /&gt;
Food inside, farm plots (UG &amp;amp; AG) and storage, + eventual dining room etc.&lt;br /&gt;
&lt;br /&gt;
Quick meeting room. &lt;br /&gt;
&lt;br /&gt;
Caravan entry, goblin &amp;quot;shortcuts&amp;quot;   g ^^^ g&lt;br /&gt;
&lt;br /&gt;
= Density Table =&lt;br /&gt;
sandbox, work in progress&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Density&lt;br /&gt;
! Wt per&amp;lt;br&amp;gt;stone/log*&lt;br /&gt;
! Wt per&amp;lt;br&amp;gt;block/bar*&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Feather tree]]||Wood||100|| || || Least dense wood, found only in dry, good biomes&lt;br /&gt;
|-	   &lt;br /&gt;
|[[Candlenut]]||Wood||140|| || || Second least dense wood, found only in dry, tropical biomes&lt;br /&gt;
|-&lt;br /&gt;
|[[Adamantine]]||Metal||200|| || || Least dense metal&lt;br /&gt;
|-&lt;br /&gt;
|[[Raw adamantine]]||Stone||200|| || || Least dense stone&lt;br /&gt;
|-	   &lt;br /&gt;
|[[Kapok]]||Wood||260|| || || Third dense wood, found only in dry, tropical biomes&lt;br /&gt;
|-	   &lt;br /&gt;
|[[Willow]]||Wood||390|| || || Fourth lightest, found near water sources or in any &amp;quot;wet&amp;quot; biomes, most widespread of &amp;quot;light&amp;quot; wood&lt;br /&gt;
|-&lt;br /&gt;
||[[Bone]]||Organics||500 || || &lt;br /&gt;
|-&lt;br /&gt;
|[[Leather]]||Organics||500 || || &lt;br /&gt;
|-&lt;br /&gt;
|[[Silk]]||Organics||500 || || &lt;br /&gt;
|-&lt;br /&gt;
|[[Yarn]]||Organics||500|| || &lt;br /&gt;
|-&lt;br /&gt;
|[[Tunnel tube]]||Wood||500|| || ||Least dense [[underground]] wood, found only in caverns&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;typical&amp;quot; [[wood]]||Wood||600|| || || ''There are about 4 dozen varieties of wood at 600, about a dozen (unlisted here) that weigh less, and a half-dozen (sim) that weigh more.  See [[Wood]] for a full list and discussion.''&lt;br /&gt;
|-&lt;br /&gt;
|[[Oak]]||Wood||700|| || ||Densest &amp;quot;common&amp;quot; wood, temperate/dry&lt;br /&gt;
|-&lt;br /&gt;
|[[Mangrove]]||Wood||830|| || ||Densest &amp;quot;normal&amp;quot; wood, found only in wet swamp biomes&lt;br /&gt;
|-	&lt;br /&gt;
|[[Divine metal]]||Metal||1000|| || ||Second least dense metal&lt;br /&gt;
|-&lt;br /&gt;
|[[Glumprong]]||Wood||1200|| || ||Densest above-ground wood ''(by far)'', found only in dry, [[evil]] biomes&lt;br /&gt;
|-&lt;br /&gt;
|[[Blood thorn]]||Wood||1250|| || ||Densest wood, [[underground]], found only in [[cavern]]s&lt;br /&gt;
|-&lt;br /&gt;
|[[Lignite]]||Stone||1250|| || &lt;br /&gt;
|-&lt;br /&gt;
|[[Jet]]||Stone||1320|| || ||Least dense non-economic stone&lt;br /&gt;
|-&lt;br /&gt;
|[[Earthenware]]||Ceramic||1360|| || &lt;br /&gt;
|-&lt;br /&gt;
|[[Plant fiber|Plant cloth]]||Organics||1520|| || &lt;br /&gt;
|-&lt;br /&gt;
|[[Stoneware]]||Ceramic||2000|| || &lt;br /&gt;
|-&lt;br /&gt;
|[[Saltpeter]]||Stone||2105|| || &lt;br /&gt;
|-&lt;br /&gt;
|[[Petrified wood]]||Stone||2200|||| || Least dense &amp;quot;magma-safe&amp;quot; stone&lt;br /&gt;
|-&lt;br /&gt;
|[[Gypsum]] relatives||Stone||2300|| || &lt;br /&gt;
|-&lt;br /&gt;
|[[Gypsum]]||Stone||2320|| || &lt;br /&gt;
|-&lt;br /&gt;
|[[Porcelain]]||Ceramic||2403|| || &lt;br /&gt;
|-&lt;br /&gt;
|[[Glass]]||Gem||2600|| || &lt;br /&gt;
|-&lt;br /&gt;
|(General) [[stone]]||Stone||2670|| || &lt;br /&gt;
|-&lt;br /&gt;
|Ordinary [[gem]]||Gem||2670|| || &lt;br /&gt;
|-&lt;br /&gt;
|[[Aluminum]]||Metal||2700|| || ||Least dense &amp;quot;normal&amp;quot; metal&lt;br /&gt;
|-&lt;br /&gt;
|[[Limestone]]||Stone||2710|| || &lt;br /&gt;
|-&lt;br /&gt;
|[[Marble]]||Stone||2780|| || &lt;br /&gt;
|-&lt;br /&gt;
|[[Calcite]]||Stone||2930|| || &lt;br /&gt;
|-&lt;br /&gt;
|[[Gem|Diamond]] (any)||Gem||3520|| || &lt;br /&gt;
|-&lt;br /&gt;
|[[Cobaltite]]||Stone||6295|| || &lt;br /&gt;
|-&lt;br /&gt;
|[[Lay pewter]]||Metal||7280|| || &lt;br /&gt;
|-&lt;br /&gt;
|[[Galena]]||Metal||7500|| || || Ore of [[lead]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Pitchblende]]||Stone||7600|| || ||Most dense &amp;quot;magma-safe&amp;quot; stone&lt;br /&gt;
|-&lt;br /&gt;
|[[Iron]]||Metal||7850|| || &lt;br /&gt;
|-&lt;br /&gt;
|[[Steel]]||Metal||7850|| || &lt;br /&gt;
|-&lt;br /&gt;
|[[Cinnabar]]||Stone||8100|| || ||Densest non-economic stone&lt;br /&gt;
|-&lt;br /&gt;
|[[Bronze]]||Metal||8250|| || &lt;br /&gt;
|-&lt;br /&gt;
|[[Copper]]||Metal||8930|| || &lt;br /&gt;
|-&lt;br /&gt;
|[[Silver]]||Metal||10,490|| || &lt;br /&gt;
|-&lt;br /&gt;
|[[Lead]]||Metal||11,340|| || &lt;br /&gt;
|-&lt;br /&gt;
|[[Gold]]||Metal||19,320|| || &lt;br /&gt;
|-&lt;br /&gt;
|[[Platinum]]||Metal||21,400|| || ||Densest metal&lt;br /&gt;
|-&lt;br /&gt;
|[[Native platinum]]||Stone||21,400|| || ||Densest [[economic]] stone (and [[ore]])&lt;br /&gt;
|-&lt;br /&gt;
|[[Slade]]||Stone||200,000|| || ||Densest stone, difficult to mine, brutally slow to carry if you do&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Dolomite&amp;diff=253645</id>
		<title>Dolomite</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Dolomite&amp;diff=253645"/>
		<updated>2020-06-27T02:50:14Z</updated>

		<summary type="html">&lt;p&gt;Albedo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:09, 9 May 2015 (UTC)}}&lt;br /&gt;
{{layerlookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Dolomite''' is a [[color|white]] medium-[[value]] and economic type of [[sedimentary layer|sedimentary]] [[stone]] that forms entire layers. It is also a [[flux]] stone, meaning it can be used in the production of [[pig iron]] and [[steel]]. Additionally, it is [[magma safe]], with an extremely high melting point of {{ct|16507}}.&lt;br /&gt;
&lt;br /&gt;
In fact, dolomite has the highest [[Temperature#Melting point|melting point]] of all common* stones and metals. It is not safe from the scorching {{ct|50000}} heat of [[dragon]] fire, though it will last longer than most minerals.&lt;br /&gt;
&lt;br /&gt;
(* The uncommon exceptions being [[raw adamantine]] ore, [[adamantine]] metal, and, because it cannot be melted, [[slade]].)&lt;br /&gt;
&lt;br /&gt;
Because of its abundance and utility, dolomite is one of the most remarkable non-[[ore]] stones, and is much more useful than many other flux stones.&lt;br /&gt;
&lt;br /&gt;
Dolomite is slightly denser than the average rock, inhibiting [[hauling]]. Because of its status as a flux stone, which are in high demand in [[steel]]-making, [[wheelbarrow]]s are useful for the transport of dolomite.&lt;br /&gt;
&lt;br /&gt;
==In real life==&lt;br /&gt;
&lt;br /&gt;
Dolomite is comprised of calcium magnesium carbonate (CaMg(CO&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt;)&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;) and is related to [[limestone]], [[chalk]], and [[marble]]. Its ionic and crystalline nature contributes to its high melting point. It's dolomite, baby!&lt;br /&gt;
&lt;br /&gt;
[[File:Dolomit - panoramio.jpg|center|thumb|250px|Dolomite.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Dolomite&amp;diff=253644</id>
		<title>Dolomite</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Dolomite&amp;diff=253644"/>
		<updated>2020-06-27T02:49:20Z</updated>

		<summary type="html">&lt;p&gt;Albedo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:09, 9 May 2015 (UTC)}}&lt;br /&gt;
{{layerlookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Dolomite''' is a [[color|white]] medium-[[value]] and economic type of [[sedimentary layer|sedimentary]] [[stone]] that forms entire layers. It is also a [[flux]] stone, meaning it can be used in the production of [[pig iron]] and [[steel]]. Additionally, it is [[magma safe]], with an extremely high melting point of {{ct|16,507}}.&lt;br /&gt;
&lt;br /&gt;
In fact, dolomite has the highest [[Temperature#Melting point|melting point]] of all common* stones and metals. It is not safe from the scorching {{ct|50,000}} heat of [[dragon]] fire, though it will last longer than most minerals.&lt;br /&gt;
&lt;br /&gt;
(* The uncommon exceptions being [[raw adamantine]] ore, [[adamantine]] metal, and, because it cannot be melted, [[slade]].)&lt;br /&gt;
&lt;br /&gt;
Because of its abundance and utility, dolomite is one of the most remarkable non-[[ore]] stones, and is much more useful than many other flux stones.&lt;br /&gt;
&lt;br /&gt;
Dolomite is slightly denser than the average rock, inhibiting [[hauling]]. Because of its status as a flux stone, which are in high demand in [[steel]]-making, [[wheelbarrow]]s are useful for the transport of dolomite.&lt;br /&gt;
&lt;br /&gt;
==In real life==&lt;br /&gt;
&lt;br /&gt;
Dolomite is comprised of calcium magnesium carbonate (CaMg(CO&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt;)&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;) and is related to [[limestone]], [[chalk]], and [[marble]]. Its ionic and crystalline nature contributes to its high melting point. It's dolomite, baby!&lt;br /&gt;
&lt;br /&gt;
[[File:Dolomit - panoramio.jpg|center|thumb|250px|Dolomite.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Dolomite&amp;diff=253643</id>
		<title>Dolomite</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Dolomite&amp;diff=253643"/>
		<updated>2020-06-27T02:48:49Z</updated>

		<summary type="html">&lt;p&gt;Albedo: tighten; remove off-topic tangent, material covered elsewhere&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:09, 9 May 2015 (UTC)}}&lt;br /&gt;
{{layerlookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Dolomite''' is a [[color|white]] medium-[[value]] and economic type of [[sedimentary layer|sedimentary]] [[stone]] that forms entire layers. It is also a [[flux]] stone, meaning it can be used in the production of [[pig iron]] and [[steel]]. Additionally, it is [[magma safe]], with an extremely high melting point of {{ct|16507}}.&lt;br /&gt;
&lt;br /&gt;
In fact, dolomite has the highest [[Temperature#Melting point|melting point]] of all common* stones and metals. It is not safe from the scorching {{ct|50000}} heat of [[dragon]] fire, though it will last longer than most minerals.&lt;br /&gt;
&lt;br /&gt;
(* The uncommon exceptions being [[raw adamantine]] ore, [[adamantine]] metal, and, because it cannot be melted, [[slade]].)&lt;br /&gt;
&lt;br /&gt;
Because of its abundance and utility, dolomite is one of the most remarkable non-[[ore]] stones, and is much more useful than many other flux stones.&lt;br /&gt;
&lt;br /&gt;
Dolomite is slightly denser than the average rock, inhibiting [[hauling]]. Because of its status as a flux stone, which are in high demand in [[steel]]-making, [[wheelbarrow]]s are useful for the transport of dolomite.&lt;br /&gt;
&lt;br /&gt;
==In real life==&lt;br /&gt;
&lt;br /&gt;
Dolomite is comprised of calcium magnesium carbonate (CaMg(CO&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt;)&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;) and is related to [[limestone]], [[chalk]], and [[marble]]. Its ionic and crystalline nature contributes to its high melting point. It's dolomite, baby!&lt;br /&gt;
&lt;br /&gt;
[[File:Dolomit - panoramio.jpg|center|thumb|250px|Dolomite.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Steel&amp;diff=253637</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Steel&amp;diff=253637"/>
		<updated>2020-06-26T18:49:46Z</updated>

		<summary type="html">&lt;p&gt;Albedo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:56, 20 September 2016 (UTC)}}&lt;br /&gt;
{{Alloy3&lt;br /&gt;
|name=Steel&lt;br /&gt;
|color=0:7:1&lt;br /&gt;
|color1=0:0:1&lt;br /&gt;
|color2=0:0:1&lt;br /&gt;
|color3=7:0:1&lt;br /&gt;
|tile3=•&lt;br /&gt;
|uses=&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[iron]] [[bar]] &lt;br /&gt;
* 1 [[pig iron]] [[bar]] &lt;br /&gt;
* 1 [[flux]] [[stone]]&lt;br /&gt;
* 1 [[fuel|coal]] [[bar]] &lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 30&lt;br /&gt;
{{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] {{ct|12718}}&lt;br /&gt;
* [[Boiling point]] {{ct|14968}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 7850&lt;br /&gt;
* Liquid [[density]] 6980&lt;br /&gt;
* [[Specific heat]] 500&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an [[alloy]] of [[iron]] and carbon ([[fuel|refined coal]]), made at a smelter. It is the best common metal for smithing most [[weapon]]s and [[armor]]. Steel also has the third highest value of all metals, tied with that of [[gold]].&lt;br /&gt;
&lt;br /&gt;
Steel can be created at a [[smelter]] by a [[dwarf]] with the [[furnace operator]] [[labor]] activated.&lt;br /&gt;
&lt;br /&gt;
==Sedimentary layers==&lt;br /&gt;
&lt;br /&gt;
To smelt steel, you will need [[iron]] [[bar]]s, [[flux]] stone, and [[fuel]]. Flux is used to remove impurities, including carbon, during the smelting process, while fuel (charcoal or coke) removes oxygen and puts back in a small amount of carbon.  The end result is steel: iron with just the right amount of carbon in it. The three ores of iron (hematite, magnetite, and limonite) can only be found in [[sedimentary layer]]s, with the exception of hematite, which can occasionally be found in igneous extrusive layers.  Furthermore, four of the five [[flux]] stones (calcite, chalk, dolomite, and limestone) are found only in sedimentary layers, as well as both [[coal]] ores (bituminous coal and lignite).&lt;br /&gt;
&lt;br /&gt;
If you have no sedimentary layers at your fortress site, your only hope to make steel is with:&lt;br /&gt;
* hematite from [[igneous extrusive]] layers, or iron ore imported from [[trade]] caravans, or [[melt]]ing iron items brought by [[siege]]rs ([[goblinite]]) and caravans&lt;br /&gt;
* marble from [[metamorphic]] layers, or imported [[flux]]&lt;br /&gt;
* [[charcoal]] from [[wood]], or coke from imported [[bituminous coal]] or [[lignite]]&lt;br /&gt;
&lt;br /&gt;
If you embark in a forest [[biome]], you can produce thousands of units of wood from the surface trees alone, without even tapping into the [[cavern]]s.  Charcoal requires more labor per unit than coke, but is often easier to acquire.&lt;br /&gt;
&lt;br /&gt;
Note that bituminous coal and lignite, like most stones, cost only 3☼ at embark or from caravans. With [[Sample_Starting_Builds#Minmax_build|a cunning-enough starting build]], it is possible to embark with enough coal boulders to produce several hundred units of coke, but only if your parent [[civilization]] has access to coal; otherwise, it will not be available at all.&lt;br /&gt;
&lt;br /&gt;
==Recipe==&lt;br /&gt;
&amp;lt;!-- EDITORS: If you think these calculations are incorrect, please explain on the Talk page. Also see &amp;quot;100% Recipe&amp;quot; in notes at bottom.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steel production is fairly complex compared to the creation of other [[alloy]]s, which only involves one step to combine bars of different pure [[metal]]s to create the final product. Steelmaking from iron bars* has 2 steps, and both steps require coke or charcoal ''as part of the actual reaction'', combining that &amp;quot;[[fuel]]&amp;quot; with the other ingredients. This is required ''in addition'' to any heating source, if using a non-magma smelter (full details below).&lt;br /&gt;
&lt;br /&gt;
: ''(* If starting from iron ''[[ore]]'', you will first need to create iron bars. Steel (or Pig Iron) cannot be created directly from ore. 1 ore creates 4 bars, but the recipe only requires 2 at a time.)''&lt;br /&gt;
&lt;br /&gt;
'''Recipe:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Necessary ingredients; produces '''2 bars of steel''':&lt;br /&gt;
:* 2 bars [[iron]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
:* 2 units [[flux]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
:* 4 units of [[fuel]] (or only 2 if magma powered)&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Notes:&lt;br /&gt;
:: 1) Unless you are using a [[magma smelter]], melting iron [[ore]] to create iron bars also requires +1 unit of fuel at a conventional ('''non'''-[[magma smelter|magma]]) [[smelter]], producing a total of 4 bars of iron, twice what the recipe uses. This translates to also needing &amp;quot;half a unit&amp;quot; of additional fuel to the ingredients above for each recipe. Since you cannot use &amp;quot;half a unit&amp;quot;, you will need a full unit up front, producing 4 iron bars to start, so add that in to any larger, long-term calculations for ore -&amp;gt; steel.&lt;br /&gt;
:: 2) [[Calcite]], [[Chalk]], [[Dolomite]], [[Limestone]], and/or [[Marble]]&lt;br /&gt;
:: 3) For larger production runs, if using a '''non'''-[[magma smelter]], you may also have to create more fuel. This means either burning wood at a [[wood furnace]], or using 1 fuel to turn [[bituminous coal]] into +8 fuel each or [[lignite]] into +4 fuel each. Add this to any larger, long-term calculations for steel production. (Read: Don't get caught short, and don't consume your very last fuel without a way of producing more!)&lt;br /&gt;
[[Image:SteelSword.png|thumb|right|200px|''A [[steel]] [[short sword]].'']]&lt;br /&gt;
'''Step 1:''' Use one iron bar to '''create [[pig iron]]''':&lt;br /&gt;
&lt;br /&gt;
:* 1 bar of [[iron]]&lt;br /&gt;
:* 1 [[flux]] stone&lt;br /&gt;
:* 1 unit of [[fuel]] (as a source of carbon)&lt;br /&gt;
:* 1 unit of fuel, or magma (to heat the forge)&lt;br /&gt;
: '''Produces''':&lt;br /&gt;
:* 1 bar of pig iron&lt;br /&gt;
&lt;br /&gt;
'''Step 2:''' Combine the pig iron bar with the second iron bar to '''produce steel''':&lt;br /&gt;
&lt;br /&gt;
:* 1 bar of iron&lt;br /&gt;
:* 1 bar of pig iron&lt;br /&gt;
:* 1 [[flux]] stone&lt;br /&gt;
:* 1 unit of fuel (as a source of carbon)&lt;br /&gt;
:* 1 unit of fuel, or magma (to heat the forge)&lt;br /&gt;
: '''Produces''':&lt;br /&gt;
:: '''2 bars of steel'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To go from raw materials to finished products (assuming 1 bar per crafted item) at a conventional forge, a total of...&lt;br /&gt;
* 8 iron bearing ore (= 32 iron bars)&lt;br /&gt;
* 32 flux stone&lt;br /&gt;
* 13 bituminous coal (or 26 lignite or 104 logs)&lt;br /&gt;
... will have no leftover raw material and will yield '''32''' single-bar steel items.  This is assuming, of course, that your dwarves can time travel and use the last remaining piece of coke to fire the [[furnace]] to create the first [[fuel]] to get things rolling.&lt;br /&gt;
 [[File:SteelChart.png|center|450px]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt;
&lt;br /&gt;
==100% Reaction Recipes==&lt;br /&gt;
&lt;br /&gt;
''' Recipe: Magma + catalyst '''&lt;br /&gt;
&lt;br /&gt;
1 [[iron]] [[ore]] + 4 [[flux]]stone  + 4 [[fuel]] = 4 bars of steel&lt;br /&gt;
:* 4 Bituminous coal + 9 [[iron]] [[ore]] + 36 [[Flux]]stone = 36 bars of steel&lt;br /&gt;
:* 4 [[Lignite]] + 5 [[iron]] [[ore]] + 20 [[Flux]]stone = 20 bars of steel&lt;br /&gt;
:* 8 [[Wood]] + 2 [[iron]] [[ore]] + 8 [[Flux]]stone = 8 bars of steel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''' Recipe: Non-Magma '''&lt;br /&gt;
&lt;br /&gt;
:* 9 [[wood]] + 1 [[iron]] [[ore]] + 4 [[flux]]stone = 4 bars of steel&lt;br /&gt;
:* 9 bituminous coal + 8 [[iron]] [[ore]] + 32 [[flux]]stone = 32 bars of steel&lt;br /&gt;
:*9 [[lignite]] + 4 x [[iron]] [[ore]] + 16 x [[flux]]stone = 16 bars of steel&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Automated steel production==&lt;br /&gt;
&lt;br /&gt;
You can fully automate the production of steel via the use of a [[work order]]. The arrangement of these orders would be:&lt;br /&gt;
&lt;br /&gt;
:*Make 9 [[coke]] from [[bituminous coal]] (or 18 [[lignite]], or make 72 [[charcoal]]), then add the {{K|c}}ondition to restart if completed, checked daily.&lt;br /&gt;
:*Smelt 8 [[magnetite]] ''(or [[hematite]] or [[limonite]])'' [[ore]], then add the {{K|c}}ondition to restart if completed, checked daily. then set the {{K|o}}rder condition to &amp;quot;Make 9 [[coke]] from [[bituminous coal]]&amp;quot;&lt;br /&gt;
:*Make 16 pig iron bars, then add the {{K|c}}ondition to restart if completed, checked daily. then set the {{K|o}}rder condition to &amp;quot;Smelt 8 magnetite ''(or etc.)'' ores&amp;quot;&lt;br /&gt;
:*Make 16 steel bars, then  add the {{K|c}}ondition to restart if completed, checked daily. then set the {{K|o}}rder condition to &amp;quot;Make 16 pig iron bars&amp;quot;&lt;br /&gt;
:*Wait until the &amp;quot;Smelt 8 magnetite&amp;quot; order activates (once the coke or charcoal is done) to set it's{{K|o}}rder to &amp;quot;Make 16 steel bars&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This automated process would produce 32 steel bars every 4 days, assuming you have an adequate flow of ore, coke-producing stone, flux stone and labourers. You can also make multiple work order sets to increase production as much as necessary.&lt;br /&gt;
&lt;br /&gt;
==Planned Steel Production==&lt;br /&gt;
It is always recommended to have more [[iron]] bars than [[pig iron]] bars because, supposing you have an abundance of [[charcoal]]/[[coke]] and [[flux]], you can always turn iron into pig iron, but not vice versa. In a fortress with only a limited number of iron bars and pig iron bars, you want to plan the two steps of steel production to maximize the steel bar yield:&lt;br /&gt;
* Step 1: Make pig iron bars, but also leave enough iron bars available for step 2 of the steel bar production&lt;br /&gt;
* Step 2: Have iron bars and pig iron bars in ratio 1:1, process them into steel bars&lt;br /&gt;
&lt;br /&gt;
===Questions===&lt;br /&gt;
* How many pig iron job orders should be issued to result in a 1:1 iron to pig iron ratio?&lt;br /&gt;
* How many steel bars can be optimally produced from all this?&lt;br /&gt;
&lt;br /&gt;
===General formulas===&lt;br /&gt;
Variables:&lt;br /&gt;
    ''i'': number of available iron bars&lt;br /&gt;
    ''p'': number of available pig iron bars&lt;br /&gt;
&lt;br /&gt;
Formula for stage 1, pig iron production plan:&lt;br /&gt;
&lt;br /&gt;
    ''j'': job orders for pig iron production to be issued&lt;br /&gt;
    ''j'' = (''i'' – ''p'')/2 (round down for iron surplus, or up for pig iron surplus)&lt;br /&gt;
&lt;br /&gt;
It is recommended to round down for iron surplus. Should need arise, an iron bar can be forged into a [[weapon]], whereas a pig iron bar cannot.&lt;br /&gt;
&lt;br /&gt;
Formula for the potential steel bar yield:&lt;br /&gt;
&lt;br /&gt;
    ''s'': number of potential steel bars&lt;br /&gt;
    ''s'' = 2 * (round_down(''j'') + p)&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
'''Question:'''&lt;br /&gt;
&lt;br /&gt;
If I have 32 iron bars and 8 pig iron bars, how many steel bars can I produce from this and how? (Presupposing an abundance of [[flux]] and [[fuel]])&lt;br /&gt;
&lt;br /&gt;
'''Current stocks:'''&lt;br /&gt;
* 32 iron bars&lt;br /&gt;
* 8 pig iron bars&lt;br /&gt;
    ''i'' = 32&lt;br /&gt;
    ''p'' = 8&lt;br /&gt;
&lt;br /&gt;
'''Calculation:'''&lt;br /&gt;
&lt;br /&gt;
Formula for pig iron job orders, (where ''i'' &amp;gt; ''p''):&lt;br /&gt;
&lt;br /&gt;
    ''j'' = (''i'' – ''p'')/2&lt;br /&gt;
    ''j'' = (32 – 8)/2&lt;br /&gt;
    ''j'' = 24/2&lt;br /&gt;
&lt;br /&gt;
    ''j'' = 12 (rounded down)&lt;br /&gt;
&lt;br /&gt;
Formula for expected steel bar yield:&lt;br /&gt;
&lt;br /&gt;
    ''s'' = 2 * (round_down(''j'') + p)&lt;br /&gt;
    ''s'' = 2 * (12 + 8)&lt;br /&gt;
    ''s'' = 2 * 20&lt;br /&gt;
&lt;br /&gt;
    ''s'' = 40&lt;br /&gt;
&lt;br /&gt;
This can also be calculated from the initial amounts:&lt;br /&gt;
&lt;br /&gt;
    ''s'' = ''i'' + ''p'' rounded down to the closest even number&lt;br /&gt;
&lt;br /&gt;
'''Answer:'''&lt;br /&gt;
&lt;br /&gt;
From 32 iron bars and 8 pig iron bars, 40 steel bars can be produced. Here is how:&lt;br /&gt;
&lt;br /&gt;
'''Plan:'''&lt;br /&gt;
* Stage 1: Issue 12 job orders to make pig iron bars. This will turn 12 iron bars into 12 pig iron bars. 20 of our original 32 iron bars will remain. 12 new pig iron bars are produced, increasing pig iron bar stocks from 8 to 20.&lt;br /&gt;
* Stage 2: After stage 1 is completed, we will have 20 iron bars and 20 pig iron bars. We issue 20 job orders to make steel bars (each job order will produce two steel bars).&lt;br /&gt;
* Result: 40 new steel bars, 0 iron bars, 0 pig iron bars left unused. &lt;br /&gt;
Note: 10 metal bars can produce a full set of [[armor]] and a [[weapon]] for one [[soldier]].&lt;br /&gt;
&lt;br /&gt;
===Simplification, rule of thumb===&lt;br /&gt;
If there are at least 20 iron bars more than pig iron bars, issue a job order to make 10 [[pig iron]] bars. If not, issue job orders to make steel bars, as many as there are pig iron bars.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = deler&lt;br /&gt;
| elvish  = inire&lt;br /&gt;
| goblin  = zodsto&lt;br /&gt;
| human   = kadest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Magma&amp;diff=253634</id>
		<title>Magma</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Magma&amp;diff=253634"/>
		<updated>2020-06-26T18:02:15Z</updated>

		<summary type="html">&lt;p&gt;Albedo: /* Minecarts */ copy edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|21:13, 6 July 2010 (UTC)}}&lt;br /&gt;
[[File:magma_flow.gif|thumb|320px|right|Dwarves can swim in magma, but only once.]]'''Magma''' is red-hot [[fluid|molten rock]] that wells up from deep within the earth (but not so deep that it cannot be found by dwarves), entering the map either by the edges or by the area beneath a [[magma pool]]. Magma that emerges aboveground is called '''Lava'''; however the substance itself remains the same. Magma is very [[Fun]].&lt;br /&gt;
&lt;br /&gt;
Magma serves as a heat source, replacing [[fuel]] in [[magma smelter]]s, [[magma forge]]s, [[magma glass furnace]]s, and [[magma kiln]]s.  Magma is ''extremely'' hot, which can lead to even more [[Fun]]. Materials that can withstand the temperature of magma are called '''[[magma-safe]]''', and the list is rather extensive. &lt;br /&gt;
&lt;br /&gt;
Magma never cools, but can [[Water#Evaporation|evaporate]] if left at a depth of 1/7 for long enough, much like water. When magma is mixed with water, it forms [[obsidian]] (and [[steam]]). Note that magma located above [[semi-molten rock]] will be listed as a Magma Flow; magma in magma flow tiles will disappear when mixed with water (instead of cooling into obsidian).&lt;br /&gt;
&lt;br /&gt;
Without [[screw pump]]s to impart [[pressure]], magma flows rather slowly (though no more slowly than unpressurized water).  A pipe to bring magma across the full map can take as much as a year to fill.  This, combined with the fact that it will evaporate, can make filling a reservoir difficult and tedious.  As a rule of thumb, the area coming out of a 1-wide-pipe shouldn't be more than three squares wide and 20 squares long, or else it will evaporate as fast as you fill it.&lt;br /&gt;
&lt;br /&gt;
Some fire-based [[creature]]s make magma their home, or are just simply immune to it.&lt;br /&gt;
&lt;br /&gt;
==Magma sources==&lt;br /&gt;
&lt;br /&gt;
Magma occurs in several different geological formations:&lt;br /&gt;
===[[Magma pool]]s===&lt;br /&gt;
[[File:magma_preview.png|frame|120px|right|Not-so-lucky 7's.]]Although the name suggests them as pools, they are more like pipes. They can be found underground, however they rarely reach the upper z-levels (40+). Most end a few z-levels above the magma sea, though some may span more than 100 z-levels.&lt;br /&gt;
Magma pools seem to be always connected to a magma sea, and the sea and pipe can occasionally reach up to the same level, making them hard to separate. However, magma pools can be identified by the obsidian walls which surround them.&lt;br /&gt;
Magma pools will slowly refill themselves, giving the player an infinite source of magma. The entire embark tile containing the pool will produce sporadic bursts of magma until the magma within it is at its natural level (i.e. the magma level at embark) or until it is halted by a bridge, floor, or bottom of a wall.&lt;br /&gt;
&lt;br /&gt;
===[[Volcano]]es===&lt;br /&gt;
Volcanoes are magma pools that extend all the way to the surface. Volcanoes are an endless source of magma as they will always refill themselves. They never erupt, unlike their real-life counterparts. Volcanoes are geographical features visible on the [[location]] screen, making them much easier to find when choosing a site for your fortress.&lt;br /&gt;
&lt;br /&gt;
===[[Magma sea]]===&lt;br /&gt;
The magma sea is a large body of magma deep under the earth. Nearly all maps will include a magma sea at the lowest z-levels, though its inconvenient placement may inspire your dwarves to [[#Bringing Magma Up|bring the magma up]] to the fortress proper.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
Nearly all maps will have magma available at the lowest z-levels, but it can be advantageous to select a site with a more easily accessible source, particularly when starting out.&lt;br /&gt;
&lt;br /&gt;
Volcanoes are visible on the &amp;quot;local&amp;quot; screen in the starting location chooser as a red ≈ - essentially, red water - and on the &amp;quot;region&amp;quot; screen as a red ^.  Note that a red ≈ on the &amp;quot;region&amp;quot; screen mean something different entirely (red sand).&lt;br /&gt;
&lt;br /&gt;
After you have chosen to embark in a place that has a volcano, and once your dwarves have arrived at their target destination, you should see a large red pool of lava on your map. If you don't, you should expect your volcano to be somewhere underground. You then have to use [[exploratory mining]] to find it. If you can find a large patch of obsidian on the surface that is devoid of boulders, chances are there is a magma vent below, so that would be a good place to start your mining.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a volcano is finding a volcano that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running [[water]], or a [[mountain]] for minerals, or a healthy [[tree]] population, a layer of [[flux]] for [[steel]] production or even all four - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
==Working with magma==&lt;br /&gt;
&lt;br /&gt;
Although magma is a liquid, it does not move via [[pressure]] unless it has been pumped. This reduced rate of flow can allow miners to survive digging into a magma reservoir, ''if'' they are lucky enough.  There are ways to minimize this risk however:&lt;br /&gt;
&lt;br /&gt;
'''Digging From Above:'''&lt;br /&gt;
If you can find a suitable position above the magma, your miner can dig a [[channel]] while remaining above the level of the magma. Be warned, however, that your dwarves might take the ramp down into the magma channel as a shortcut; preemptively designating the channel for restricted [[traffic]] is recommended.&lt;br /&gt;
&lt;br /&gt;
'''Diagonal Digging:'''&lt;br /&gt;
Magma moves more slowly diagonally than orthogonally, giving the miner more time to escape. However, slower flow means you must keep in mind the evaporation. You should dig a smaller channel, wait for it to fill up, and extends the channel by Digging From Above. Workers that dig into a magma reservoir are not instantly killed as the magma touches them, but they are set on fire, which will kill them very quickly. For this reason, taking steps to ensure there is adequate water available to extinguish flaming dwarves running in random directions is advised before digging into any magma pools from the side. Channeling a single square wide pit across the planned magma pipe one tile away from the wall to breach and filling it with 2/7 water using the [[Activity zone#Pit/Pond|pond zone]] tool is recommended, so the panicking dwarves have no choice but to run through the water, and the water itself turns into an obsidian wall as soon as the magma flows into it.&lt;br /&gt;
&lt;br /&gt;
'''Busy To Leave:'''&lt;br /&gt;
{{F|111883|(see forum)}}&lt;br /&gt;
Dwarves who dig into magma often die not because they are unable to flee but because they choose not to. By ensuring a dwarf has another task waiting (ideally far away) they will immediately move away from the ensuing magma flow.&lt;br /&gt;
&lt;br /&gt;
Simply mine up to the corner of a lava tube and then smooth the last tile. Dig a staircase within a few tiles of the place where you will be breaching that leads up and back into your fortress, this will allow your dwarf to get out before the magma gets him. Now designate the smoothed corner to be carved into a fortification. Now immediately when the dwarf begins to carve the fortification, (and this is the most important part!), designate a bunch of other tiles to be smoothed/carved. It's not important that your dwarves actually smooth, carve, or engrave those tiles, what is important is that your dwarf immediately takes another smooth/carve/engrave task elsewhere in the fortress when they finish the current one. If they do not then they will pause for the briefest of instants as they pick a new task, resulting in their death. If they have the job though, they will instantly turn and head up the staircase, stopping the magma from catching and killing them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Exploit From Below:'''&lt;br /&gt;
{{F|110724|(see forum)}}&lt;br /&gt;
Miners are able to mine out tiles diagonally above them '''even if there is a bridge over their heads'''.  First you dig out your magma tunnel to feed magma to wherever in your fort you need it and dig it right up against the volcano pipe.  Then you channel a trench against the pipe that can be the width of the tunnel if you wish.  Build a magma-safe bridge over the trench, making sure to cover it completely, and then seal off access to the magma tunnel.  Dig a new separate path to access the now bridged-over trench.  Finally, designate the magma wall '''on the Z level of the magma tunnel''' for mining.  Your dwarves will stand in the trench beneath the bridge but will somehow still mine out the squares diagonally above them, causing the magma to flow safely onto the bridge leaving your dwarves unscathed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example (use {{k|&amp;amp;lt;}}{{k|&amp;amp;gt;}} to navigate):&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
Z=0      &lt;br /&gt;
[%205][%205][%205][%205][%205]╗[#F00]≈≈≈[#]&lt;br /&gt;
....[#080]╥[#000][@880][%186][@][#F00]≈≈≈[#]&lt;br /&gt;
....[#080][%186][#000][@880][%186][@][#F00]≈≈≈[#]&lt;br /&gt;
....[#080]╨[#000][@880][%186][@][#F00]≈≈≈[#]&lt;br /&gt;
[%205][%205][%205][%203][%205][%185][#F00]≈≈≈[#]&lt;br /&gt;
   [%186]X[%186][#F00]≈≈≈[#]&lt;br /&gt;
   [%200][%205][%188][#F00]≈≈≈[#]&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=level level=1&amp;gt;&lt;br /&gt;
Z=1&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
[%205][%205][%205][%205][%205][%187][#F00]≈≈≈[#]&lt;br /&gt;
....X[%186][#F00]≈≈≈[#]&lt;br /&gt;
[%205][%205][%205][%205][%205][%188][#F00]≈≈≈[#]&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=&amp;quot;-1&amp;quot;&amp;gt;&lt;br /&gt;
Z=-1     &lt;br /&gt;
   [%201][%205][%187][#F00]≈≈≈[#]&lt;br /&gt;
   ║▲║[#F00]≈≈≈[#]&lt;br /&gt;
   ║▲║[#F00]≈≈≈[#]&lt;br /&gt;
   ║▲║[#F00]≈≈≈[#]&lt;br /&gt;
   ║.║[#F00]≈≈≈[#]&lt;br /&gt;
   ║X║[#F00]≈≈≈[#]&lt;br /&gt;
   [%200][%205][%188][#F00]≈≈≈[#]&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure the top z-level is sealed off from miners and '''[[Mining|Mine]]''' ({{k|d}}-{{k|d}}) the highlighted tiles on the upper z-level.&lt;br /&gt;
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== Bringing magma up ==&lt;br /&gt;
&lt;br /&gt;
Magma can be brought to the surface by three different methods: pump stacks, magma pistons, and minecarts. Pump stacks are conceptually the simplest, but require an enormous amount of in-game time to make. Magma pistons tend to be faster to make, but require more time to understand how to build them. Minecarts are a simple solution, but require more management than pump stacks because they can overfill a reservoir.&lt;br /&gt;
&lt;br /&gt;
=== Pump stacks ===&lt;br /&gt;
Pumping magma up from the [[magma sea]] via a conventional [[screw pump#Example layouts#pump stack|pump stack]] is a lot of work, requiring dozens of pumps and significant amounts of power. Making all of the pumps [[magma safe]] also requires a lot of precious materials like iron, or a functioning glass industry.&lt;br /&gt;
&lt;br /&gt;
=== Magma pistons ===&lt;br /&gt;
[[Magma piston]]s are another way to move magma near the surface. Magma pistons require less time and fewer precious materials to construct than pump stacks. However, magma pistons are a bit more complicated than pump stacks, so it takes more time to understand how to operate and build them.&lt;br /&gt;
&lt;br /&gt;
=== Minecarts ===&lt;br /&gt;
[[Minecart]]s submerged in 7/7 magma (or possibly less, but 2/7 is not enough) will fill with magma. Each minecart holds 2/7 worth of magma, which is subtracted from the amount of magma in the tile. The minecart is then shown as containing magma [833]. Minecarts used for this must be made of [[magma-safe]] material.&lt;br /&gt;
&lt;br /&gt;
Minecarts full of magma can be tipped at a track stop, which will pour the magma in a specified direction from the stop. Therefore, the challenge is to get the minecart full of magma to the track stop. There are two logistical hurdles, and several ways to approach them.&lt;br /&gt;
&lt;br /&gt;
The first decision is how to separate the minecart from the tile of magma. The &amp;quot;obvious&amp;quot; way is to build [[roller]]s in magma to pull the minecarts out; such rollers would also need to be magma-safe. Another way is to drain the magma, and then wait for evaporation. A third way is to pump the magma out of the minecart filling area.&lt;br /&gt;
&lt;br /&gt;
The second task is how to move the liberated magma-laden minecart(s) to the track stop where your smelters/forges will be built. There are, again, multiple valid approaches to this. The &amp;quot;obvious&amp;quot; way is to build tracks from the magma sea to the surface. A minecart track can be operated by dwarves or fully automatic, using powered rollers or [[Minecart#Impulse ramps|Impulse ramps]]. Depending on the placement of the track stop, dangerous overflow can be prevented by making the track stop of a material that will melt/burn once the reservoir begins to overflow.&lt;br /&gt;
&lt;br /&gt;
A less obvious way to move the minecarts up is to simply ''carry'' them. Dwarves can safely haul a minecart full of magma (albeit slowly, due to its weight). [[Wheelbarrow]]s may be used to speed the hauling enormously; however, if the wheelbarrows are not [[magma-safe]]* (i.e. if they are [[wood]]en), they will [[wear]] quickly, most likely disintegrating in the middle of the hauling job. If a minecart is left stranded (either because the hauler got tired, or the wheelbarrow burned up), another hauling task is assigned to move it, either back to its origin stockpile, or farther along to its destination. Be sure your stockpile settings account for these possibilities, so you don't waste a lot of time moving a minecart halfway up, then back down, in a loop.&lt;br /&gt;
&lt;br /&gt;
: (* The cheapest magma-safe metal for a wheelbarrow is [[nickel]], which has few other special uses. [[Nether-cap]] is a magma-safe wood (the only one), and only grows underground. You probably passed some on your way to the magma.)&lt;br /&gt;
&lt;br /&gt;
==== Design 1 ====&lt;br /&gt;
In {{F|125679/4217863|one design}} posted to the forums by gchristopher, a pump can provide power to the [[roller]], making the ramp eligible for building the roller, and keeping the trench at 7 magma so the carts fill instantly.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
▒▒▒&lt;br /&gt;
▒#▒    # {{=}} floor grate&lt;br /&gt;
▒%▒    % {{=}} south facing pump&lt;br /&gt;
▒%▒▒&lt;br /&gt;
▒▲▲▒   Left ramp ▲ has a left-pushing roller&lt;br /&gt;
▒▒▒▒   Right ramp ▲ has a retracting bridge &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If you drop minecarts in directly from at least 2 z-levels above onto the right ramp, this setup has the magical property that it can handle an arbitrary number of minecarts, and dispense them at a constant controlled rate. Carts are pushed up the left ramp by the roller.&lt;br /&gt;
&lt;br /&gt;
If you extend the right bridge, that tile ceases to be a ramp. Exactly one minecart will fall onto the tile and stay there, and all other minecarts dropped from above will form a quantum pile 1 z-level up.&lt;br /&gt;
&lt;br /&gt;
The last time I [gchristopher] built one, I timed the cart dispensing rate at 1 per 8 ticks. This is slow enough that carts can be brought to the surface using an impulse ramp spiral, but fast enough that you can still quickly cover a large area with magma.&lt;br /&gt;
&lt;br /&gt;
The same design works with water, for giving you a lot of flexibility creating tall waterfalls without pump stacks, quickly and cheaply.&lt;br /&gt;
&lt;br /&gt;
==== Design 2 ====&lt;br /&gt;
Rafal99 posted {{F|109460/3374816|another design}} using dwarf-powered [[wheelbarrow]]s to transport the magma-filled minecarts from one minecart stockpile to another.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
▒ddddd=====S==&amp;lt;&amp;lt;Zccccc      Near the surface (top view)&lt;br /&gt;
           U&lt;br /&gt;
&lt;br /&gt;
▒bbbbb==      ==&amp;lt;&amp;lt;Xaaaaa    Near the magma (side view)&lt;br /&gt;
        \7777/&lt;br /&gt;
&lt;br /&gt;
\7777/   - Magma reservoir, with tracks in it and rollers to bring minecart up &lt;br /&gt;
                the ramp&lt;br /&gt;
U        - Here we want magma&lt;br /&gt;
aabbccdd - Stockpiles accepting minecarts&lt;br /&gt;
===&amp;lt;&amp;lt;    - Track and rollers&lt;br /&gt;
S        - Track stop, set to lowest friction (so it doesn't stop the minecart), &lt;br /&gt;
                set to dump the contents into the U&lt;br /&gt;
XZ       - Track stops set to dump their contents to the left&lt;br /&gt;
▒        - Wall to stop minecarts&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Empty minecarts are put into stockpile aaaaa.&lt;br /&gt;
# There is a hauling route with one stop on X, with assigned vehicle, set to take furniture-&amp;gt;minecarts from stockpile aaaaa.&lt;br /&gt;
# Empty minecarts are put into the minecart on track stop X, the track stop dumps them to the left, placing them on the rollers.&lt;br /&gt;
# Rollers move the empty minecarts into the magma reservoir, they get filled with magma, then the roller on ramp moves them up. They follow the track, then go out of it and stop at the wall; effectively the minecart with magma is being placed in stockpile bbbbb.&lt;br /&gt;
# Stockpile ccccc is set to take from stockpile bbbbb and has assigned 3 wheelbarrows. Dwarves safely transport the minecarts with magma inside wheelbarrows up to the surface into stockpile ccccc.&lt;br /&gt;
# There is a hauling route with one stop on Z, with assigned vehicle, set to take furniture-&amp;gt;minecarts from stockpile ccccc.&lt;br /&gt;
# Magma minecarts are put into the minecart on track stop Z, and the track stop dumps them to the left, placing them on the rollers. (Same as in 3.)&lt;br /&gt;
# Rollers move the magma minecarts along the track. They pass through the track stop S and dump the magma in the destination point U, then they follow the track, go out of it and stop at the wall; effectively the emptied minecart is being placed in stockpile ddddd.&lt;br /&gt;
# Stockpile aaaaa is set to take from stockpile ddddd. Dwarves haul the empty minecarts back underground near the magma into stockpile aaaaa.&lt;br /&gt;
Then we go back to start and the whole thing repeats.&lt;br /&gt;
&lt;br /&gt;
==== Design 3: Minimalist magma moving ====&lt;br /&gt;
&lt;br /&gt;
You'll need two magma-safe pumps, a magma-safe wheelbarrow, and at least one magma-safe minecart.&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
        sideview        &lt;br /&gt;
 ░░░░░░░░░░░░░░░░░░░░░░░&lt;br /&gt;
 ░░░     %% ░░░░░░░░░░░░&lt;br /&gt;
 ░░░░░░░░░░▲%%_░░░░░░░░░&lt;br /&gt;
 ░░░░░░░░░░░░░[#c00]7777777[#]░░░ &lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Dig down to the magma sea and channel a tile above the magma&lt;br /&gt;
# Optionally build a floor grate (_) over the hole to keep magma critters out&lt;br /&gt;
# Build the first pump to pull magma up into a 1x1 room with a ramp (▲)&lt;br /&gt;
# Build the second pump to pull the magma out of the 1x1 room and dispose of it (a 3x3 evaporation chamber works fine)&lt;br /&gt;
# Designate a garbage dump zone in the 1x1 room and dump all your magma-safe minecarts&lt;br /&gt;
# Wait for all the minecarts to be carried down to the dump zone&lt;br /&gt;
# Operate pump 1 briefly, then stop it and activate pump 2 briefly (the minecarts should now contain magma)&lt;br /&gt;
# Designate a minecart stockpile near your desired magma workshops, and set it to use your magma-safe wheelbarrow&lt;br /&gt;
# Unforbid your minecarts and wait for your dwarves to wheelbarrow them up to the stockpile&lt;br /&gt;
# Build a dumping track stop to place the magma where you want it&lt;br /&gt;
# Create a new hauling route, specify a new stop on the constructed track stop, and assign one of the magma minecarts to the route&lt;br /&gt;
# Unassign the cart, and mark it for dumping; once you've emptied all the carts return to step 6&lt;br /&gt;
&lt;br /&gt;
This design is only useful for moving small amounts of magma, but it is simple and flexible. With any luck you can have your topside magma workshops up and running in the first year.&lt;br /&gt;
&lt;br /&gt;
WARNING: do not attempt to over-fill multi-tile magma pits to full (i.e., a 3x1 pit at 6 depth on each tile) there is a high chance of the magma flowing outwards instead of into the other magma tile resulting in burnt dwarves and FUN.&lt;br /&gt;
Note: If necessary, use hatches to control pump operation.&lt;br /&gt;
&lt;br /&gt;
==== Design 4: Urist's Cradle ====&lt;br /&gt;
This design works fairly reliable while requiring no powered rollers. It works using [[Minecart#Impulse ramps|impulse ramps]] and is thus considered an exploit.&lt;br /&gt;
&lt;br /&gt;
As seen from the side (south):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 0:    ▒▒&lt;br /&gt;
-1: ▒▒▲▲▲▲▒▒&lt;br /&gt;
&lt;br /&gt;
Legend:&lt;br /&gt;
▲: impulse ramp (south-east or north-east oriented) , 7/7 magma&lt;br /&gt;
▒: solid wall / ground&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The minecarts arrive from the left with high speed, bump into the walls, drop into the 7/7 magma and get accelerated by the impulse ramps. Because of *physics*, the minecarts get stuck at the last impulse ramp on the right. A second minecart, also coming from the left, will push the first minecart out, filled with magma.&lt;br /&gt;
&lt;br /&gt;
==Using magma==&lt;br /&gt;
The primary use for magma is to &amp;lt;s&amp;gt;flood your fortress&amp;lt;/s&amp;gt; power [[magma smelter]]s, [[magma glass furnace]]s, [[magma kiln]]s, and [[magma forge]]s. To power a building with magma at least one of the external eight squares must be a hole above a square of magma on the level below.&lt;br /&gt;
Placing one of the workshop's [[impassable tile]]s above the magma conveniently prevents clumsy dwarves from falling in.&lt;br /&gt;
This seems to usually prevent magma critters from pathing in, but there was a bug report {{bugl|1189}} about [[magma man]] who somehow made its way through without [[building destroyer|destroying]] the furnace in question - it's not clear whether this was normal movement, dodging attack of another critter, [[building destroyer]] activity gone wrong, pathfinding bug, etc. Either way, if you feed magma from a wild area to furnaces via channel, locking it with a [[floodgate]] or raised [[bridge]] is a good idea.&lt;br /&gt;
Magma used this way is not consumed; a single tile of magma can operate the furnace indefinitely.&lt;br /&gt;
&lt;br /&gt;
Other uses for magma include [[obsidian farming]], [[DF2012:Trap_design#Magma_and_fire_traps|trap design]], melting [[ice]], igniting [[fire]]s, and even [[garbage disposal]]. It's unknown whether flow push bug {{Bug|5458}} can be a problem with magma, so if you want to be sure, protect the intake with floor grate - like water, except it won't get back up on its own.&lt;br /&gt;
&lt;br /&gt;
Magma saves all the work for fuel (but not flux for steel), so &amp;quot;dig down to magma&amp;quot; is a reasonable strategy for starting metal/glass/ceramics industry. As to the other magma uses - if you get lucky, the first dwarven caravan will bring all the tools you need. If not, you can forge your own by melting down the surplus of anvils that caravans carry, or just embark with a couple chunks of iron [[ore]] or ready bars of [[nickel]] (cheaper, but have few other uses). If you are in a hurry, you usually can take a nickel minecart on embark (at the same price as iron anvil), but to have magma-safe rollers you'll need a forge either way: metal chains seem to ''never'' be available on embark {{verify}}.&lt;br /&gt;
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==Properties of magma==&lt;br /&gt;
Magma behaves the same way as water with the exception of not being affected by [[pressure]] (except when being moved by a [[screw pump]]) and apparently not showing [[flow]].  Magma will turn into [[obsidian]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; if it touches [[water]].  In the game, magma's temperature is {{ct|12000}}. See the list of '''[[magma-safe]]''' materials for more information on what can (or cannot) be safely submerged in magma.&lt;br /&gt;
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Tiles directly adjacent to magma will be heated to a temperature of {{ct|10075}}, causing revealed unmined tiles to flash with {{Tile|☼|6:4:1}} when placing digging designations and causing unrevealed mining-designated tiles to [[Digging designation canceled|cancel their designation with a &amp;quot;warm stone&amp;quot; warning]] once they are revealed.&lt;br /&gt;
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Magma can melt ice beyond the &amp;quot;warm&amp;quot; wall, but this happens ''only when magma moves in'': {{F|72296/1795893|later the same reservoir may freeze just like when magma was not there}}. Whether magma needs to be moved out and in, or depth recalculation is enough is unknown {{verify}}.&lt;br /&gt;
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Implication of the two above effects is that when magma appears or disappears somewhere, that one and several adjacent tiles start or stop being {{Tile|☼|6:4:1}} &amp;quot;warm&amp;quot; - and there are likely to be temperature recalculations for the tiles adjacent to ''them'' - in addition to processing that happens when moving water. This means that having streams of magma changed or pumped (since a pump can drain its source) tend to cause major FPS drop, which can be prevented by keeping the affected tiles continuously &amp;quot;warm&amp;quot; with small buffer reservoirs (see [[Screw_pump#Improved_Magma_Pump_Stack|Improved Magma Pump Stack]] design by NecroRebel).&lt;br /&gt;
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[[Construction]]s ([[wall]]s, [[floor]]s, etc.) of any material can safely contain magma. Non-construction [[building]]s ([[door]]s, [[bridge]]s, [[Screw pump|pump]]s, etc.) that come into contact with magma should be built entirely of [[magma-safe]] materials. Non-magma-safe components will eventually melt and the building will deconstruct. Any [[mechanism]]s likely to come into contact with magma should also be made of magma-safe materials.&lt;br /&gt;
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&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - specifically, one of the inorganic materials having the [LAVA] tag, selected randomly ''per biome'' during worldgen.&amp;lt;/small&amp;gt;&lt;br /&gt;
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==Dangers of magma==&lt;br /&gt;
Any contact with magma results in nearly instant immolation, followed by death if water is not close at hand. Additionally, dropping large items into magma will generate clouds of [[magma mist]] which can set your haulers on fire if you aren't careful. Magma is also home to various fiery creatures which can present a significant threat to unprepared fortresses. &lt;br /&gt;
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{{D for Dwarf}}&lt;br /&gt;
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Magma is very well known for being the perfect solution to any problem encountered by dwarves. Giant badger invasion? Pour magma on it. Noble being his usual snotty, useless, arrogant self? Pour magma on it. Door locked due to invaders? Pour magma on it! Flooded your fortress with magma? [[Fun|Congratulations, you just won the game!]]&lt;br /&gt;
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Magma is often referred to as the blood of the earth. Some dwarves interpret this literally, expressing concerns that the earth is capable of bleeding to death. This has led dwarven [[elf|conservationists]] to declare magma a finite resource, advocating stricter regulations on the use of magma-powered workshops.&lt;br /&gt;
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However, this hypothesis is flawed. The larger a creature, the more blood it has. The world is at least twice as large as a [[giant sperm whale]], the largest creature known to dwarfkind. Therefore, any [[Bloodline:Boatmurdered|pumping operation]] capable of bleeding the world dry would flood the surface and caverns to such a degree as to render the world uninhabitable. On the other hand, this would usher in the [[calendar|age of death]], and thus the earth would indeed be considered dead.&lt;br /&gt;
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{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|INORGANIC}}}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
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{{Category|Physics}}&lt;br /&gt;
[[Ru:Magma]]&lt;/div&gt;</summary>
		<author><name>Albedo</name></author>
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