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		<id>https://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=238566</id>
		<title>Syndrome</title>
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		<updated>2018-11-21T01:52:17Z</updated>

		<summary type="html">&lt;p&gt;Linodibev: /* 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;
&lt;br /&gt;
A '''syndrome''' is a disease or effect that a poor, helpless creature might get through encountering certain creatures, extracts, supernatural weather, or vindictive modders. They 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 the syndrome. [[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;
&lt;br /&gt;
==List of syndromes==&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 [[DF2014:Mummy|mummy]], when caught raiding their tombs&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| 20% 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 blood of a [[vampire]]. Toppling statues in shrines in Adventure Mode or temples in Dwarf 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]]. 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 to 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 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 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&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;
:&amp;lt;small&amp;gt;1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;2. Necrosis of the brain will eventually result in death once the brain rots away completely.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;5. [[Titan]]s, [[forgotten beast]]s, [[werebeast]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from pointless (mild blisters from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood).&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The anatomy of a syndrome==&lt;br /&gt;
Mechanically, syndromes are bundles of tokens attached to a material - 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) end 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.&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;
&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;
&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, 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_BODY_MAT_INTERACTION&lt;br /&gt;
| No&lt;br /&gt;
| &lt;br /&gt;
| Causes one of the creature's materials to trigger an interaction, generally when ingested. Several additional tokens may be specified after this:&lt;br /&gt;
* CE:INTERACTION:interaction_id&lt;br /&gt;
* CE:SYNDROME_TAG:syndrome_trigger_type (SYN_INGESTED, SYN_INJECTED, etc.)&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:&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;
| 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_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 is specified with:&lt;br /&gt;
* CE:CREATURE:CREATURE_ID:CASTE_ID (ex. CE:CREATURE:DWARF:FEMALE)&amp;lt;br&amp;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;
| CLASS:creature class:tile:color&lt;br /&gt;
| Allows creature to see other creatures with given class through walls. Vampires, for example, have 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 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 is 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 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;
{{Category|Modding}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
[[ru:DF2012:Syndrome]]&lt;/div&gt;</summary>
		<author><name>Linodibev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Need&amp;diff=238524</id>
		<title>Need</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Need&amp;diff=238524"/>
		<updated>2018-11-18T17:26:49Z</updated>

		<summary type="html">&lt;p&gt;Linodibev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|01:25, 31 October 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
'''Needs''' affect a creature's focus. Needs that are unmet for long enough will cause [[DF2014:Stress|Stress]], become bad [[thought]]s, and increasingly damage the creature's '''focus'''. Sufficiently well satisfied needs will improve the focus.&lt;br /&gt;
&lt;br /&gt;
The need system replaces the generalized [[on break]] feature of previous versions. Dwarves will sometimes perform jobs that satisfy their personal needs, instead of working for the betterment of the fortress. These personal fulfillment jobs generally come in two varieties: low-priority (indicated by green text, e.g. {{DFtext|Listen to Poetry|2:1}}), or high-priority (magenta text with an exclamation point, e.g. {{DFtext|Pray to Lorsïth!|5:1}}).  Low-priority jobs may be cancelled to undertake a fortress job.  High-priority jobs will not be cancelled for fortress jobs.&lt;br /&gt;
&lt;br /&gt;
== Focus ==&lt;br /&gt;
:''Overall, Urist is unfocused by unmet needs.''&lt;br /&gt;
Focus affects a dwarf's ability to perform. The better focused a dwarf is, the swifter she finishes all her tasks. Unfocused dwarves take longer to do everything. Focus is separate and independent of overall mood; a dwarf can be happy even with largely unmet needs. However prolonged insufficiency in meeting needs is a cause for both low focus and bad thoughts. Thus Focus can, with prudence, be used to predict future mood developments.&lt;br /&gt;
&lt;br /&gt;
Focus represents the percentage of the combined totals of met over unmet Need values. The ratio of 1:1 (100%) represents a neutral state.&lt;br /&gt;
&lt;br /&gt;
Focus statuses:&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Very focused|2:1}}|| + 140% (?)&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Quite focused|2:0}}|| 120-139% (-149%?)&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Focused|7:1}}|| 101-119%&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Untroubled|7:0}}|| 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Unfocused|6:0}}|| 80-99%&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Distracted|6:1}}|| ...-79% (?)&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Badly distracted|4:1}}|| (?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Diversity ==&lt;br /&gt;
:''She is unfocused by a lack of trouble-making.''&lt;br /&gt;
&lt;br /&gt;
An individual creature's set of Needs and their weights (levels) are affected by [[personality trait]]s. For instance, a dwarf that values romance will be unfocused &amp;quot;after being unable to make romance&amp;quot;, while a dwarf that personally values nature will be unfettered &amp;quot;after seeing animals&amp;quot;. Unreligious dwarves will have no need to pray or meditate; dubious and casual worshippers will have low or medium level needs to pray; committed believers will have high level need; and dwarves following multiple deities will have a separate prayer need with a separate level for each of their deities. Proposed weights per need level are 1, 2, 5, and 10.&lt;br /&gt;
&lt;br /&gt;
As expected, high-level needs hold a much heftier sway in a dwarf's overall focus than low level needs. Curiously, the large majority of dwarves seems to only have low level need for [[alcohol]] and functioning quite well without it as long as they are otherwise satisfied. A small percentage have no need for alcohol at all, in effect being immune to alcohol withdrawal.&lt;br /&gt;
&lt;br /&gt;
Needs are shown in a dwarf's [[thoughts and preferences]] description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Degree of fulfillment:&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Unfettered|2:1}}|| 300 - 400&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Level-headed|2:0}}|| 200 - 299&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Untroubled|7:1}}|| 100 - 199&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Not distracted|7:0}}|| -999 - 99&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Unfocused|6:0}}|| -9999 - -1000&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Distracted|6:1}}|| -99999 - -10000&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Badly distracted|4:1}}|| &amp;lt; -100000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a Need is satisfied, its value is refreshed to maximum (400), regardless of previous value. There is no minimum to how {{DFtext|Badly distracted|4:1}} a need can get. A deeper negative value won't further reduce total Focus, which is based on a ratio of all Need's Focus rating.&lt;br /&gt;
&lt;br /&gt;
== Fortress actions per need ==&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Positive&lt;br /&gt;
!Negative&lt;br /&gt;
!Related [[Belief]] or [[Facet]]&lt;br /&gt;
!Job&lt;br /&gt;
|-&lt;br /&gt;
|spending time with people&lt;br /&gt;
|being away from people&lt;br /&gt;
|GREGARIOUSNESS&lt;br /&gt;
|Socialize&lt;br /&gt;
|-&lt;br /&gt;
|drinking&lt;br /&gt;
|being kept from alcohol&lt;br /&gt;
|IMMODERATION, SELF-CONTROL&lt;br /&gt;
|drink alcohol&lt;br /&gt;
|-&lt;br /&gt;
|communing with [deity] / meditation&lt;br /&gt;
|being unable to pray (to [deity])&lt;br /&gt;
|&lt;br /&gt;
|Pray/meditate in a [[Temple]]&lt;br /&gt;
|-&lt;br /&gt;
|staying occupied&lt;br /&gt;
|being unoccupied&lt;br /&gt;
|HARD_WORK, ACTIVITY_LEVEL&lt;br /&gt;
|(assumedly a sufficient amount of fortress tasks)&lt;br /&gt;
|-&lt;br /&gt;
|doing something creative&lt;br /&gt;
|doing nothing creative&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Create or perform any artistic work&lt;br /&gt;
|-&lt;br /&gt;
|doing something exciting&lt;br /&gt;
|leading an unexciting life&lt;br /&gt;
|EXCITEMENT_SEEKING&lt;br /&gt;
|Varied; including at least being in danger&lt;br /&gt;
|-&lt;br /&gt;
|learning something&lt;br /&gt;
|not learning anything&lt;br /&gt;
|KNOWLEDGE, CURIOUS&lt;br /&gt;
|Gain a rank in any Skill, learn a new subject from written content.&lt;br /&gt;
|-&lt;br /&gt;
|being with family&lt;br /&gt;
|being away from family&lt;br /&gt;
|FAMILY&lt;br /&gt;
|(Socialize with close family members?)&lt;br /&gt;
|-&lt;br /&gt;
|being with friends&lt;br /&gt;
|being away from friends&lt;br /&gt;
|FRIENDSHIP&lt;br /&gt;
|(Socialize with friends?)&lt;br /&gt;
|-&lt;br /&gt;
|hearing eloquent speech&lt;br /&gt;
|being unable to hear eloquent speech&lt;br /&gt;
|ELOQUENCE&lt;br /&gt;
|Hear or recite poetry&lt;br /&gt;
|-&lt;br /&gt;
|upholding tradition&lt;br /&gt;
|being away from traditions&lt;br /&gt;
|TRADITION&lt;br /&gt;
|(Perform any improvisational form?)&lt;br /&gt;
|-&lt;br /&gt;
|self-examination&lt;br /&gt;
|a lack of introspection&lt;br /&gt;
|INTROSPECTION&lt;br /&gt;
|read anything, compose song or poetry (automatically self-indulgent), craft a figurine of yourself (?)&lt;br /&gt;
|-&lt;br /&gt;
|making merry&lt;br /&gt;
|being unable to make merry&lt;br /&gt;
|MERRIMENT, HUMOR&lt;br /&gt;
|(Recite any poem?)&lt;br /&gt;
|-&lt;br /&gt;
|practicing a craft&lt;br /&gt;
|being unable to practice a craft&lt;br /&gt;
|CRAFTMANSHIP&lt;br /&gt;
|Craft any item&lt;br /&gt;
|-&lt;br /&gt;
|practicing a martial art&lt;br /&gt;
|being unable to practice a martial art&lt;br /&gt;
|MARTIAL_PROWESS&lt;br /&gt;
|Gain a rank in any combat Skill&lt;br /&gt;
|-&lt;br /&gt;
|practicing a skill&lt;br /&gt;
|being unable to practice a skill&lt;br /&gt;
|SKILL&lt;br /&gt;
|Use any Skill (?)&lt;br /&gt;
|-&lt;br /&gt;
|taking it easy&lt;br /&gt;
|being unable to take it easy&lt;br /&gt;
|LEISURE_TIME&lt;br /&gt;
|(assumedly spending a sufficient time idle or self-fulfilling?)&lt;br /&gt;
|-&lt;br /&gt;
|making romance&lt;br /&gt;
|being unable to make romance&lt;br /&gt;
|ROMANCE, LOVE PROPENSITY&lt;br /&gt;
|(interacting with spouse/partner?)&lt;br /&gt;
|-&lt;br /&gt;
|seeing animals&lt;br /&gt;
|being away from animals&lt;br /&gt;
|NATURE&lt;br /&gt;
|Animal must also see the dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|seeing a great beast&lt;br /&gt;
|being away from great beasts&lt;br /&gt;
|EXCITEMENT_SEEKING, NATURE, CURIOSITY&lt;br /&gt;
|Uncertain, possibly encounter LARGE_ROAMING?&lt;br /&gt;
|-&lt;br /&gt;
|acquiring something&lt;br /&gt;
|being unable to acquire something&lt;br /&gt;
|GREED, COMMERCE&lt;br /&gt;
|Acquire any item (usually replace a worn piece of clothing)&lt;br /&gt;
|-&lt;br /&gt;
|eating a good meal&lt;br /&gt;
|a lack of decent meals&lt;br /&gt;
|IMMODERATION&lt;br /&gt;
|Unknown, possibly eating a preferred food&lt;br /&gt;
|-&lt;br /&gt;
|fighting&lt;br /&gt;
|being unable to fight&lt;br /&gt;
|VIOLENT&lt;br /&gt;
|Partake in a fight or any combat.&lt;br /&gt;
|-&lt;br /&gt;
|causing trouble&lt;br /&gt;
|a lack of trouble-making&lt;br /&gt;
|HARMONY, DISCORD&lt;br /&gt;
|Fight or Argue&lt;br /&gt;
|-&lt;br /&gt;
|arguing&lt;br /&gt;
|being unable to argue&lt;br /&gt;
|FRIENDLINESS&lt;br /&gt;
|Argue&lt;br /&gt;
|-&lt;br /&gt;
|being extravagant&lt;br /&gt;
|being unable to be extravagant&lt;br /&gt;
|IMMODESTY&lt;br /&gt;
|Wear any item with a quality modifier&lt;br /&gt;
|-&lt;br /&gt;
|wandering&lt;br /&gt;
|being unable to wander&lt;br /&gt;
|NATURE, ACTIVITY LEVEL&lt;br /&gt;
|Complete a Fish, Return kill (hunt) or Gather plants job&lt;br /&gt;
|-&lt;br /&gt;
|helping somebody&lt;br /&gt;
|being unable to help anybody&lt;br /&gt;
|ALTRUISM, SACRIFICE&lt;br /&gt;
|Bring water or food to patient/prisoner; bring wounded units to rest.&lt;br /&gt;
|-&lt;br /&gt;
|thinking abstractly&lt;br /&gt;
|a lack of abstract thinking&lt;br /&gt;
|ABSTRACT_INCLINED&lt;br /&gt;
|Read or write any written content, or compose music or a poem. Possibly using Architect skill?&lt;br /&gt;
|-&lt;br /&gt;
|admiring art&lt;br /&gt;
|being unable to admire art&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Exposure to artful furniture, artistic crafts, or engravings.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Satisfying any need will result in a good thought and a decrease in stress.&lt;br /&gt;
&lt;br /&gt;
== Adventurer actions per need ==&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Positive&lt;br /&gt;
!Negative&lt;br /&gt;
!Related [[Belief]] or [[Facet]]&lt;br /&gt;
!Adventurer activity&lt;br /&gt;
|-&lt;br /&gt;
|spending time with people&lt;br /&gt;
|being away from people&lt;br /&gt;
|GREGARIOUSNESS&lt;br /&gt;
|Spea{{k|k}} to anyone or reply to greeting&lt;br /&gt;
|-&lt;br /&gt;
|drinking&lt;br /&gt;
|being kept from alcohol&lt;br /&gt;
|IMMODERATION, SELF-CONTROL&lt;br /&gt;
|drink alcohol&lt;br /&gt;
|-&lt;br /&gt;
|communing with [deity] / meditation&lt;br /&gt;
|being unable to pray (to [deity])&lt;br /&gt;
|&lt;br /&gt;
|Spea{{k|k}}, Pray to &amp;lt;Deity&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|staying occupied&lt;br /&gt;
|being unoccupied&lt;br /&gt;
|HARD_WORK, ACTIVITY_LEVEL&lt;br /&gt;
|Very wide variety of actions&lt;br /&gt;
|-&lt;br /&gt;
|doing something creative&lt;br /&gt;
|doing nothing creative&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Perform or compose any work&lt;br /&gt;
|-&lt;br /&gt;
|doing something exciting&lt;br /&gt;
|leading an unexciting life&lt;br /&gt;
|EXCITEMENT_SEEKING&lt;br /&gt;
|A wide variety of actions&lt;br /&gt;
|-&lt;br /&gt;
|learning something&lt;br /&gt;
|not learning anything&lt;br /&gt;
|KNOWLEDGE, CURIOUS&lt;br /&gt;
|Gain a rank in any Skill, learn a new subject from written content.&lt;br /&gt;
|-&lt;br /&gt;
|being with family&lt;br /&gt;
|being away from family&lt;br /&gt;
|FAMILY&lt;br /&gt;
|Unimplemented&lt;br /&gt;
|-&lt;br /&gt;
|being with friends&lt;br /&gt;
|being away from friends&lt;br /&gt;
|FRIENDSHIP&lt;br /&gt;
|Unimplemented&lt;br /&gt;
|-&lt;br /&gt;
|hearing eloquent speech&lt;br /&gt;
|being unable to hear eloquent speech&lt;br /&gt;
|ELOQUENCE&lt;br /&gt;
|Hear or recite poetry&lt;br /&gt;
|-&lt;br /&gt;
|upholding tradition&lt;br /&gt;
|being away from traditions&lt;br /&gt;
|TRADITION&lt;br /&gt;
|Perform any improvisational form&lt;br /&gt;
|-&lt;br /&gt;
|self-examination&lt;br /&gt;
|a lack of introspection&lt;br /&gt;
|INTROSPECTION&lt;br /&gt;
|read anything, compose song or poetry (automatically self-indulgent), craft a figurine of yourself&lt;br /&gt;
|-&lt;br /&gt;
|making merry&lt;br /&gt;
|being unable to make merry&lt;br /&gt;
|MERRIMENT, HUMOR&lt;br /&gt;
|Recite any poem&lt;br /&gt;
|-&lt;br /&gt;
|practicing a craft&lt;br /&gt;
|being unable to practice a craft&lt;br /&gt;
|CRAFTMANSHIP&lt;br /&gt;
|Craft an item (ie, Knapping, Bone Carving)&lt;br /&gt;
|-&lt;br /&gt;
|practicing a martial art&lt;br /&gt;
|being unable to practice a martial art&lt;br /&gt;
|MARTIAL_PROWESS&lt;br /&gt;
|Gain a rank in any combat Skill&lt;br /&gt;
|-&lt;br /&gt;
|practicing a skill&lt;br /&gt;
|being unable to practice a skill&lt;br /&gt;
|SKILL&lt;br /&gt;
|Use any Skill&lt;br /&gt;
|-&lt;br /&gt;
|taking it easy&lt;br /&gt;
|being unable to take it easy&lt;br /&gt;
|LEISURE_TIME&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|making romance&lt;br /&gt;
|being unable to make romance&lt;br /&gt;
|ROMANCE, LOVE PROPENSITY&lt;br /&gt;
|Unimplemented&lt;br /&gt;
|-&lt;br /&gt;
|seeing animals&lt;br /&gt;
|being away from animals&lt;br /&gt;
|NATURE&lt;br /&gt;
|Animal must also see you&lt;br /&gt;
|-&lt;br /&gt;
|seeing a great beast&lt;br /&gt;
|being away from great beasts&lt;br /&gt;
|EXCITEMENT_SEEKING, NATURE, CURIOSITY&lt;br /&gt;
|Uncertain, possibly encounter LARGE_ROAMING?&lt;br /&gt;
|-&lt;br /&gt;
|acquiring something&lt;br /&gt;
|being unable to acquire something&lt;br /&gt;
|GREED, COMMERCE&lt;br /&gt;
|Acquire any item by trade or demand&lt;br /&gt;
|-&lt;br /&gt;
|eating a good meal&lt;br /&gt;
|a lack of decent meals&lt;br /&gt;
|IMMODERATION&lt;br /&gt;
|Unknown, possibly eating a preferred food&lt;br /&gt;
|-&lt;br /&gt;
|fighting&lt;br /&gt;
|being unable to fight&lt;br /&gt;
|VIOLENT&lt;br /&gt;
|Engage in any combat of any lethality&lt;br /&gt;
|-&lt;br /&gt;
|causing trouble&lt;br /&gt;
|a lack of trouble-making&lt;br /&gt;
|HARMONY, DISCORD&lt;br /&gt;
|Fight or Argue&lt;br /&gt;
|-&lt;br /&gt;
|arguing&lt;br /&gt;
|being unable to argue&lt;br /&gt;
|FRIENDLINESS&lt;br /&gt;
|Get into any disagreement about values&lt;br /&gt;
|-&lt;br /&gt;
|being extravagant&lt;br /&gt;
|being unable to be extravagant&lt;br /&gt;
|IMMODESTY&lt;br /&gt;
|Wear any item with a quality modifier&lt;br /&gt;
|-&lt;br /&gt;
|wandering&lt;br /&gt;
|being unable to wander&lt;br /&gt;
|NATURE, ACTIVITY LEVEL&lt;br /&gt;
|Move to/from any site or region tile / completed fish, hunt(return kill) and gather plants in fort mode&lt;br /&gt;
|-&lt;br /&gt;
|helping somebody&lt;br /&gt;
|being unable to help anybody&lt;br /&gt;
|ALTRUISM, SACRIFICE&lt;br /&gt;
|Reunite family members&lt;br /&gt;
|-&lt;br /&gt;
|thinking abstractly&lt;br /&gt;
|a lack of abstract thinking&lt;br /&gt;
|ABSTRACT_INCLINED&lt;br /&gt;
|Read or write any written content, or compose music or a poem&lt;br /&gt;
|-&lt;br /&gt;
|admiring art&lt;br /&gt;
|being unable to admire art&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Exposure to artistic crafts, examining adornments and coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Satisfying any need will result in a good thought and a decrease in stress.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode meta-strategy==&lt;br /&gt;
&lt;br /&gt;
Upon creating your adventurer you may want to avoid having any of the non-fulfillable needs: romance, family, friends. Otherwise, you will suffer never-ending [[focus]] disadvantages. Immoderation too is only technically fulfillable for the itinerant adventurer without a fortress' industry to reliably produce her preferred food.&lt;br /&gt;
&lt;br /&gt;
Some precaution is necessary in sacrifice/altruism -&amp;gt; helping capability is not available as long as you're quite weak (fighting; companions), and maybe in martial prowess if you're not constantly fighting and so increasing your stats. To fulfill your booze needs you'll have to visit human towns' taverns or dwarven fortresses quite often (and fill your extra water storage containers with ale from the barrels for on the road).&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2014:Dwarves]]&lt;br /&gt;
&lt;br /&gt;
[[ru:Need]]&lt;/div&gt;</summary>
		<author><name>Linodibev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Grazer&amp;diff=238500</id>
		<title>Grazer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Grazer&amp;diff=238500"/>
		<updated>2018-11-15T16:30:18Z</updated>

		<summary type="html">&lt;p&gt;Linodibev: /* List of grazing animals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:05, 19 December 2016 (UTC)}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
Tame '''grazing''' animals (those with the {{token|STANDARD_GRAZER}} token) require a constant source of [[grass]] or cave moss to survive. [[Pasture]]s are currently the easiest such source, however care must be taken to ensure that the pasture is large enough to provide food for all the assigned animals (and any auto-assigned babies).&lt;br /&gt;
&lt;br /&gt;
==Grazing animals and pasture size==&lt;br /&gt;
Grazing animals use the {{token|STANDARD_GRAZER}} which calculates a value from this formula:&lt;br /&gt;
&lt;br /&gt;
 GRAZER = 20000 &amp;amp;times; G &amp;amp;times; (max size)&amp;lt;sup&amp;gt;-3/4&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''G''' can be set in d_init (100 by default)''&lt;br /&gt;
&lt;br /&gt;
'''''max size''' is the maximum size a creature can reach, divided by 10.''&lt;br /&gt;
&lt;br /&gt;
''The minimum resulting GRAZER value is capped at 150, the maximum at 3 million.''&lt;br /&gt;
&lt;br /&gt;
For custom creatures, you could also set the value directly with the {{token|GRAZER|cr|&amp;lt;value&amp;gt;}} token.  In either case, this is an inverse number - the GRAZER value signifies how much hunger is reduced when eating a unit of grass. (Hunger increases every tick; a creature dies when it reaches 100,000). A creature with ten times the grazer value needs one tenth the amount of grass (and hence, pasture land) as a creature with a small grazer value. If you started your fortress in an undead biome, you may need to assign more space for a pasture as much of the grass is dead. Animals will not eat dead grass and will only eat the still living patches.&lt;br /&gt;
&lt;br /&gt;
Animals which graze are typically good livestock candidates, as many of them can be [[milk]]ed and 3 also can be [[shear]]ed for [[wool]]. Creatures with larger sizes consume more grass, but also produce more meat when [[butcher]]ed.&lt;br /&gt;
If grazing animals consume all the grass on a tile, the tile will be reverted to the base layer material. This may be [[sand]], [[clay]] or [[soil]]. In this way you receive a visual clue as to the size of the pasture required.&lt;br /&gt;
&lt;br /&gt;
==List of grazing animals==&lt;br /&gt;
{{catbox}}&lt;br /&gt;
Take the following numbers with a grain of salt; they ignore the differing abilities of various biomes to replenish grass and are instead based on a rule of thumb that 20000=Grazer*Required_tiles. Usually you can get along with way smaller pastures. Nevertheless, a fairly large herd can cause overgrazing fast, so keep an eye out for hungry animals and desolate [[grass]]less pastures.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Animal&lt;br /&gt;
! Grazer&amp;lt;br&amp;gt;value&lt;br /&gt;
! Creature&amp;lt;br&amp;gt;Size&lt;br /&gt;
! [[Milking|Milkable]]&lt;br /&gt;
! [[Shearing|Shearable]]&lt;br /&gt;
! Recommended Pasture Size&amp;lt;br&amp;gt;per individual&lt;br /&gt;
! Needed Tiles (per rule-of-thumb)&lt;br /&gt;
! Sqrt of Needed Tiles&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Elephant]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 106.366&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 5,000,000&lt;br /&gt;
|| || || 19 x 10 || 188.03 || 13.7&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Giant moose|Giant bull moose]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 119.990&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 4,257,750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 14 x 12&lt;br /&gt;
| 166.68&lt;br /&gt;
| 12.9&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Rhinoceros]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 156.023&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 3,000,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 13 x 10&lt;br /&gt;
| 128.19&lt;br /&gt;
| 11.3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Giant moose|Giant moose cow]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 176.008&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 2,554,650&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 13 x 9&lt;br /&gt;
| 113.63&lt;br /&gt;
| 10.7&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Draltha]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 178.885&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 2,500,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 14 x 8&lt;br /&gt;
| 111.80&lt;br /&gt;
| 10.6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Gigantic panda]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 318.005&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 1,160,900&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;s&amp;gt;9 x 7&amp;lt;/s&amp;gt; ♠&lt;br /&gt;
| &amp;lt;s&amp;gt;62.89&amp;lt;/s&amp;gt; ♠&lt;br /&gt;
| &amp;lt;s&amp;gt;7.9&amp;lt;/s&amp;gt; ♠&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Water buffalo]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 355.656&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 1,000,000&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot;| Yes &lt;br /&gt;
| &lt;br /&gt;
| 10 x 6&lt;br /&gt;
| 56.23&lt;br /&gt;
| 7.5&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Giraffe]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 355.656&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 1,000,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 10 x 6&lt;br /&gt;
| 56.23&lt;br /&gt;
| 7.5&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Yak]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 464.736&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 700,000&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot;| Yes &lt;br /&gt;
| &lt;br /&gt;
| 9 x 5&lt;br /&gt;
| 43.04&lt;br /&gt;
| 6.6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Cow]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 521.695&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 600,000&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot;| Yes &lt;br /&gt;
| &lt;br /&gt;
| 8 x 5&lt;br /&gt;
| 38.34&lt;br /&gt;
| 6.2&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Unicorn]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 521.695&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 600,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 8 x 5&lt;br /&gt;
| 38.34&lt;br /&gt;
| 6.2&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Moose|Bull moose]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 576.648&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 525,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 7 x 5&lt;br /&gt;
| 34.68&lt;br /&gt;
| 5.9&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Giant capybara]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 578.011&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 523,350&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 7 x 5&lt;br /&gt;
| 34.60&lt;br /&gt;
| 5.9&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Horse]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 598.140&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 500,000&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot;| Yes &lt;br /&gt;
| &lt;br /&gt;
| 7 x 5&lt;br /&gt;
| 33.44&lt;br /&gt;
| 5.8&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Camel]] (both)&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 598.140&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 500,000&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot;| Yes &lt;br /&gt;
| &lt;br /&gt;
| 7 x 5&lt;br /&gt;
| 33.44&lt;br /&gt;
| 5.8&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Mule]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 707.107&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 400,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 6 x 5&lt;br /&gt;
| 28.28&lt;br /&gt;
| 5.3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Moose|Cow moose]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 845.857&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 315,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 5 x 5&lt;br /&gt;
| 23.64&lt;br /&gt;
| 4.9&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Donkey]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 877.383&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 300,000&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot;| Yes &lt;br /&gt;
| &lt;br /&gt;
| 5 x 5&lt;br /&gt;
| 22.80&lt;br /&gt;
| 4.8&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Elk]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 877.383&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 300,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 5 x 5&lt;br /&gt;
| 22.80&lt;br /&gt;
| 4.8&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Muskox]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 911.793&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 285,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 5 x 5&lt;br /&gt;
| 21.93&lt;br /&gt;
| 4.7&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Giant red panda]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 1,053.393&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 235,100&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;strike&amp;gt;5 x 4&amp;lt;/strike&amp;gt; ♠&lt;br /&gt;
| &amp;lt;strike&amp;gt;18.99&amp;lt;/strike&amp;gt; ♠&lt;br /&gt;
| &amp;lt;strike&amp;gt;4.4&amp;lt;/strike&amp;gt; ♠&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Tapir]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 1,189.207&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 200,000&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot;| Yes &lt;br /&gt;
| &lt;br /&gt;
| 6 x 3&lt;br /&gt;
| 16.82&lt;br /&gt;
| 4.1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Llama]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 1,286.991&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 180,000&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot;| Yes &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot;| Yes &lt;br /&gt;
| 4 x 4&lt;br /&gt;
| 15.54&lt;br /&gt;
| 3.9&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Deer]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 1,553.939&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 140,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 5 x 3&lt;br /&gt;
| 12.87&lt;br /&gt;
| 3.6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Reindeer]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 1,642.754&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 130,000&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot;| Yes &lt;br /&gt;
| &lt;br /&gt;
| 5 x 3&lt;br /&gt;
| 12.17&lt;br /&gt;
| 3.5&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Panda]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 1,642.754&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 130,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;strike&amp;gt;5 x 3&amp;lt;/strike&amp;gt; ♠&lt;br /&gt;
| &amp;lt;strike&amp;gt;12.17&amp;lt;/strike&amp;gt; ♠&lt;br /&gt;
| &amp;lt;strike&amp;gt;3.5&amp;lt;/strike&amp;gt; ♠&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Warthog]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 2,000.000&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 100,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 4 x 3&lt;br /&gt;
| 10.00&lt;br /&gt;
| 3.2&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Elk bird]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 2,000.000&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 100,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 4 x 3&lt;br /&gt;
| 10.00&lt;br /&gt;
| 3.2&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Kangaroo]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 2,164.453&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 90,000&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot;| Yes &lt;br /&gt;
| &lt;br /&gt;
| 4 x 3&lt;br /&gt;
| 9.24&lt;br /&gt;
| 3.0&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Alpaca]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 2,613.403&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 70,000&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot;| Yes &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot;| Yes &lt;br /&gt;
| 4 x 2&lt;br /&gt;
| 7.65&lt;br /&gt;
| 2.8&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Goat]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 3,363.586&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 50,000&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot;| Yes &lt;br /&gt;
| &lt;br /&gt;
| 3 x 2&lt;br /&gt;
| 5.95&lt;br /&gt;
| 2.4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Mountain goat]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 3,363.586&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 50,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 3 x 2&lt;br /&gt;
| 5.95&lt;br /&gt;
| 2.4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Ibex]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 3,363.586&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 50,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 3 x 2&lt;br /&gt;
| 5.95&lt;br /&gt;
| 2.4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Impala]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 3,363.586&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 50,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 3 x 2&lt;br /&gt;
| 5.95&lt;br /&gt;
| 2.4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Sheep]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 3,363.586&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 50,000&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot;| Yes &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot;| Yes &lt;br /&gt;
| 3 x 2&lt;br /&gt;
| 5.95&lt;br /&gt;
| 2.4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Capybara]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 3,640.161&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 45,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 3 x 2&lt;br /&gt;
| 5.49&lt;br /&gt;
| 2.3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Wombat]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 5,656.854&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 25,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2 x 2&lt;br /&gt;
| 3.54&lt;br /&gt;
| 1.9&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Gazelle]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 6,687.403&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 20,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2 x 2&lt;br /&gt;
| 2.99&lt;br /&gt;
| 1.7&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Hoary marmot]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 11,246.827&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 10,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2 x 1&lt;br /&gt;
| 1.78&lt;br /&gt;
| 1.3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Red panda]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 18,914.832&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 5,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;strike&amp;gt;2 x 1&amp;lt;/strike&amp;gt; ♠&lt;br /&gt;
| &amp;lt;strike&amp;gt;1.06&amp;lt;/strike&amp;gt; ♠&lt;br /&gt;
| &amp;lt;strike&amp;gt;1.0&amp;lt;/strike&amp;gt; ♠&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Hare]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 24,716.044&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 3,500&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1 x 1&lt;br /&gt;
| 0.81&lt;br /&gt;
| 0.9&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Groundhog]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 27,745.276&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 3,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1 x 1&lt;br /&gt;
| 0.72&lt;br /&gt;
| 0.8&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Cavy]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 74767.439&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 800&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1 x 1&lt;br /&gt;
| 0.27&lt;br /&gt;
| 0.5&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[Rabbit]]&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 106365.918&lt;br /&gt;
|style=&amp;quot;text-align:right&amp;quot;| 500&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1 x 1&lt;br /&gt;
| 0.19&lt;br /&gt;
| 0.4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
;Key: ♠ the four panda species will eat ''only bamboo'' (any type), in effect requiring much larger pasture areas even on maps where bamboo does grow, and modding to survive on maps where it doesn't&lt;br /&gt;
&lt;br /&gt;
The giant animals not listed here are not included yet because that's a bunch more work, and I'm unsure how many of them (if any) are still bugged.&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
The following giant animals do not modify the grazer token inherited from their parents and are bugged to eat less than their size would indicate.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Animal&lt;br /&gt;
! Grazer&amp;lt;br&amp;gt;value&lt;br /&gt;
! Creature&amp;lt;br&amp;gt;Size&lt;br /&gt;
! [[Milking|Milkable]]&lt;br /&gt;
! [[Shearing|Shearable]]&lt;br /&gt;
! Recommended Pasture Size&amp;lt;br&amp;gt;per individual&lt;br /&gt;
! Pasture Area&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant tapir]]&lt;br /&gt;
| 300&lt;br /&gt;
| 1,700,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 9 x 9 ?&lt;br /&gt;
||81&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant kangaroo]]&lt;br /&gt;
| 667&lt;br /&gt;
| 857,700&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 6 x 6&lt;br /&gt;
||36&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant ibex]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 560,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
||20&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant impala]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 560,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
||20&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant wombat]]&lt;br /&gt;
| 2,308&lt;br /&gt;
| 377,750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 3 x 3 ?&lt;br /&gt;
||9&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant hare]]&lt;br /&gt;
| 17,143&lt;br /&gt;
| 224,560&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 1 x 1 ?&lt;br /&gt;
||1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Egg-laying grazers will starve themselves sitting on a [[nest box]].{{bug|4637}}&lt;br /&gt;
&lt;br /&gt;
* Grazing children tend to clump in the same tile as their mother, leading to starvation and [[overcrowding]]. This is particularly problematic for species with large litters, like [[giant capybara]]s.&lt;br /&gt;
&lt;br /&gt;
* When a [[civilian alert]] is active, grazers outside of the alert burrow refuse to eat.{{bug|6240}}&lt;/div&gt;</summary>
		<author><name>Linodibev</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Finished_goods&amp;diff=238466</id>
		<title>Finished goods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Finished_goods&amp;diff=238466"/>
		<updated>2018-11-14T16:13:34Z</updated>

		<summary type="html">&lt;p&gt;Linodibev: /* Large gems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|17:32, 2 February 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{updated for v0.42|link=http://dwarffortresswiki.org/index.php?title=DF2014:Finished_goods&amp;amp;oldid=215721}}&lt;br /&gt;
&lt;br /&gt;
'''Finished goods''' are items that go to a finished goods [[stockpile]] when made. Many of these items are frequently referred to as trade goods as they are lightweight and suitably valuable  for [[trading]]. They include '''crafts''', '''goblets''', '''instruments''', '''toys''', '''large gems''', and '''totems''', some of which have several sub-types.  &lt;br /&gt;
&lt;br /&gt;
Finished good types with several sub-types may have generic workshop orders to produce random sub-type items, e.g. &amp;quot;Make crafts&amp;quot;. Additionally, some specific subtypes of goods can be ordered directly at an appropriate workshop or through the [[manager]]. If you have a mandate to make rings, you can order rings directly instead of waiting for a generic &amp;quot;crafts&amp;quot; job to produce rings; others like puzzleboxes, though, can only be produced by generic jobs (&amp;quot;toys&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Some types of trade goods (Crafts and Goblets) can be produced in multiples. It is possible to get up to three crafts from a single resource. Skill does not affect the chance to produce multiples.&lt;br /&gt;
&lt;br /&gt;
==Types of trade goods==&lt;br /&gt;
&lt;br /&gt;
===Crafts===&lt;br /&gt;
Crafts include [[figurine|'''figurines''']], [[jewelry|'''rings''', '''earrings''', '''amulets''', '''bracelets''', '''crowns''']], and '''scepters'''. They are the only type of trade good that appears on its own page in the Trade Depot menu. Some subtypes of crafts can reference historical figures and events (figurines, for example); this does not have any meaningful effect on the value of the craft.&lt;br /&gt;
&lt;br /&gt;
One generic order to &amp;quot;make crafts&amp;quot; consumes one resource and produces one to three items, two on average. All subtypes, if they can be produced from the chosen material, have an identical chance to be produced. Some crafts such as bracelets can be worn by dwarves like clothing.&lt;br /&gt;
&lt;br /&gt;
Gem and glass crafts cannot be made directly; they may only be produced randomly by gem cutting jobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Goblets===&lt;br /&gt;
{{Tile|¶|7:1}} &lt;br /&gt;
Goblets have no subtypes, but have different names depending on the material from which they are made: [[metal]] and [[glass]] goblets are simply '''goblets''', [[stone]] goblets are called '''mugs''', and [[wood]]en goblets are called '''cups'''.&lt;br /&gt;
&lt;br /&gt;
Goblets are always produced at a 3:1 ratio.&lt;br /&gt;
&lt;br /&gt;
Goblets can be used by dwarves for [[drink]]ing {{version|0.42.01}}. If no goblets are available in a dining room stockpile or a coffer in a [[tavern]], a thirsty dwarf can drink [[alcohol]] straight from the [[barrel]], but this will result in an unhappy [[thought]]. Goblets can also be used to transport liquids in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
{{main|Instruments}}&lt;br /&gt;
{{Tile|¿|7:1}} Instruments can be composed of one or more components made from specific materials. The presence of multiple high-value components can increase the trade value of an instrument far beyond any other finished good. Instruments can be used by [[performer]]s in [[tavern]]s or [[temple]]s.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
{{Tile|æ|7:1}} Toys include '''mini-forges''', '''toy hammers''', '''toy axes''', '''toy boats''', and '''puzzleboxes'''. Dwarven children can play with toys.&lt;br /&gt;
&lt;br /&gt;
===Totems===&lt;br /&gt;
[[Image:Skull totem.jpg|right|thumb|200px|An example of a skull totem.]]&lt;br /&gt;
&lt;br /&gt;
{{Tile|ç|7:1}} Totems are made from skulls by a [[bone carver]] at a [[craftsdwarf's workshop]].&lt;br /&gt;
&lt;br /&gt;
Although totems have the same base [[value]] as all other crafts, totems made from the skulls of more valuable animals like [[unicorn]]s will fetch a hefty price.&lt;br /&gt;
&lt;br /&gt;
===Large gems===&lt;br /&gt;
{{Tile|♦|7:1}} Large gems have no subtypes. Large gems can be ordered cut from every material '''except''' gems and glass (including beeswax and soap). For [[gem]] or [[glass]] large gems, a Gem Cutting job will occasionally produce a large gem. It can be assumed that this represents the rarity of large gem-quality rough gemstones, and the difficulty of creating thick evenly structured glass pieces. Large gems currently have no use beyond trade.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Most materials can be used to make trade goods. On occasion, a [[dwarf]] in a [[strange mood]] will make a trade good out of a material not normally suited for it (e. g., a bone toy).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Material'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Labor'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Workshop'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Crafts'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Goblets'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Toys'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Large Gems'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Instruments'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]||[[Stone crafter|Stonecrafting]]||[[Craftsdwarf's workshop]]||Y||Y||Y||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]||[[Wood crafter|Woodcrafting]]||[[Craftsdwarf's workshop]]||Y||Y||Y&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]||[[Leatherworker|Leatherworking]]||[[Craftsdwarf's workshop]]||Y&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;||N||N||N||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||[[Clothier|Clothesmaking]]||[[Craftsdwarf's workshop]]||Y&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ivory]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Pearl]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Ceramic]]||[[Potter|Pottery]]||[[Kiln]] or [[Magma kiln]]||Y||N||N||N||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Wax]]||[[Wax worker|Wax working]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal]]||[[Metalcrafting]]||[[Metalsmith's forge]] or [[Magma forge]]||Y||Y||Y||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]]||[[Glassmaker|Glassmaking]]||[[Glass furnace]] or [[Magma glass furnace]]||Y&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;||Y||Y||Y&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem|Gems]]||[[Gem cutting]]||[[Jeweler's workshop]]||Y&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;||N||N||Y&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;||N&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Instruments and their components are procedurally generated items; the materials they can be made from depend on the particular world.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Wooden toys can only be made using the job [[manager]], as the craftsdwarf's workshop interface does not permit selecting them. {{bug|3119}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; [[Adamantine]] cloth cannot be used to make crafts (Adamantine crafts can be created at a [[Metalsmith's forge]]).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; Amulets, Earrings and Bracelets are the only crafts that can be produced from [[leather]], [[plant]] cloth, and [[silk]] cloth. All crafts can be produced from [[yarn]] cloth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; Skull totems, like bone crafts, are made by a bone carver at a craftsdwarf's workshop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; Crafts and Large Gems are produced randomly by cutting jobs at a [[Jeweler's workshop]], with the [[Gem cutting]] labor. Raw Glass has a 33% chance to be cut into a Large Gem or a Craft (with 11 crafts for every 16 large gems). Raw Gems have a 5% chance to be cut into a Large Gem or a Craft (with 1 craft for every 8 large gems). See [[DF2012_Talk:Finished_goods|the talk page]] for more info.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Finished goods]]&lt;/div&gt;</summary>
		<author><name>Linodibev</name></author>
	</entry>
</feed>