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Difference between revisions of "DF2014:Symptoms"
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− | A '''symptom''' is a status effect most often caused by contracting a [[ | + | A '''symptom''' is a status effect most often caused by contracting a [[syndrome]]. They range from mild temporary annoyances to lifelong disabilities to even death if untreated. An affected dwarf will need to be diagnosed at a [[Hospital]] before a treatment can be prescribed. |
==Blisters== | ==Blisters== |
Revision as of 07:21, 27 June 2020
This article is about an older version of DF. |
A symptom is a status effect most often caused by contracting a syndrome. They range from mild temporary annoyances to lifelong disabilities to even death if untreated. An affected dwarf will need to be diagnosed at a Hospital before a treatment can be prescribed.
Blisters
Effects: Areas affected become prone to infection, this becomes more and more likely as severity goes up. While harmless in itself, unless in the lungs in which the unlucky dwarf will be unable to breathe, a resulting infection might cause a loss of life or limb if not properly dealt with.
Bleeding
Effects: Areas affected will continue to bleed for the duration of the effect and will not taper off like a normal wound. In effect it suggests that whatever caused the wound had an anti-coagulant in the venom. This will quickly cause an affected creature to bleed out if the syndrome is not immediately treated.
Bruising
Effects: Causes pain long after the blunt trauma that caused it is over. Even the most severe bruises will heal without intervention, but may hint at fractures under the skin.
Cough
Effects: Dwarf will stop and cough occasionally. While nearly harmless by itself severe coughs will sometimes bring up blood. In this case it's a sign of internal hemorrhaging.
Dizziness
Effects: Creature might stumble/fall in a random direction when attempting to perform an action (including moving [!!!]). The more severe the dizziness the more likely this is to happen. Beware that stumbling, much like dodging, might end up putting a dwarf in a moat, or chasm, or magma, or off a wall, or falling just enough to land unconscious for a second on a cage trap. The list goes on.
Drowsiness
Effects: Creature tires faster than normal and requires more sleep. This can be almost unnoticeable if the severity is low, but results in narcoleptic fits if high.
Fever
Effects: Appears to reduce the ability to focus. Intense fevers can also cause stunning. While a fever in itself seems relatively harmless, it's often just the most visible symptom. Feverish dwarfs blink with a red "X".
Impaired Function
Effects: Creature will be unable to use affected body parts for the duration. Much of the functionality here is mirrored in swelling, but this allows certain parts (such as organs) that normally can't swell to still cease functioning
Nausea
Effects: Creature will stop and Vomit. How often this happens depends on severity. Sustained and intense vomiting will cause dwarfs to dehydrate.
Necrosis
Effects: The affected tissue starts to rot away, which needless to say is a medical emergency. If action isn't quickly taken to remove the tissue (through either surgery or amputation) it will spread throughout the body and may cause infection, killing the creature. Also commonly seen in Undead creatures.
Numbness
Effects: Creature will not be able to feel affected body parts. This makes pain a non-issue, but also hampers their use (I.E. Something with numb hands will find using weapons difficult, something who has a leg that's fallen asleep with have difficulty standing). Prolonged numbness will lead to permanent sensory nerve damage.
Oozing
Effects: A sign of infection. Infected areas heal much slower and might kill if especially severe or widespread.
Pain
Effects: Creatures that aren't in a martial trance that have pain above a certain level get all their rolls halved. They might give into pain and fall unconscious depending on toughness. This is more likely to happen more often the more severe the pain is, which is usually fatal in combat, since enemies will automatically target the unconscious victim's head with a perfectly accurate, perfectly square strike.
Paralysis
Effects: The creature can't move. Severity only decreases the chance of resisting the symptom. Untargeted paralysis often leads to suffocation in smaller creatures, which can include dwarves.
Swelling
Effects: Impedes the ability to use affected areas. Normally fairly harmless but can cause death by suffocation if it affects the throat. Prolonged swelling will lead to necrosis.
Unconsciousness
Effects: Affected creature will pass out for the duration of this effect, even if the creature isn't in pain or extremely tired.
Vomiting Blood
Effects: Much as excessive vomiting can lead to death from dehydration, vomiting blood can lead to death from blood loss. Considered to be a separate condition from coughing blood. If your creature happens to have green blood you'll be unable to tell this from nausea without checking the tiles.