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		<id>https://dwarffortresswiki.org/index.php?title=Material_definition_token&amp;diff=255024</id>
		<title>Material definition token</title>
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		<updated>2020-09-24T12:21:33Z</updated>

		<summary type="html">&lt;p&gt;SubwayJared: clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|11:11, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The following tokens can be used in material definitions (whether for inorganics or those within plants and creatures) as well as in material templates.&lt;br /&gt;
&lt;br /&gt;
==Material Properties==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PREFIX}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;prefix&amp;gt; or NONE&lt;br /&gt;
| Applies a prefix to all items made from the material. For PLANT and CREATURE materials, this defaults to the plant/creature name. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STONE_NAME}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;name&amp;gt;&lt;br /&gt;
| Overrides the name of [[Item_token#BOULDER|BOULDER]] items (i.e. mined-out stones) made of the material (used for native copper/silver/gold/platinum to make them be called &amp;quot;nuggets&amp;quot; instead of &amp;quot;boulders&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IS_GEM}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;name&amp;gt;&lt;br /&gt;
* &amp;lt;plural&amp;gt;&lt;br /&gt;
* OVERWRITE_SOLID (optional)&lt;br /&gt;
| Used to indicate that said material is a gemstone - when tiles are mined out, rough gems will be yielded instead of boulders. Plural can be &amp;quot;STP&amp;quot; to automatically append an &amp;quot;s&amp;quot; to the singular form, and OVERWRITE_SOLID will override the relevant STATE_NAME and STATE_ADJ values.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TEMP_DIET_INFO}}&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;type&amp;gt;&lt;br /&gt;
| Specifies what the material should be treated as when drinking water contaminated by it, for generating unhappy [[thought]]s. Valid values are BLOOD, SLIME, VOMIT, ICHOR, PUS, GOO, GRIME, and FILTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|POWDER_DYE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Color#Color_values|color token]]&amp;gt;&lt;br /&gt;
| Allows the material to be used as [[dye]], and defines color of dyed items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TILE}}&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[Main:Character table|tile value or character]]&amp;gt;&lt;br /&gt;
| Specifies the tile that will be used to represent unmined tiles made of this material. Generally only used with stones. Defaults to 219 ('█').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEM_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Main:Character table|tile value or character]]&amp;gt;&lt;br /&gt;
| Specifies the tile that will be used to represent [[Item_token#BOULDER|BOULDER]] items made of this material. Generally only used with stones. Defaults to 7 ('•').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|DISPLAY_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Color#Color_values|foreground color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color_values|background color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color_values|foreground brightness]]&amp;gt;&lt;br /&gt;
| The on-screen color of the material. Uses a standard 3-digit [[Color|color token]]. Equivalent to [TILE_COLOR:a:b:c], [BUILD_COLOR:b:a:X] (X = 1 if 'a' equals 'b', 0 otherwise), and [BASIC_COLOR:a:c]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BUILD_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Color#Color_values|foreground color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color_values|background color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color_values|foreground brightness]]&amp;gt;&lt;br /&gt;
| The color of objects made of this material which use both the foreground and background color: [[door]]s, [[floodgate]]s, [[hatch cover]]s, [[bin]]s, [[barrel]]s, and [[cage]]s. Defaults to 7:7:1 (white).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TILE_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Color#Color_values|foreground color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color_values|background color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color_values|foreground brightness]]&amp;gt;&lt;br /&gt;
| The color of unmined tiles containing this material (for stone and soil), as well as [[engraving]]s in this material. Defaults to 7:7:1 (white).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BASIC_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Color#Color_values|foreground color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color_values|foreground brightness]]&amp;gt;&lt;br /&gt;
| The color of objects made of this material which use only the foreground color, including workshops, floors and boulders, and smoothed walls. Defaults to 7:1 (white).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STATE_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color_values|color token]]&amp;gt;&lt;br /&gt;
| Determines the color of the material at the specified state. See [[Material_definition_token#Material States|below]] for a list of valid material states. Color comes from descriptor_color_standard.txt. The nearest color value is used to display contaminants and body parts made of this material. Example:&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:GRAY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STATE_NAME}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;name&amp;gt;&lt;br /&gt;
| Determines the name of the material at the specified state, as displayed in-game.&lt;br /&gt;
[STATE_NAME:ALL_SOLID:stone]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STATE_ADJ}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;adjective&amp;gt;&lt;br /&gt;
| Like [[Material_definition_token#STATE_NAME|STATE_NAME]], but used in different situations. Equipment made from the material uses the state adjective and not the state name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STATE_NAME_ADJ}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;name&amp;gt;&lt;br /&gt;
*&amp;lt;adjective&amp;gt;&lt;br /&gt;
| Sets both [[Material_definition_token#STATE_NAME|STATE_NAME]] and [[Material_definition_token#STATE_ADJ|STATE_ADJ]] at the same time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ABSORPTION}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been [[glaze]]d. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IMPACT_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard of an impact (in kilopascals) the material can withstand before it will start deforming permanently. Used for blunt-force combat. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IMPACT_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard of an impact the material can withstand before it will fail entirely. Used for blunt-force combat. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IMPACT_STRAIN_AT_YIELD}} or {{text_anchor|IMPACT_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how much the material will have given (in parts-per-100000) when the yield point is reached. Used for blunt-force combat. Defaults to 0. Apparently affects in combat whether the corresponding tissue is bruised (value &amp;gt;= 50000), torn (value between 25000 and 49999), or fractured (value &amp;lt;= 24999)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|COMPRESSIVE_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be compressed before it will start deforming permanently. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|COMPRESSIVE_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be compressed before it will fail entirely. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|COMPRESSIVE_STRAIN_AT_YIELD}} or {{text_anchor|COMPRESSIVE_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how much the material will have given when it has been compressed to its yield point. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TENSILE_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be stretched before it will start deforming permanently. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TENSILE_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be stretched before it will fail entirely. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TENSILE_STRAIN_AT_YIELD}} or {{text_anchor|TENSILE_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how much the material will have given when it is stretched to its yield point. Determines a tissue's resistance to a latching and tearing bite. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TORSION_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be twisted before it will start deforming permanently. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in).  Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TORSION_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be twisted before it will fail entirely. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in).  Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TORSION_STRAIN_AT_YIELD}} or {{text_anchor|TORSION_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how much the material will have given when it is twisted to its yield point. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in).  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHEAR_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be sheared before it will start deforming permanently. Used for cutting calculations. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHEAR_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be sheared before it will fail entirely. Used for cutting calculations. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHEAR_STRAIN_AT_YIELD}} or {{text_anchor|SHEAR_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how much the material will have given when sheared to its yield point. Used for cutting calculations. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BENDING_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be bent before it will start deforming permanently. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BENDING_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be bent before it will fail entirely. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BENDING_STRAIN_AT_YIELD}} or {{text_anchor|BENDING_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how much the material will have given when bent to its yield point. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MAX_EDGE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| How sharp the material is. Used in cutting calculations. Does not allow an inferior metal to penetrate superior armor. Applying a value of at least 10000 to a stone will allow weapons to be made from that stone. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MATERIAL_VALUE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Value modifier for the material. Defaults to 1. This number can be made negative by placing a &amp;quot;-&amp;quot; in front, resulting in things that you are paid to buy and must pay to sell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MULTIPLY_VALUE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Multiplies the value of the material. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SPEC_HEAT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;specific heat capacity&amp;gt;&lt;br /&gt;
| Rate at which the material heats up or cools down (in joules/kilokelvin). If set to NONE, the temperature will be fixed at its initial value. See [[Temperature]] for more information. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HEATDAM_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Temperature above which the material takes damage from heat. May be set to NONE. If the material has an ignite point but no heatdam point, it will burn for a very long time (9 months and 16.8 days). Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|COLDDAM_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Temperature below which the material takes damage from cold. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IGNITE_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Temperature at which the material will catch fire. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MELTING_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Temperature at which the material melts. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BOILING_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Temperature at which the material boils. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MAT_FIXED_TEMP}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Items composed of this material will initially have this temperature. Used in conjunction with &amp;lt;code&amp;gt;[SPEC_HEAT:NONE]&amp;lt;/code&amp;gt; to make material's temperature fixed at the specified value. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_HEATDAM_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Changes a material's HEATDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_COLDDAM_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Changes a material's COLDDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_IGNITE_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Changes a material's IGNITE_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_MELTING_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Changes a material's MELTING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_BOILING_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Changes a material's BOILING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_MAT_FIXED_TEMP}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SOLID_DENSITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;density&amp;gt;&lt;br /&gt;
| Specifies the density (in kilograms per cubic meter) of the material when in solid form. Also affects combat calculations; affects blunt-force damage and ability of edged weapons to pierce tissue layers{{verify}}. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_DENSITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;density&amp;gt;&lt;br /&gt;
| Specifies the density of the material when in liquid form. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MOLAR_MASS}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Supposedly not used{{verify}}. Theoretically, should determine density (at given pressure) in gas state, on which in turn would depend (together with weight of vaporized material) on the volume covered by spreading vapors. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EXTRACT_STORAGE}}&lt;br /&gt;
| * BARREL or FLASK&lt;br /&gt;
| Specifies the type of container used to store the material. Used in conjunction with the [EXTRACT_BARREL], [EXTRACT_VIAL], or [EXTRACT_STILL_VIAL] [[plant token]]s. Defaults to BARREL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BUTCHER_SPECIAL}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[item token]]&amp;gt;&lt;br /&gt;
| Specifies the item type used for butchering results made of this material. Stock raws use GLOB:NONE for fat and MEAT:NONE for other meat materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MEAT_NAME}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;prefix&amp;gt;&lt;br /&gt;
*&amp;lt;name&amp;gt;&lt;br /&gt;
*&amp;lt;adjective&amp;gt;&lt;br /&gt;
| When a creature is butchered, meat yielded from organs made from this material will be named via this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BLOCK_NAME}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;singular&amp;gt;&lt;br /&gt;
*&amp;lt;plural&amp;gt;&lt;br /&gt;
| Specifies the name of [[block]]s made from this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WAFERS}}&lt;br /&gt;
|&lt;br /&gt;
| The material forms &amp;quot;wafers&amp;quot; instead of &amp;quot;[[bar]]s&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MATERIAL_REACTION_PRODUCT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;reaction reference&amp;gt;&lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Used with reaction raws to associate a reagent material with a product material. The first argument is used by HAS_MATERIAL_REACTION_PRODUCT and GET_MATERIAL_FROM_REAGENT in reaction raws. The remainder is a material reference, generally LOCAL_CREATURE_MAT:SUBTYPE or LOCAL_PLANT_MAT:SUBTYPE or INORGANIC:STONETYPE.&lt;br /&gt;
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEM_REACTION_PRODUCT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;item reference&amp;gt;&lt;br /&gt;
*&amp;lt;[[item token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Used with reaction raws to associate a reagent material with a complete item.  The first argument is used by HAS_ITEM_REACTION_PRODUCT and GET_ITEM_DATA_FROM_REAGENT in reaction raws.  The rest refers to the type of item, then its material.&lt;br /&gt;
[ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:LEAVES:LOCAL_PLANT_MAT:LEAF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|REACTION_CLASS}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;reaction class name&amp;gt;&lt;br /&gt;
| Used to classify all items made of the material, so that reactions can use them as generic reagents.&lt;br /&gt;
In default raws, the following are used:&lt;br /&gt;
* FAT, TALLOW, SOAP, PARCHMENT, PAPER_PLANT, PAPER_SLURRY, MILK, CHEESE, WAX&lt;br /&gt;
* CAN_GLAZE - items made from this material can be glazed.&lt;br /&gt;
* FLUX - can be used as [[flux]] in pig iron and steel making.&lt;br /&gt;
* GYPSUM - can be processed into [[gypsum plaster]].&lt;br /&gt;
* CALCIUM_CARBONATE - can be used in production of [[quicklime]].{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|METAL_ORE}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;inorganic material name e.g. [[lead|LEAD]]&amp;gt;&lt;br /&gt;
* &amp;lt;value&amp;gt;&lt;br /&gt;
| Makes BOULDER acceptable as a [[Reactions#Reagents|reagent]] in reactions that require [[Item_token#Related_Tokens|&amp;quot;METAL_ORE:MATERIAL_NAME&amp;quot;]], as well as [[Smelter|smelting]] directly into metal [[bar]]s.&amp;lt;br /&amp;gt; Places the material under &amp;quot;Metal Ores&amp;quot; in Stone stockpiles.&amp;lt;br /&amp;gt; The specified value determines the probability for this product (see [[Tetrahedrite]] or [[Galena]] for details).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|THREAD_METAL}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;inorganic material name e.g. [[Raw_adamantine|RAW_ADAMANTINE]]&amp;gt;&lt;br /&gt;
* &amp;lt;value&amp;gt;&lt;br /&gt;
| Makes BOULDER items made of the material acceptable for [[Strand extractor|strand extraction]] into threads; see also STOCKPILE_THREAD_METAL. Value presumably determines the probability of this product extracted.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HARDENS_WITH_WATER}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Allows the material to be used to make [[healthcare|casts]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SOAP_LEVEL}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| [[Soap]] has [SOAP_LEVEL:2]. Effects unknown. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SYNDROME}}&lt;br /&gt;
|&lt;br /&gt;
| Begins defining a [[syndrome]] applied by the material. Multiple syndromes can be specified. See [[Syndrome token]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material States===&lt;br /&gt;
&lt;br /&gt;
The following is a list of valid material states:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|'''SOLID'''&lt;br /&gt;
|-&lt;br /&gt;
|'''LIQUID'''&lt;br /&gt;
|-&lt;br /&gt;
|'''GAS'''&lt;br /&gt;
|-&lt;br /&gt;
|'''POWDER''' (or '''SOLID_POWDER''')&lt;br /&gt;
|-&lt;br /&gt;
|'''PASTE''' (or '''SOLID_PASTE''')&lt;br /&gt;
|-&lt;br /&gt;
|'''PRESSED''' (or '''SOLID_PRESSED''')&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following can be specified within tokens such as [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_NAME_ADJ|STATE_NAME_ADJ]] and [[Material_definition_token#STATE_ADJ|STATE_ADJ]] to make them apply to several of the above material states simultaneously:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''ALL'''&lt;br /&gt;
|Denotes all possible material states.&lt;br /&gt;
|-&lt;br /&gt;
|'''ALL_SOLID'''&lt;br /&gt;
|Denotes 'SOLID', 'POWDER', 'PASTE' and 'PRESSED'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Material Usage Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IMPLIES_ANIMAL_KILL}}&lt;br /&gt;
|&lt;br /&gt;
| Lets the game know that an animal was likely killed in the production of this item. Entities opposed to killing animals (which currently does '''not''' include [[elf|Elves]]) will refuse to accept these items in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ALCOHOL_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant-based alcohol, allowing its storage in food stockpiles under &amp;quot;Drink (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ALCOHOL_CREATURE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as animal-based alcohol, allowing its storage in food stockpiles under &amp;quot;Drink (Animal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ALCOHOL}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as generic alcohol. Implied by both ALCOHOL_PLANT and ALCOHOL_CREATURE. Exact behavior unknown, possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CHEESE_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant-based cheese,  allowing its storage in food stockpiles under &amp;quot;Cheese (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CHEESE_CREATURE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as animal-based cheese, allowing its storage in food stockpiles under &amp;quot;Cheese (Animal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CHEESE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as generic cheese. Implied by both CHEESE_PLANT and CHEESE_CREATURE. Exact behavior unknown, possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|POWDER_MISC_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant powder, allowing its storage in food stockpiles under &amp;quot;Milled Plant&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|POWDER_MISC_CREATURE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as creature powder, allowing its storage in food stockpiles under &amp;quot;Bone Meal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|POWDER_MISC}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as generic powder. Implied by both POWDER_MISC_PLANT and POWDER_MISC_CREATURE. Exact behavior unknown, possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_GLOB}} or {{text_anchor|STOCKPILE_GLOB_SOLID}}&lt;br /&gt;
|&lt;br /&gt;
| Permits globs of the material in solid form to be stored in food stockpiles under &amp;quot;Fat&amp;quot; - without it, dwarves will come by and &amp;quot;clean&amp;quot; the items, destroying them (unless [DO_NOT_CLEAN_GLOB] is also included).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_GLOB_PASTE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as milled paste, allowing its storage in food stockpiles under &amp;quot;Paste&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_GLOB_PRESSED}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as pressed goods, allowing its storage in food stockpiles under &amp;quot;Pressed Material&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_PLANT_GROWTH}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a plant growth (e.g. fruits, leaves), allowing its storage in food stockpiles under Plant Growth/Fruit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_MISC_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a plant extract, allowing its storage in food stockpiles under &amp;quot;Extract (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_MISC_CREATURE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a creature extract, allowing its storage in food stockpiles under &amp;quot;Extract (Animal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_MISC_OTHER}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a miscellaneous liquid, allowing its storage in food stockpiles under &amp;quot;Misc. Liquid&amp;quot; along with lye.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_MISC}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a generic liquid. Implied by LIQUID_MISC_PLANT, LIQUID_MISC_CREATURE, and LIQUID_MISC_OTHER. Exact behavior unknown, possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STRUCTURAL_PLANT_MAT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a plant, allowing its storage in food stockpiles under &amp;quot;Plants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SEED_MAT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a plant seed, allowing its storage in food stockpiles under &amp;quot;Seeds&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BONE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as bone, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as wood, allowing its use for carpenters and storage in wood stockpiles. Entities opposed to killing plants (i.e. [[Elf|Elves]]) will refuse to accept these items in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|THREAD_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant fiber, allowing its use for clothiers and storage in cloth stockpiles under &amp;quot;Thread (Plant)&amp;quot; and &amp;quot;Cloth (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOTH}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as tooth, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HORN}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as horn, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PEARL}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as pearl, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHELL}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as shell, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LEATHER}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as leather, allowing its use for leatherworkers and storage in leather stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SILK}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as silk, allowing its use for clothiers and storage in cloth stockpiles under &amp;quot;Thread (Silk)&amp;quot; and &amp;quot;Cloth (Silk)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SOAP}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as soap, allowing it to be used as a bath detergent and stored in bar/block stockpiles under &amp;quot;Bars: Other Materials&amp;quot;.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|GENERATES_MIASMA}}&lt;br /&gt;
|&lt;br /&gt;
| Material generates miasma when it rots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MEAT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as edible meat.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ROTS}}&lt;br /&gt;
|&lt;br /&gt;
| Material will rot if not stockpiled appropriately. Currently only affects [[food]] and [[refuse]], other items made of this material will not rot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BLOOD_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;blood&amp;quot; in Adventurer mode tile descriptions (&amp;quot;Here we have a Dwarf in a slurry of blood.&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ICHOR_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;ichor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|GOO_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;goo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SLIME_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;slime&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PUS_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;pus&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SWEAT_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;sweat&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TEARS_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;tears&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SPIT_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;spit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EVAPORATES}}&lt;br /&gt;
|&lt;br /&gt;
| Contaminants composed of this material evaporate over time, slowly disappearing from the map. Used internally by water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ENTERS_BLOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Used for materials which cause [[syndrome]]s, causes it to enter the creature's blood instead of simply spattering on the surface.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EDIBLE_VERMIN}}&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten by vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EDIBLE_RAW}}&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten raw.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EDIBLE_COOKED}}&lt;br /&gt;
|&lt;br /&gt;
| Can be cooked and then eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|DO_NOT_CLEAN_GLOB}}&lt;br /&gt;
|&lt;br /&gt;
| Prevents globs made of this material from being cleaned up and destroyed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|NO_STONE_STOCKPILE}}&lt;br /&gt;
|&lt;br /&gt;
| Prevents the material from showing up in Stone stockpile settings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_METAL}}&lt;br /&gt;
|&lt;br /&gt;
| Allows the creation of metal furniture at the metalsmith's forge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_BARRED}}&lt;br /&gt;
|&lt;br /&gt;
| Equivalent to ITEMS_HARD. Given to [[bone]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_SCALED}}&lt;br /&gt;
|&lt;br /&gt;
| Equivalent to ITEMS_HARD. Given to [[shell]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_LEATHER}}&lt;br /&gt;
|&lt;br /&gt;
| Equivalent to ITEMS_SOFT. Given to [[leather]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_SOFT}}&lt;br /&gt;
|&lt;br /&gt;
| Random [[finished goods|crafts]] made from this material cannot be made into rings, crowns, scepters or figurines. Given to [[plant fiber]], [[silk]] and [[wool]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_HARD}}&lt;br /&gt;
|&lt;br /&gt;
| Random [[finished goods|crafts]] made from this material include all seven items. Given to [[stone]], [[wood]], [[bone]], [[shell]], [[chitin]], [[nail|claws]], [[tooth|teeth]], [[horn|horns]], [[horn|hooves]] and [[wax|beeswax]]. [[Hair]], [[pearl|pearls]] and eggshells also have the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IS_STONE}}&lt;br /&gt;
|&lt;br /&gt;
| Used to define that the material is a stone. Allows its usage in [[masonry]] and [[stonecrafting]] and storage in stone stockpiles, among other effects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|UNDIGGABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Used for a stone that cannot be dug into.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|DISPLAY_UNGLAZED}}&lt;br /&gt;
|&lt;br /&gt;
| Causes containers made of this material to be prefixed with &amp;quot;unglazed&amp;quot; if they have not yet been [[glaze]]d.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|YARN}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as yarn, allowing its use for clothiers and its storage in cloth stockpiles under &amp;quot;Thread (Yarn)&amp;quot; and &amp;quot;Cloth (Yarn)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_THREAD_METAL}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as metal thread, permitting thread and cloth to be stored in cloth stockpiles under &amp;quot;Thread (Metal)&amp;quot; and &amp;quot;Cloth (Metal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IS_METAL}}&lt;br /&gt;
|&lt;br /&gt;
| Defines the material as being metal, allowing it to be used at forges.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IS_GLASS}}&lt;br /&gt;
|&lt;br /&gt;
| Used internally by green glass, clear glass, and crystal glass.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CRYSTAL_GLASSABLE}}&lt;br /&gt;
|&lt;br /&gt;
| Can be used in the production of crystal glass.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_WEAPON}}&lt;br /&gt;
| &lt;br /&gt;
| Melee [[Weapon#Manufactured weapons|weapons]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_WEAPON_RANGED}}&lt;br /&gt;
|&lt;br /&gt;
| Ranged weapons can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_ANVIL}}&lt;br /&gt;
|&lt;br /&gt;
| [[Anvil]]s can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_AMMO}}&lt;br /&gt;
|&lt;br /&gt;
| [[Weapon#Ammunition|Ammunition]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_DIGGER}}&lt;br /&gt;
|&lt;br /&gt;
| [[Weapon#Dwarf-manufactured weapons|Picks]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| [[Armor]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_DELICATE}}&lt;br /&gt;
|&lt;br /&gt;
| Used internally by amber and coral. Functionally equivalent to ITEMS_HARD.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_SIEGE_ENGINE}}&lt;br /&gt;
|&lt;br /&gt;
| Siege engine parts can be made out of this material. Does not appear to work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_QUERN}}&lt;br /&gt;
|&lt;br /&gt;
| Querns and millstones can be made out of this material.{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Syndrome tokens==&lt;br /&gt;
Below is a table with some of the tokens you can use when declaring a [SYNDROME] token. For all the tokens you can use, see the [[Syndrome token]] page.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_NAME &lt;br /&gt;
| &lt;br /&gt;
* text &lt;br /&gt;
| Defines the name of the syndrome&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SYN_INJECTED}}&lt;br /&gt;
|  &lt;br /&gt;
| Syndrome can be contracted by injection (by a creature)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_CONTACT}}&lt;br /&gt;
|  &lt;br /&gt;
| Syndrome can be contracted on contact (e.g. poison dust or liquid)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_INHALED}}&lt;br /&gt;
|  &lt;br /&gt;
| Syndrome can be contracted by inhalation (e.g. poison vapor or gas)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SYN_INGESTED}}&lt;br /&gt;
|  &lt;br /&gt;
| Syndrome can be contracted by ingestion (when the material is eaten in solid or liquid form)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_AFFECTED_CLASS}}&lt;br /&gt;
| &lt;br /&gt;
* creature class name&lt;br /&gt;
| Adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_IMMUNE_CLASS}}&lt;br /&gt;
| &lt;br /&gt;
* creature class name&lt;br /&gt;
| Makes the class of creatures immune to the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_AFFECTED_CREATURE}}&lt;br /&gt;
| &lt;br /&gt;
* creature name&lt;br /&gt;
* caste name or ALL&lt;br /&gt;
| Adds a specific creature to those affected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_IMMUNE_CREATURE}}&lt;br /&gt;
| &lt;br /&gt;
* creature name&lt;br /&gt;
* caste name or ALL&lt;br /&gt;
| Makes the creature immune to the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CE_PAIN&amp;lt;br /&amp;gt;CE_SWELLING&amp;lt;br /&amp;gt;CE_OOZING&amp;lt;br /&amp;gt;CE_BRUISING&amp;lt;br /&amp;gt;CE_BLISTERS&amp;lt;br /&amp;gt;CE_NUMBNESS&amp;lt;br /&amp;gt;CE_PARALYSIS&amp;lt;br /&amp;gt;CE_FEVER&amp;lt;br /&amp;gt;CE_BLEEDING&amp;lt;br /&amp;gt;CE_COUGH_BLOOD&amp;lt;br /&amp;gt;CE_VOMIT_BLOOD&amp;lt;br /&amp;gt;CE_NAUSEA&amp;lt;br /&amp;gt;CE_UNCONSCIOUSNESS&amp;lt;br /&amp;gt;CE_NECROSIS&amp;lt;br /&amp;gt;CE_IMPAIR_FUNCTION&amp;lt;br /&amp;gt;CE_DROWSINESS&amp;lt;br /&amp;gt;CE_DIZZINESS&lt;br /&gt;
| &lt;br /&gt;
*SEV:&amp;lt;value&amp;gt;  (severity, higher is worse)&lt;br /&gt;
*PROB:&amp;lt;value(1-100)&amp;gt; (probability)&lt;br /&gt;
*RESISTABLE (optional) allows resistance&lt;br /&gt;
*SIZE_DILUTES (optional) lessens effect based on size &lt;br /&gt;
Place affected:&lt;br /&gt;
*LOCALIZED (optional)&lt;br /&gt;
*VASCULAR_ONLY (optional)&lt;br /&gt;
*MUSCULAR_ONLY (optional)&lt;br /&gt;
*BP:BY_CATEGORY:category:tissue (optional)&lt;br /&gt;
*BP:BY_TYPE:type:tissue (optional)&lt;br /&gt;
*BP:BY_TOKEN:token:tissue (optional)&lt;br /&gt;
Timeline:&lt;br /&gt;
*Start:effect start time&lt;br /&gt;
*Peak:effect peak time&lt;br /&gt;
*End:effect end time&lt;br /&gt;
| Specifies the way that a syndrome affects a creature -- more detail can be found on the [[Syndrome#Creature effect tokens|Syndromes page]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Inorganic material definition token]]&lt;br /&gt;
* [[Syndrome]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Material definition token]]&lt;/div&gt;</summary>
		<author><name>SubwayJared</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:SubwayJared&amp;diff=254979</id>
		<title>User:SubwayJared</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:SubwayJared&amp;diff=254979"/>
		<updated>2020-09-21T09:34:02Z</updated>

		<summary type="html">&lt;p&gt;SubwayJared: Created page with &amp;quot;&amp;lt;big&amp;gt;WHY WON'T YOU APPROVE MY ACCOUNT TOADY BY ARMOK'S SAKE&amp;lt;/big&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;WHY WON'T YOU APPROVE MY ACCOUNT TOADY BY ARMOK'S SAKE&amp;lt;/big&amp;gt;&lt;/div&gt;</summary>
		<author><name>SubwayJared</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Intro_movie&amp;diff=254978</id>
		<title>Intro movie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Intro_movie&amp;diff=254978"/>
		<updated>2020-09-21T09:32:19Z</updated>

		<summary type="html">&lt;p&gt;SubwayJared: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''intro movie''' to Dwarf Fortress plays when the game is opened unless it has [[DF2014:Technical_tricks#Intro_Movie|been disabled]].&lt;br /&gt;
&lt;br /&gt;
==Opening credits==&lt;br /&gt;
First, the [[Bay 12 Games]] logo is displayed. Second, the Bay 12 Games motto (''Beyond Quality'') appears.&lt;br /&gt;
In the next scene ''A [[Toady One]] The Great Production'' is pulled across the screen on a wheeled platform by a dwarf.&lt;br /&gt;
[[File:intro_movie_1.gif|frame|center]]&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==Title==&lt;br /&gt;
The camera pans down from a blue sky to the entrance to a dwarven mountainhome. The title ''Slaves to Armok: God of Blood Chapter II: Dwarf Fortress'' appears above the entrance. Dwarves can be seen on the ground and one enters the mountainhome.&lt;br /&gt;
[[File:intro_movie_2.gif|frame|center]]&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==Blacksmith==&lt;br /&gt;
The camera enters the mountainhome and finds its way to a blacksmith using an anvil and hammer to form a glowing-hot piece of metal.&lt;br /&gt;
[[File:intro_movie_3.gif|frame|center]]&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==Cavern lake==&lt;br /&gt;
The camera then pans to the left and enters a door leading to a bridge that crosses a cavern lake.&lt;br /&gt;
[[File:intro_movie_4.gif|frame|center]]&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==Sparring dwarves==&lt;br /&gt;
The camera enters a door at the end of that bridge and focuses on two dwarfs sparring with adamantine weapons.&lt;br /&gt;
[[File:intro_movie_5.gif|frame|center]]&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==Miner==&lt;br /&gt;
The camera then goes into the door on the left and goes down several tunnels until it comes to a dwarf mining. The miner strike the wall of the cavern, makes a hole, and loses his pickaxe down said hole.&lt;br /&gt;
[[File:intro_movie_6.gif|frame|center]]&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==Unspeakable Fun==&lt;br /&gt;
The miner looks into the hole and is attacked by [[hell|something]].&lt;br /&gt;
[[File:intro_movie_7.gif|frame|center]]&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==Did you know?==&lt;br /&gt;
Toady had to '''code''' the animation. What a flex.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>SubwayJared</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Material_definition_token&amp;diff=254977</id>
		<title>DF2014 Talk:Material definition token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Material_definition_token&amp;diff=254977"/>
		<updated>2020-09-21T09:20:31Z</updated>

		<summary type="html">&lt;p&gt;SubwayJared: /* Syndrome token chapter */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Page starter topic==&lt;br /&gt;
Verifications, etc. Feel free to discuss those subjects separately.&lt;br /&gt;
&lt;br /&gt;
== Syndrome token chapter ==&lt;br /&gt;
&lt;br /&gt;
Really feel like the syndrome table should be removed and instead just to redirect to the syndrome tokens page as to not confuse anyone into thinking that they're limited to only those specific tokens.&lt;/div&gt;</summary>
		<author><name>SubwayJared</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=254976</id>
		<title>Syndrome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=254976"/>
		<updated>2020-09-21T03:49:35Z</updated>

		<summary type="html">&lt;p&gt;SubwayJared: Added a fix for the ANY/ALL &amp;quot;bug&amp;quot; as a separate chapter&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]] led to a slow, lingering death for this unfortunate hippo.]]&lt;br /&gt;
In ''Dwarf Fortress'', a '''syndrome''' can be thought of as a condition which applies a collection of [[Syndrome#Creature effect tokens|effects]] to creatures who contract it. Syndromes give rise to several of the game's [[fun|more interesting]] [[Health care|medical]] predicaments, such as [[alcohol]] inebriation, venemous snake bites, and the brain-rotting secretions of certain [[Forgotten beast|uninvited guests]]. That said, the syndrome system isn't functionally restricted to the simulation of disease. Many of the game's supernatural features, such as [[werewolf|werewolves]], [[vampire]]s, [[necromancer]]s, [[mummy|mummy curses]] and the [[undead]] are in fact produced by applying various [[Syndrome#Special_Effects|special effects]] to creatures via syndromes. &lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Yeah, I know this. I was looking for [[Syndrome examples|examples]]...&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
==List of syndromes==&lt;br /&gt;
In unmodded games, syndromes are generally named after the animal, substance or effect that delivers them. They can cause unpleasant and sometimes fatal [[symptom]]s over a short to long duration, 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 that can be helped by treatment. 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 and temples (random chance), rolling divination dice too frequently.&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 and temples (random chance), rolling divination dice too frequently.&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 [[nightmare]]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, [[nightmare]]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;
To recap, syndromes are &amp;quot;diseases&amp;quot; which inflict effects upon creatures who acquire them. Mechanically, they're composed of a bunch of different syndrome tokens which detail [[Syndrome#Basic syndrome tokens|how it works]] and [[Syndrome#Creature effect tokens|what it does]]. Syndrome acquisition can be boiled down into two main routes: (1) via materials and (2) via interactions. Unlike most objects in the game, syndromes aren't defined in their own raw file; they're instead built up within the raw definition of the material or interaction effect to which they are tied, as described below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1) Transmission via Materials'''&lt;br /&gt;
&lt;br /&gt;
Any material (be it [[Material_token#INORGANIC|inorganic]], [[Material_token#CREATURE_MAT|creature-derived]], or [[Material_token#PLANT_MAT|plant-derived]]) can have one or more syndromes added to it, simply by defining the syndrome within the material's own raw definition. The addition of certain tokens (detailed [[Syndrome#SYN_CONTACT|below]]) to the syndrome will determine what must be done to the material so as to transmit the syndrome to a creature; the current modes of transmission are as follows: [[Syndrome#SYN_CONTACT|bodily contact]] with the material, [[Syndrome#SYN_INGESTED|ingestion]] or [[Syndrome#SYN_INHALED|inhalation]] of the material, or [[Syndrome#SYN_INJECTED|injection]] of the material into the bloodstream. Any combination of transmission modes can be specified per syndrome.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's the material definition of [[giant cave spider]] venom with its associated syndrome as an example:&lt;br /&gt;
&lt;br /&gt;
''(See [[Giant cave spider/raw|here]] for the complete creature raw.)''&lt;br /&gt;
    [USE_MATERIAL_TEMPLATE:POISON: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_GIANT: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;
In the above, the non-bolded section consists of various [[material definition token]]s used to define and customise the venom material. (USE_MATERIAL_TEMPLATE defines a material called 'POISON', and creates it using the template 'CREATURE_EXTRACT_TEMPLATE' as a basis, which is then altered by the other tokens placed below it. See [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_ADJ|STATE_ADJ]], and [[Material_definition_token#PREFIX|PREFIX]] for more information about these tokens). The relevance of [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]] in this context is explained below.&lt;br /&gt;
&lt;br /&gt;
The bolded section consists of the syndrome definition, which is initiated using the [[Syndrome#SYNDROME|[SYNDROME]]] token. The tokens placed after this (which are described in further detail [[Syndrome#Basic syndrome tokens|below]]) flesh out the syndrome - in this case they name it &amp;quot;giant cave spider bite&amp;quot;, make it work only against creatures belonging to the 'GENERAL_POISON' [[Creature token#CREATURE_CLASS|creature class]], render giant cave spiders immune to it, and cause creatures to contract it if the venom is injected into them. The creature effect at the very bottom makes the syndrome inflict progressive complete paralysis upon the victim after a short delay, for what would be a relatively short-lived period were it not for the fact that most small creatures tend to suffocate before the effect wears off.&lt;br /&gt;
&lt;br /&gt;
Great, so how do we get this lethal venom into a creature's bloodstream to transmit the syndrome? Giant cave spiders are able to do this via the [[Creature token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]] token appended to their bite attack as such:&lt;br /&gt;
    [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]&lt;br /&gt;
This makes their bites inject 100 units of the 'POISON' material in its liquid [[Material_definition_token#Material_States|state]]. Note that '[[Material_token#LOCAL_CREATURE_MAT|LOCAL_CREATURE_MAT]]:POISON' indicates that the 'POISON' material is defined amidst the same creature raws where the attack was detailed i.e. within the SPIDER_CAVE_GIANT creature definition; we could have written '[[Material_token#CREATURE_MAT|CREATURE_MAT]]:SPIDER_CAVE_GIANT:POISON' instead for the same result. Also note that we can make the attack inject any material we want it to, not just creature-associated materials. (Want your spider to inject molten [[gold]] into its victims to melt them from the inside out instead of bothering with syndromes? Simply replace 'LOCAL_CREATURE_MAT:POISON:LIQUID' with '[[Material_token#INORGANIC|INORGANIC]]:GOLD:LIQUID' and you're good to go).&lt;br /&gt;
&lt;br /&gt;
Note that [ENTERS_BLOOD] must be added to the material definition for injection attacks making use of this material to function properly. Without this token, the material would simply [[contaminant|splatter]] over the attacked bodypart instead of entering the bloodstream, so the above syndrome, which relies solely on the [[Syndrome#SYN_INJECTED|injectable]] transmission route, wouldn't be contracted. [ENTERS_BLOOD] can of course be left out intentionally, if the aim is to cover creatures with a material that transmits syndromes [[Syndrome#SYN_CONTACT|on contact]]. Keep in mind that splattering in lieu of injection also occurs with blunt attacks, on attacked body parts devoid of [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and on [[Creature token#BLOOD|bloodless]] victims (including creatures who've had their blood removed via [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]]).&lt;br /&gt;
&lt;br /&gt;
A fun variation on typical creature venoms is to add a [[Syndrome#SYN_CONTACT|contact-transmissible]] syndrome to the creature's [[Creature token#BLOOD|blood]] material - this tends to end poorly for any predator that chooses to attack them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2) Transmission via Interactions'''&lt;br /&gt;
&lt;br /&gt;
The [[Interaction token|interaction]] system can be used to add syndromes to creatures directly via certain interaction effects, most notably [[Interaction token#I_EFFECT|I_EFFECT:ADD_SYNDROME]]. After placing this I_EFFECT in an interaction definition, the syndrome to be added is defined beneath it in exactly the same manner as that used for the material-bound syndromes described above. (Note that any [[Interaction_token#IE_TARGET|IE_ tokens]] used with this I_EFFECT can be placed before or after the syndrome definition; the order doesn’t really matter). The [[Interaction token#I_EFFECT| ANIMATE]] and [[Interaction token#I_EFFECT| RESURRECT]] interaction effects also allow syndromes to be tied to them in the same manner; in this case the syndrome is applied to the target creature after it is animated or resurrected respectively.&lt;br /&gt;
&lt;br /&gt;
See [[Syndrome#Spreading_diseases|below]] for an example of a syndrome-transmitting interaction.&lt;br /&gt;
&lt;br /&gt;
==Basic syndrome tokens==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME}}&lt;br /&gt;
| &lt;br /&gt;
| Used to begin defining a new syndrome.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_NAME}}&lt;br /&gt;
| &amp;lt;your text&amp;gt;&lt;br /&gt;
| Used to specify the name of the syndrome as it appears in-game. Names don't have to be unique; it's perfectly acceptable to have multiple syndromes with identical names.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_IDENTIFIER}}{{version|0.42.01}}&lt;br /&gt;
| &amp;lt;your text&amp;gt;&lt;br /&gt;
| Can be included to give the syndrome an identifier which can be shared between multiple syndromes. Only one identifier may be specified per syndrome.&lt;br /&gt;
&lt;br /&gt;
Syndrome identifiers are used in the [[Creature token#SYNDROME_DILUTION_FACTOR|SYNDROME_DILUTION_FACTOR]] creature token. For example, every [[alcohol|alcoholic beverage]] in unmodded games comes with its own inebriating syndrome, each of which has a &amp;lt;code&amp;gt;[SYN_IDENTIFIER:INEBRIATION]&amp;lt;/code&amp;gt; token. [[dwarf|Dwarves]] have &amp;lt;code&amp;gt;[SYNDROME_DILUTION_FACTOR:INEBRIATION:150]&amp;lt;/code&amp;gt;, enabling them to drink relatively larger quantities of alcohol before 'INEBRIATION' syndrome effects become significant.&lt;br /&gt;
&lt;br /&gt;
Syndromes which share the same identifier also contribute to the same concentration pool with regards to [[Syndrome#SYN_CONCENTRATION_ADDED|SYN_CONCENTRATION_ADDED]]. Thus, in the above example, different types of alcohol would all contribute to a common 'INEBRIATION' syndrome concentration when consumed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_CLASS}}&lt;br /&gt;
| &amp;lt;your text&amp;gt;&lt;br /&gt;
| Can be included to create a syndrome class and assign the syndrome to it, for use with the [[Interaction token#IT_CANNOT_HAVE_SYNDROME_CLASS|IT_CANNOT_HAVE_SYNDROME_CLASS]] interaction token. Can be specified more than once to assign the syndrome to multiple classes. Other syndromes can also be assigned to the same class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_CONTACT}}&lt;br /&gt;
| &lt;br /&gt;
| If the syndrome is tied to a material, creatures who come into contact with this material will contract the syndrome if this token is included in the syndrome definition. Contact transmission occurs when a creature's body becomes [[contaminant|contaminated]] with the material (visible as [material name] 'smear', 'dusting' or 'covering' over body parts when viewing the creature's inventory). Note that contact with [[item]]s made of a syndrome-inducing material currently doesn't result in transmission.&lt;br /&gt;
&lt;br /&gt;
Methods of getting a material contaminant onto a creature's body include: &lt;br /&gt;
* [[Creature token#SECRETION|secretions]]&lt;br /&gt;
* [[Interaction_token#LIQUID_GLOB|liquid projectiles]] (contaminate struck body parts if exposed)&lt;br /&gt;
* [[Interaction_token#TRAILING_VAPOR_FLOW|vapor]] and [[Interaction_token#TRAILING_DUST_FLOW|dust]] clouds (contaminate all external body parts, even if covered)&lt;br /&gt;
* [[Interaction_token#SPATTER_LIQUID|puddles]] and [[Interaction_token#SPATTER_POWDER|dust piles]] ([[Body_token#STANCE|STANCE]] body parts become contaminated if the creature walks into them [[clothing|barefoot]], and all uncovered external body parts are contaminated if the creature is [[Status icon#Non-flashing|prone]])&lt;br /&gt;
* [[Interaction_token#WEATHER_FALLING_MATERIAL|freakish rain]] (contaminates all external body parts, even if covered, if the creature is outside)&lt;br /&gt;
* unprotected bodily contact with a contaminated creature (including performing or receiving body part attacks such as punches and [[wrestling]] moves, creature collisions, as well as [[Interaction_token#I_EFFECT|CONTACT]] interaction effects, if the involved body parts are exposed)&lt;br /&gt;
* items [[Material_definition_token#MELTING_POINT|melting]] whilst equipped or hauled (this contaminates the body part that was holding them if exposed)&lt;br /&gt;
* striking the creature's body with a contaminated item (see below)&lt;br /&gt;
&lt;br /&gt;
This token can be used for syndromes intended to be applied via poisoned weapons (but also check out [[Syndrome#SYN_INJECTED|SYN_INJECTED]]). When a creature's body is struck with an item which is contaminated with a contact syndrome-inducing material, the syndrome will be transmitted to the struck creature, even if the attack doesn't pierce the flesh. Syndrome transmission in this context often occurs in the absence of a visible contaminant on the body.&lt;br /&gt;
&lt;br /&gt;
Contact transmission only appears to occur at the moment of contamination (which is to say, when a new bodily spatter is created). If the syndrome ends (once all its [[Syndrome#Creature_effect_tokens|creature effects]] reach their END point, at which point it will be removed from the creature), it will NOT be reapplied by the original syndrome-inducing contaminant (assuming it hasn't been cleaned off yet); the creature will need to be recontaminated with the causative material for this to occur. (Note that in the case of [[Creature token#SECRETION|secretions]], the secreted contaminants are continuously reapplied to the secretory body parts, so any associated short-lasting contact syndromes allowed to target the secreting creature can potentially be reapplied at the rate of secretion; this may work differently in [[adventurer mode]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_INGESTED}}&lt;br /&gt;
| &lt;br /&gt;
| If the syndrome is tied to a material, creatures who [[food|eat]] or drink substances containing or [[contaminant|contaminated]] with this material will contract the syndrome if this token is included.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_INHALED}}&lt;br /&gt;
| &lt;br /&gt;
| If the syndrome is tied to a material, creatures who inhale the material will contract the syndrome if this token is included. Materials can only be inhaled in their [[Material_definition_token#BOILING_POINT|gaseous]] state, which is attainable by [[temperature|boiling]], or in the form of a [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], [[Interaction_token#UNDIRECTED_GAS|UNDIRECTED_GAS]] or [[Interaction_token#WEATHER_CREEPING_GAS|WEATHER_CREEPING_GAS]]. Creatures can also be made to [[Tissue_definition_token#TISSUE_LEAKS|leak]] [[Tissue_definition_token#TISSUE_MAT_STATE|gaseous tissue]] when damaged.&lt;br /&gt;
&lt;br /&gt;
Note that creatures with [[Creature_token#NOBREATHE|NOBREATHE]] (and presumably also [[Creature_token#AQUATIC|AQUATIC]] creatures) never inhale gaseous materials, and creatures which do breathe air aren't guaranteed to inhale gases when exposed to them for a short time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_INJECTED}}&lt;br /&gt;
| &lt;br /&gt;
| If the syndrome is tied to a material, the injection of this material into a creature's bloodstream will cause it to contract the syndrome if this token is included. Injection can be carried out as part of a creature attack via [[Creature_token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]], or by piercing the flesh of a creature with an [[item]] that has been [[contaminant|contaminated]] with the material. Thus, this token can be used as a more specific alternative to [[Syndrome#SYN_CONTACT|SYN_CONTACT]] for syndromes intended to be administered by poisoned weapons. &lt;br /&gt;
&lt;br /&gt;
For injection to work, the material definition must include [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]], the attacked body part needs to have [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and the intended victim must have [[Creature token#BLOOD|BLOOD]] (so it won't work on creatures with the [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]] syndrome effect). Getting the weapon &amp;quot;lodged into the wound&amp;quot; isn't a requirement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_AFFECTED_CLASS}}&lt;br /&gt;
| &amp;lt;[[Creature token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
| If this is included, only creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] (as well as creatures which pass the [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]] check if this is included) will be able to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures which have at least one matching class will be considered susceptible. If [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]] and/or [[Syndrome#SYN_IMMUNE_CREATURE|SYN_IMMUNE_CREATURE]] are included, creatures which fail these checks will be unable to contract the syndrome even if they pass this class check.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_IMMUNE_CLASS}}&lt;br /&gt;
| &amp;lt;[[Creature token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
| If this is included, creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] will be unable to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures with at least one matching class will be considered immune (unless overridden by [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_AFFECTED_CREATURE}}&lt;br /&gt;
| &amp;lt;creature&amp;gt;:&amp;lt;[[Creature_token#CASTE|caste]]&amp;gt;&lt;br /&gt;
| If this is included, only the specified creature (and, if [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]] is included, also creatures which pass this check as explained above) will be able to contract the syndrome. This token can be used multiple times per syndrome. If used alongside [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]], the specified creature will be able to contract the syndrome regardless of this class check.&lt;br /&gt;
&lt;br /&gt;
DWARF:FEMALE is an example of a valid &amp;lt;creature&amp;gt;:&amp;lt;caste&amp;gt; combination; &amp;quot;ALL&amp;quot; can be used in place of a specific caste so as to indicate that this applies to all castes of the specified creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_IMMUNE_CREATURE}}&lt;br /&gt;
| &amp;lt;creature&amp;gt;:&amp;lt;[[Creature_token#CASTE|caste]]&amp;gt;&lt;br /&gt;
| If this is included, the specified creature will be unable to contract the syndrome (even if it matches [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]]). It can be specified multiple times per syndrome. As above, &amp;quot;ALL&amp;quot; can be used in place of a specific caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_NO_HOSPITAL}}{{version|0.42.01}}&lt;br /&gt;
| &lt;br /&gt;
| Prevents creatures from being admitted to [[health care|hospital]] for problems arising directly as a result of the syndrome's effects, no matter how bad they get.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_CONCENTRATION_ADDED}}{{version|0.42.01}}&lt;br /&gt;
| &amp;lt;amount&amp;gt;:&amp;lt;max&amp;gt;&lt;br /&gt;
| If this is included, repeated exposure to the syndrome will result in the effects becoming more intense. Different syndromes with a common [[Syndrome#SYN_IDENTIFIER|SYN_IDENTIFIER]] contribute to a common concentration pool as explained [[Syndrome#SYN_IDENTIFIER|above]]. &amp;quot;First one in wins (the rest just stack)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Each 100 of &amp;lt;amount&amp;gt; will contribute SEV in general to each effect (before [[Creature token#SYNDROME_DILUTION_FACTOR|dilution]]), &amp;lt;max&amp;gt; goes up to 1000. The concentration does not decrease, but will stay at the maximum attained until the syndrome wears off.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For example, [[alcohol|alcohol inebriation]] syndromes in unmodded games have &amp;lt;code&amp;gt;[SYN_CONCENTRATION_ADDED:100:1000]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Some of the generated syndromes come with &amp;lt;code&amp;gt;[SYN_CONCENTRATION_ADDED:1000:0]&amp;lt;/code&amp;gt;. According to Toady, this &amp;quot;was a precaution after I had one bug with effects not fully manifesting due to low levels. It may not be necessary, but I decided to give everybody a full dose of the juice until I could get a closer look at it.&amp;quot; [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083872#msg8083872]&lt;br /&gt;
&lt;br /&gt;
|}&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 144, 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;
===Symptomatic Effects===&lt;br /&gt;
&lt;br /&gt;
The following table contains [[Syndrome#Creature effect tokens|creature effect tokens]] which cause purely medical [[symptom]]s.&lt;br /&gt;
&lt;br /&gt;
Non-targeted syndromes will ignore any BP tokens and LOCALIZED tokens.&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;
{| {{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;
| {{text anchor|CE_BRUISING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to undergo bruising.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BLISTERS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Covers the targeted bodypart with blisters.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_OOZING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes pus to ooze from the afflicted bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|CE_PAIN}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Afflicts the targeted bodypart with intense pain.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|CE_DROWSINESS}}&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Drowsiness condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_UNCONSCIOUSNESS}}&lt;br /&gt;
| No&lt;br /&gt;
| Renders unconscious.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_FEVER}}&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Fever condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
&lt;br /&gt;
===Healing Effects===&lt;br /&gt;
As of version [[Release information/0.47.01|0.47.01]], most of the [[Syndrome#Symptomatic_Effects|above]] effects have counterparts to alleviate [[symptom]]s and heal 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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
&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 custom substance or 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;
| {{text anchor|CE_ADD_TAG}}&lt;br /&gt;
| No&lt;br /&gt;
| &amp;lt;tag 1&amp;gt;:&amp;lt;tag 2&amp;gt;:etc&lt;br /&gt;
| Adds the specified tag(s) to the affected creature. Multiple tags can be specified sequentially within a single effect token. Valid tags:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special tags:'''&lt;br /&gt;
&lt;br /&gt;
*NO_AGING&lt;br /&gt;
Halts the creature's aging process and prevents [[Creature token#MAXAGE|death by old age]].&lt;br /&gt;
&lt;br /&gt;
*STERILE&lt;br /&gt;
Makes the creature unable to produce [[children|offspring]].&lt;br /&gt;
&lt;br /&gt;
*HAS_BLOOD&lt;br /&gt;
*MORTAL&lt;br /&gt;
*FIT_FOR_ANIMATION&lt;br /&gt;
*FIT_FOR_RESURRECTION&lt;br /&gt;
Adding these tags to a creature doesn't appear to do anything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Creature tokens:'''&lt;br /&gt;
&lt;br /&gt;
*[[Creature_token#BLOODSUCKER|BLOODSUCKER]]&lt;br /&gt;
*[[Creature_token#CAN_LEARN|CAN_LEARN]]&lt;br /&gt;
*[[Creature_token#CAN_SPEAK|CAN_SPEAK]]&lt;br /&gt;
*[[Creature_token#CRAZED|CRAZED]]&lt;br /&gt;
*[[Creature_token#EXTRAVISION|EXTRAVISION]]&lt;br /&gt;
*[[Creature_token#LIKES_FIGHTING|LIKES_FIGHTING]]&lt;br /&gt;
*[[Creature_token#MISCHIEVOUS|MISCHIEVOUS]] (or [[Creature_token#MISCHIEVIOUS|MISCHIEVIOUS]])&lt;br /&gt;
*[[Creature_token#NO_CONNECTIONS_FOR_MOVEMENT|NO_CONNECTIONS_FOR_MOVEMENT]]&lt;br /&gt;
*[[Creature_token#NO_DIZZINESS|NO_DIZZINESS]]&lt;br /&gt;
*[[Creature_token#NO_DRINK|NO_DRINK]]&lt;br /&gt;
*[[Creature_token#NO_EAT|NO_EAT]]&lt;br /&gt;
*[[Creature_token#NO_FEVERS|NO_FEVERS]]&lt;br /&gt;
*[[Creature_token#NO_PHYS_ATT_GAIN|NO_PHYS_ATT_GAIN]]&lt;br /&gt;
*[[Creature_token#NO_PHYS_ATT_RUST|NO_PHYS_ATT_RUST]]&lt;br /&gt;
*[[Creature_token#NO_SLEEP|NO_SLEEP]]&lt;br /&gt;
*[[Creature_token#NO_THOUGHT_CENTER_FOR_MOVEMENT|NO_THOUGHT_CENTER_FOR_MOVEMENT]]&lt;br /&gt;
*[[Creature_token#NOBREATHE|NOBREATHE]]&lt;br /&gt;
*[[Creature_token#NOEMOTION|NOEMOTION]]&lt;br /&gt;
*[[Creature_token#NOEXERT|NOEXERT]]&lt;br /&gt;
*[[Creature_token#NOFEAR|NOFEAR]]&lt;br /&gt;
*[[Creature_token#NONAUSEA|NONAUSEA]]&lt;br /&gt;
*[[Creature_token#NOPAIN|NOPAIN]]&lt;br /&gt;
*[[Creature_token#NOSTUN|NOSTUN]]&lt;br /&gt;
*[[Creature_token#NOT_LIVING|NOT_LIVING]]&lt;br /&gt;
*[[Creature_token#NOTHOUGHT|NOTHOUGHT]]&lt;br /&gt;
*[[Creature_token#OPPOSED_TO_LIFE|OPPOSED_TO_LIFE]]&lt;br /&gt;
*[[Creature_token#PARALYZEIMMUNE|PARALYZEIMMUNE]]&lt;br /&gt;
*[[Creature_token#SUPERNATURAL|SUPERNATURAL]]&lt;br /&gt;
*[[Creature_token#TRANCES|TRANCES]]&lt;br /&gt;
*[[Creature_token#UTTERANCES|UTTERANCES]]&lt;br /&gt;
&lt;br /&gt;
Adding tags will cause the creature to pass/fail any relevant &amp;lt;code&amp;gt;[[Interaction token#IT_REQUIRES|IT_REQUIRES]]&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]&amp;lt;/code&amp;gt; checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION). Note that [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG]] overrides this effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REMOVE_TAG}}&lt;br /&gt;
| No&lt;br /&gt;
| &amp;lt;tag 1&amp;gt;:&amp;lt;tag 2&amp;gt;:etc&lt;br /&gt;
| Removes the specified tag(s) from the affected creature. Multiple tags can be specified sequentially within a single effect token. The tags listed [[Syndrome#CE_ADD_TAG|above]] can all be removed via this effect.&lt;br /&gt;
&lt;br /&gt;
If a particular tag is targeted by both CE_REMOVE_TAG and [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], and both effects are active simultaneously, CE_REMOVE_TAG takes precedence (i.e. the overall effect is that of tag removal for as long as CE_REMOVE_TAG remains active). The order in which the effects activate doesn't affect this, not even if CE_ADD_TAG is added later/earlier via a different syndrome.&lt;br /&gt;
&lt;br /&gt;
Removing tags will cause the creature to fail/pass any relevant &amp;lt;code&amp;gt;[[Interaction token#IT_REQUIRES|IT_REQUIRES]]&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]&amp;lt;/code&amp;gt; checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special tags:'''&lt;br /&gt;
&lt;br /&gt;
* HAS_BLOOD&lt;br /&gt;
If this tag is removed, the creature behaves as though it has no [[Creature token#BLOOD|blood]]; it doesn't bleed when [[Tissue definition token#VASCULAR|VASCULAR]] tissues are damaged (and thus cannot die of blood loss), and substances cannot be [[Syndrome#SYN_INJECTED|injected]] into it.&lt;br /&gt;
&lt;br /&gt;
* NO_AGING&lt;br /&gt;
* STERILE&lt;br /&gt;
Removing these tags doesn't appear to do anything unless they've been added to a creature via [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], in which case their effects will be negated as described above.&lt;br /&gt;
&lt;br /&gt;
* MORTAL&lt;br /&gt;
* FIT_FOR_ANIMATION&lt;br /&gt;
* FIT_FOR_RESURRECTION&lt;br /&gt;
Removing these tags doesn't appear to do anything.&lt;br /&gt;
&lt;br /&gt;
|- a&lt;br /&gt;
| {{text anchor|CE_DISPLAY_NAME}}&lt;br /&gt;
| No&lt;br /&gt;
| NAME:singular:plural:adjective&lt;br /&gt;
| Attaches the specified name to the creature's normal name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_DISPLAY_TILE}}&lt;br /&gt;
| No&lt;br /&gt;
| TILE:[[Tilesets|&amp;lt;tile value or character&amp;gt;]]:[[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Causes the creature to display the specified tile instead of its normal one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_FLASH_TILE}}&lt;br /&gt;
| No&lt;br /&gt;
| TILE:[[Tilesets|&amp;lt;tile value or character&amp;gt;]]:[[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]:FREQUENCY:&amp;lt;frames default tile&amp;gt;:&amp;lt;frames syndrome tile&amp;gt;&lt;br /&gt;
| Causes the creature to flash between its normal tile and the one specified here.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
|-&lt;br /&gt;
| {{text anchor|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;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
|-&lt;br /&gt;
| {{text anchor|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;
|-&lt;br /&gt;
| {{text anchor|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;
|-&lt;br /&gt;
| {{text anchor|CE_BODY_TRANSFORMATION}}&lt;br /&gt;
| No&lt;br /&gt;
|&lt;br /&gt;
| Makes the affected unit transform into a different creature. The target creature may either be specified directly by following this with a CE:CREATURE token, or else set to be randomly selected as indicated by the creature and/or caste flag restrictions listed below (of which multiple may be specified).&lt;br /&gt;
&lt;br /&gt;
Note that any wounds the creature has suffered will heal instantly upon transforming into or out of the target form.  If an [[undead]] limb happens to be transformed, its entire body will regenerate upon transforming back.&lt;br /&gt;
&lt;br /&gt;
* '''CE:CREATURE:'''&amp;lt;creature&amp;gt;:&amp;lt;caste&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This can be used to specify a target creature to transform into ([CE:CREATURE:DWARF:FEMALE], for example). '''ALL''' or '''ANY''' can be used in place of a specific caste to randomise this for every transformation. &lt;br /&gt;
Do note that using '''ALL''' or '''ANY''' for transformation castes will make the creature transform over and over again with the interval depending on the '''START''' token. This can lead to an unending transformation loop. [[Syndrome#looping_problem|However, there is a way to get around this.]] &lt;br /&gt;
&lt;br /&gt;
* '''CE:CREATURE_FLAG:'''&amp;lt;[[Interaction_token#Creature_and_Caste_Flags|creature flag]]&amp;gt;{{version|0.47.01}}&amp;lt;br&amp;gt;&lt;br /&gt;
Any creature with the specified creature flag may be randomly selected to be transformed into.&lt;br /&gt;
&lt;br /&gt;
* '''CE:FORBIDDEN_CREATURE_FLAG:'''&amp;lt;[[Interaction_token#Creature_and_Caste_Flags|creature flag]]&amp;gt;{{version|0.47.01}}&amp;lt;br&amp;gt;&lt;br /&gt;
Forbids all creatures with the specified creature flag from the random selection pool.&lt;br /&gt;
&lt;br /&gt;
* '''CE:CREATURE_CASTE_FLAG:'''&amp;lt;[[Interaction_token#Creature_and_Caste_Flags|caste flag]]&amp;gt;{{version|0.47.01}}&amp;lt;br&amp;gt;&lt;br /&gt;
Allows any creature with the specified caste flag to be randomly selected.&lt;br /&gt;
&lt;br /&gt;
* '''CE:FORBIDDEN_CREATURE_CASTE_FLAG:'''&amp;lt;[[Interaction_token#Creature_and_Caste_Flags|caste flag]]&amp;gt;{{version|0.47.01}}&amp;lt;br&amp;gt;&lt;br /&gt;
Forbids all creatures with the specified caste flag from being randomly selected.&lt;br /&gt;
&lt;br /&gt;
*'''CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED'''{{version|0.47.01}}&amp;lt;br&amp;gt;&lt;br /&gt;
Presumably narrows down the random transformation options to creatures who have a relatively fast zero energy expenditure [[Creature_token#GAIT|gait]].{{verify}}&lt;br /&gt;
&lt;br /&gt;
*'''CE:ALL_SLOW_EFFORTLESS_GAIT_SPEED'''{{version|0.47.01}}&amp;lt;br&amp;gt;&lt;br /&gt;
Presumably narrows down the random transformation options to creatures who don't have any relatively fast zero energy expenditure [[Creature_token#GAIT|gaits]].{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| No&lt;br /&gt;
| MAT_MULT:[[material token|&amp;lt;material token&amp;gt;]]:&amp;lt;value A&amp;gt;:&amp;lt;value B&amp;gt;&lt;br /&gt;
| When the affected creature is struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. '''NONE:NONE''' can be used in place of a specific material token so as to make the effect applicable to all materials. Note that this syndrome effect is equivalent to the [[Creature_token#MATERIAL_FORCE_MULTIPLIER|MATERIAL_FORCE_MULTIPLIER]] creature token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_CAN_DO_INTERACTION}}&lt;br /&gt;
| No&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature able to perform an [[Interaction_token|interaction]]. Follow this effect token with [[Interaction_token#INTERACTION|[CDI:INTERACTION:&amp;lt;interaction name&amp;gt;]]] to specify the desired interaction, and add other [[Interaction_token#Usage|CDI tokens]] as required.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 [[#In 0.47.01|below]] for an example&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BODY_MAT_INTERACTION}}&lt;br /&gt;
| No&lt;br /&gt;
| MAT_TOKEN:&amp;lt;body material token&amp;gt;&lt;br /&gt;
| This is used to tie an [[Interaction_token|interaction]] to one of the creature’s body materials. Generated [[vampire]] syndromes use this effect to make vampire blood pass on the vampirism curse when consumed.&lt;br /&gt;
&lt;br /&gt;
The target body material is specified by inserting its ID as defined in the creature raws. For example, when a syndrome with “CE_BODY_MAT_INTERACTION:MAT_TOKEN:SWEAT” is gained by a unit, the effect will apply to any material defined as “SWEAT” in the creature raws of that unit, if such a material is present.&lt;br /&gt;
'''RESERVED_BLOOD''' is a special body material token which can be used to specify the [[Creature_token#BLOOD|[BLOOD]]] material of any creature, regardless of the material's actual ID.&lt;br /&gt;
&lt;br /&gt;
The following tokens should be placed after this effect:&lt;br /&gt;
* '''CE:SYNDROME_TAG:'''&amp;lt;transmission method&amp;gt; is used to specify what must be done with the body material to trigger the interaction. Replace &amp;quot;&amp;lt;transmission method&amp;gt;&amp;quot; with any of '''[[Syndrome#SYN_INGESTED|SYN_INGESTED]], [[Syndrome#SYN_INJECTED|SYN_INJECTED]], [[Syndrome#SYN_CONTACT|SYN_CONTACT]], [[Syndrome#SYN_INHALED|SYN_INHALED]]'''. Multiple instances of this tag may be used to specify different valid transmission routes. ''However, SYN_INGESTED appears to be the only one that works at present.''&lt;br /&gt;
* '''CE:INTERACTION:'''&amp;lt;[[Interaction_token#INTERACTION|interaction ID]]&amp;gt; is used to specify which interaction is to be run (replace &amp;quot;&amp;lt;interaction ID&amp;gt;&amp;quot; with the name of the desired interaction). Appropriate interaction effects with a creature target (such as [[Interaction_token#I_EFFECT|ADD_SYNDROME]]) will be inflicted upon the unit who interacts with the body material as specified above. Note that the linked interaction must have an [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]] token for this to work.&lt;br /&gt;
&lt;br /&gt;
This currently only works on materials obtained from historical figures. That is to say, the material must bear the source unit's name, such as &amp;quot;Urist McVampire's dwarf blood&amp;quot; as opposed to mere &amp;quot;dwarf blood&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_SENSE_CREATURE_CLASS}}&lt;br /&gt;
| No&lt;br /&gt;
| CLASS:&amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;:&lt;br /&gt;
[[Tilesets|&amp;lt;tile value or character&amp;gt;]]:&lt;br /&gt;
[[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Provides the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when such creatures lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_FEEL_EMOTION}}{{version|0.42.01}}&lt;br /&gt;
| No&lt;br /&gt;
| EMOTION:&amp;lt;[[emotion]]&amp;gt;&lt;br /&gt;
| Makes the creature feel a specific [[emotion]]. The effect's SEV value determines how intense the emotion is. The creature also receives a [[thought]] in the following format: &amp;quot;[creature] feels [emotion] due to [[Syndrome#SYN_NAME|[syndrome name]]]&amp;quot;. See [[Emotion]] for the list of valid emotions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_CHANGE_PERSONALITY}}{{version|0.42.01}}&lt;br /&gt;
| No&lt;br /&gt;
| FACET:&amp;lt;[[DF2014:Personality_trait#Facets|personality trait]]&amp;gt;:&amp;lt;amount&amp;gt;&lt;br /&gt;
| Changes a [[personality trait]] by the given amount. Multiple FACET:&amp;lt;trait&amp;gt;:&amp;lt;amount&amp;gt; sets may be used, and &amp;lt;amount&amp;gt; can be negative - for example, generated [[necromancer]] syndromes come with the following effect:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_ERRATIC_BEHAVIOR}}{{version|0.42.01}}&lt;br /&gt;
| No&lt;br /&gt;
|&lt;br /&gt;
| Causes erratic behavior, meaning &amp;quot;People that [[Personality_trait#VIOLENT|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;
'''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;
&lt;br /&gt;
===Periodic Triggers===&lt;br /&gt;
&lt;br /&gt;
'''[CE:{{text anchor|PERIODIC}}:&amp;lt;period_type&amp;gt;:&amp;lt;min_value&amp;gt;:&amp;lt;max_value&amp;gt;]'''&lt;br /&gt;
&lt;br /&gt;
When this token is placed after a syndrome effect, it will prevent that effect from working unless within the specified period range.&lt;br /&gt;
&lt;br /&gt;
For example, generated [[werebeast]] syndromes have a [[Syndrome#CE_BODY_TRANSFORMATION|body transformation effect]] with &amp;lt;code&amp;gt;[CE:PERIODIC:[[Syndrome#MOON_PHASE|MOON_PHASE]]:27:0]&amp;lt;/code&amp;gt;, which makes the transformation active only throughout moon phases 27 to 0 (the full moon period). Once the moon phase changes from 0 to 1, the transformation will end and remain inactive until phase 27 is reached again (unless of course the effect's END time is reached before this happens).&lt;br /&gt;
&lt;br /&gt;
Only one periodic trigger may currently be specified per effect. [[Syndrome#Counter_Triggers|Counter triggers]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have its conditions met for the effect to be allowed to work.&lt;br /&gt;
&lt;br /&gt;
MOON_PHASE is currently the only valid period type:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Period&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOON_PHASE}}&lt;br /&gt;
| The lunar cycle in ''Dwarf Fortress'' is composed of 28 segments (each slightly shorter than a [[time|day]] in duration), with each segment represented by a value ranging from 0 to 27. These correspond to moon phases as follows:&lt;br /&gt;
* '''0''' = full moon&lt;br /&gt;
* '''1-4''' = waning gibbous&lt;br /&gt;
* '''5-8''' = waning half&lt;br /&gt;
* '''9-12''' = waning crescent&lt;br /&gt;
* '''13-14''' = new moon&lt;br /&gt;
* '''15-18''' = waxing crescent&lt;br /&gt;
* '''19-22''' = waxing half&lt;br /&gt;
* '''23-26''' = waxing gibbous&lt;br /&gt;
* '''27''' = full moon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Counter Triggers===&lt;br /&gt;
&lt;br /&gt;
'''[CE:{{text anchor|COUNTER_TRIGGER}}:&amp;lt;counter_name&amp;gt;:&amp;lt;min_value&amp;gt;:&amp;lt;max_value&amp;gt;:REQUIRED]'''&lt;br /&gt;
&lt;br /&gt;
Creatures in ''Dwarf Fortress'' possess internal counters which keep track of their various activities and statuses. When this token is placed after a syndrome effect, it will prevent the effect from working unless the affected creature has the indicated counter, and its value lies within the specified range.&lt;br /&gt;
&lt;br /&gt;
For example, generated [[vampire]] syndromes use &amp;lt;code&amp;gt;[CE:COUNTER_TRIGGER:[[Syndrome#DRINKING_BLOOD|DRINKING_BLOOD]]:1:NONE:REQUIRED]&amp;lt;/code&amp;gt; with an [[Syndrome#CE_BP_APPEARANCE_MODIFIER|appearance modifier]] to make the vampire's teeth temporarily lengthen whilst leeching blood.&lt;br /&gt;
&lt;br /&gt;
Note that 'NONE' can be used in place of &amp;lt;max_value&amp;gt; to indicate that any value above &amp;lt;min_value&amp;gt; is valid. 'NONE' can also be used in place of &amp;lt;min_value&amp;gt;, which is equivalent to the lowest value attainable by a counter.&lt;br /&gt;
&lt;br /&gt;
'REQUIRED' implies that the effect won't proceed if the counter exists but doesn't lie within the range provided. However, it's actually redunant as COUNTER_TRIGGER always checks for both of these conditions [http://www.bay12forums.com/smf/index.php?topic=169696.msg8173424#msg8173424]; replacing it with 'NONE' doesn't alter the way the trigger functions, though it ''will'' fail to work if this slot is left empty instead.&lt;br /&gt;
&lt;br /&gt;
As detailed below, most counters only exist temporarily, so their use as triggers is somewhat more restricted than intuition suggests. For example, specifying '0' or 'NONE' as the &amp;lt;min_value&amp;gt; for a [[Syndrome#CAVE_ADAPT|CAVE_ADAPT]] trigger wouldn't permit the effect to work when the affected creature is outside, since this counter is removed from the unit as soon as its value decreases past 1. Similarly, [[Syndrome#MILK_COUNTER|MILK_COUNTER]] is only present for some time ''after'' a creature is milked.&lt;br /&gt;
&lt;br /&gt;
Multiple counter triggers can be specified per effect, in which case the effect will be permitted to work if at least one of the trigger conditions is met. A [[Syndrome#Periodic_Triggers|periodic trigger]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have their conditions met for the effect to work.&lt;br /&gt;
&lt;br /&gt;
The following is a list of valid counter types including a couple of notable values:&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;
| {{text anchor|ALCOHOLIC}}&lt;br /&gt;
| For [[Creature_token#ALCOHOL_DEPENDENT|ALCOHOL_DEPENDENT]] creatures, this counter increases by 1 each [[time|tick]], and is reset to 0 when the creature drinks [[alcohol]]. The following messages are added after &amp;quot;needs alcohol to get through the working day&amp;quot; in the creature's description when the counter reaches the specified values:&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 (s)he had some&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| For creatures with the [[Creature_token#CAVE_ADAPT|CAVE_ADAPT]] token, this counter is created and increases by 1 each [[time|tick]] when the creature is in the {{DFtext|Dark|0:1}}, and decreases by 10 each tick when {{DFtext|Outside|3:1}}. The counter is removed if it decreases to 0. See [[cave adaptation]] for more information.&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;
| {{text anchor|MILK_COUNTER}}&lt;br /&gt;
| When a creature is milked, this counter is created and set to the frequency value specified in the creature's [[Creature_token#MILKABLE|MILKABLE]] token, and subsequently decreases by 1 each [[time|tick]] until it reaches 0, at which point it is removed and the creature becomes available for milking again.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SPENT}}&lt;br /&gt;
| This counter is created and set to 100800 (the total number of [[time|tick]]s in 3 months) when a creature [[Creature_token#LAYS_EGGS|lays eggs]], and thereafter decreases by 1 each tick until it reaches 0, at which point the counter is removed and the creature regains the ability to lay eggs.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROUNDED_ANIMAL_ANGER}}&lt;br /&gt;
| How angry (and likely to attack) an animal is from being in an overcrowded location. The counter is created and set to 200 when the animal is forced to lie on the ground whilst sharing a tile with another creature. It subsequently decreases by 1 each [[time|tick]], but this is overcome by the addition of 200 every so often (with a variable delay between each spike) if the creature remains grounded. The counter is removed if it decreases to 0.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TIME_SINCE_SUCKED_BLOOD}}&lt;br /&gt;
| This counter rises by 1 every [[time|tick]] for [[Creature_token#BLOODSUCKER|blood-sucking]] creatures such as [[vampire]]s. When it rises high enough (generally around 100800), the creature will seek an [[sleep|unconscious]] victim to leech off of.  Blood-sucking causes the counter to decrease, and will continue until either the victim is dead or the counter reaches 0. Note that this counter isn't removed when 0 is reached.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DRINKING_BLOOD}}&lt;br /&gt;
| This appears to be created and set to a fixed value of 20 whilst the creature is sucking blood, and begins to decrease by 1 each [[time|tick]] once blood-sucking ceases (as described [[Syndrome#TIME_SINCE_SUCKED_BLOOD|above]]), seemingly preventing the creature from doing other activities until it reaches 0, at which point the counter is removed.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARTIED_OUT}}&lt;br /&gt;
| How long before the creature will decide to attend another [[party]]. The counter is set to the tick equivalent of around 3 months when the party being attended ends, and subsequently counts down to 0. Redundant as of [[Release information/0.42.01|0.42.01]], since parties no longer occur.&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#SYN_INHALED|SYN_INHALED]] 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;
==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;
==Multi-caste/multi-creature body transformations==&lt;br /&gt;
This is a way to get around the {{text anchor|looping problem}} when using ANY or ALL castes for [[Syndrome#CE_BODY_TRANSFORMATION|CE_BODY_TRANSFORMATION]] and not being limited to a single creature for transformations. It's an incredibly simple solution as you can see in this example code:&lt;br /&gt;
 [SYNDROME]&lt;br /&gt;
 [SYN_NAME:draconic curse]&lt;br /&gt;
 [SYN_CLASS:DRACONIC_CURSE]&lt;br /&gt;
 [CE_BODY_TRANSFORMATION:PROB:100:START:0]&lt;br /&gt;
  			[CE:CREATURE:HYDRA:MALE]&lt;br /&gt;
 [CE_BODY_TRANSFORMATION:PROB:100:START:0]&lt;br /&gt;
  			[CE:CREATURE:DRAGON:MALE]&lt;br /&gt;
 [CE_BODY_TRANSFORMATION:PROB:100:START:0]&lt;br /&gt;
  			[CE:CREATURE:HYDRA:FEMALE]&lt;br /&gt;
 [CE_BODY_TRANSFORMATION:PROB:100:START:0]&lt;br /&gt;
  			[CE:CREATURE:DRAGON:FEMALE]&lt;br /&gt;
This code will transform a creature into either a female/male Hydra or a female/male Dragon. In conclusion, for every caste/creature you want a ''victim'' to transform into, you add a [CE_BODY_TRANSFORMATION] token with a [PROB] token attached to it. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Syndrome examples]]&lt;br /&gt;
* [[Interaction token]]&lt;br /&gt;
* [[Modding]]&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>SubwayJared</name></author>
	</entry>
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