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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-08-18T10:56:25Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Syndrome&amp;diff=92664</id>
		<title>v0.31 Talk:Syndrome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Syndrome&amp;diff=92664"/>
		<updated>2010-04-14T12:49:23Z</updated>

		<summary type="html">&lt;p&gt;Commondragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I tested out the claim about multiple breath attacks being used simultaneously, but I didn't get the results displayed on the page.  My test subjects (some [[magma crab]]s) were given a TRAILING_VAPOR_FLOW breath attack using the same material as their standard LIQUID_GLOB attack.&lt;br /&gt;
&lt;br /&gt;
Normally, magma crabs will remain in place and simply fire glob after glob of buggy [[basalt]] due to the way that GLOB breath attacks work.  However, when I gave them the new breath attack they would charge after their target and engage in melee combat (showing the same behavior as creatures with only a FLOW type breath attack).&lt;br /&gt;
&lt;br /&gt;
Also, I noticed that they would ''not'' fire both attacks simultaneously.  It appears as though they would randomly choose one or the other breath attack while attacking, but would never use both at the same time.&lt;br /&gt;
&lt;br /&gt;
As an aside, the basalt TRAILING_VAPOR_FLOW breath attack works quite well with the weird way breath attacks are currently handled, and produces some lovely magma vapor to scorch your skin off.  All in all, a far better choice for magma crabs than their current glob attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hi&amp;quot;, by the way.  I just created an account last night, and this is my first time ever editing a wiki.  I'd love to know all the stuff I'm doing wrong.  --[[User:Kagus|Kagus]] 22:36, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Speaking of breath attacks, can we move it to somewhere more fitting?  Breath attacks really need to go into the creature tokens page or a page of their own, as it doesnt make that much sense why they would be in the syndromes page. -Commondragon&lt;/div&gt;</summary>
		<author><name>Commondragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Arsenal_dwarf&amp;diff=89287</id>
		<title>v0.31 Talk:Arsenal dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Arsenal_dwarf&amp;diff=89287"/>
		<updated>2010-04-10T23:27:47Z</updated>

		<summary type="html">&lt;p&gt;Commondragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Capitalization==&lt;br /&gt;
&lt;br /&gt;
Just to set a precedent - Arsenal Dwarf is a proper title and should always have its A and D capitalized on the wiki. A lot of users are confused about what the AD does or what happens before/after it appears and it'd be best to draw their eye to the title. --[[User:Retro|Retro]] 06:48, 6 April 2010 (UTC)&lt;br /&gt;
:If it's a title, and both words are capitalized in the game, then that's how it should be in the article name, no doubt.  That's always been the guideline, just rarely happens that way.--[[User:Albedo|Albedo]] 07:50, 6 April 2010 (UTC)&lt;br /&gt;
::I'm not trying to correct any listed mistakes, just wanted to make it generally known and the main article page didn't seem an appropriate place for that :P --[[User:Retro|Retro]] 00:44, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
Can someone verify the requirements?  I have 45 dwarves but I can't appoint an arsenal dwarf.  [[User:Bouchart|Bouchart]] 23:10, 6 April 2010 (UTC)&lt;br /&gt;
:There's no note on this page (dunno why) but there's a bug that causes your arsenal dwarf position to randomly open up sometime after you pass 20 dwarves. Just keep checking. Nobody knows why this is yet. --[[User:Retro|Retro]] 23:18, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
In the mean time they'll pick up their equipment on their own, so it's not a big deal. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
==Effects of removing aresnal dwarf from raws==&lt;br /&gt;
Other users have reported that their militaries fare better if they remove the arsenal dwarf from the raws altogether.  The need for an arsenal dwarf doesn't seem to be hardcoded so the military will always gather their own equipment if you leave him out. Should this be mentioned? --Commondragon&lt;/div&gt;</summary>
		<author><name>Commondragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Arsenal_dwarf&amp;diff=89286</id>
		<title>v0.31 Talk:Arsenal dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Arsenal_dwarf&amp;diff=89286"/>
		<updated>2010-04-10T23:27:31Z</updated>

		<summary type="html">&lt;p&gt;Commondragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Capitalization==&lt;br /&gt;
&lt;br /&gt;
Just to set a precedent - Arsenal Dwarf is a proper title and should always have its A and D capitalized on the wiki. A lot of users are confused about what the AD does or what happens before/after it appears and it'd be best to draw their eye to the title. --[[User:Retro|Retro]] 06:48, 6 April 2010 (UTC)&lt;br /&gt;
:If it's a title, and both words are capitalized in the game, then that's how it should be in the article name, no doubt.  That's always been the guideline, just rarely happens that way.--[[User:Albedo|Albedo]] 07:50, 6 April 2010 (UTC)&lt;br /&gt;
::I'm not trying to correct any listed mistakes, just wanted to make it generally known and the main article page didn't seem an appropriate place for that :P --[[User:Retro|Retro]] 00:44, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
Can someone verify the requirements?  I have 45 dwarves but I can't appoint an arsenal dwarf.  [[User:Bouchart|Bouchart]] 23:10, 6 April 2010 (UTC)&lt;br /&gt;
:There's no note on this page (dunno why) but there's a bug that causes your arsenal dwarf position to randomly open up sometime after you pass 20 dwarves. Just keep checking. Nobody knows why this is yet. --[[User:Retro|Retro]] 23:18, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
In the mean time they'll pick up their equipment on their own, so it's not a big deal. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
==Effects of removing aresnal dwarf from raws==&lt;br /&gt;
Other users have reported that their militaries fare better if they remove the arsenal dwarf from the raws altogether.  The need for an arsenal dwarf doesn't seem to be hardcoded so the military will always gather their own equipment if you leave him out. --Commondragon&lt;/div&gt;</summary>
		<author><name>Commondragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Baron&amp;diff=89274</id>
		<title>v0.31:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Baron&amp;diff=89274"/>
		<updated>2010-04-10T22:57:28Z</updated>

		<summary type="html">&lt;p&gt;Commondragon: Used raws to put in baron requirements.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Baron&lt;br /&gt;
| office= Decent [[Office]]&lt;br /&gt;
| quarters= Decent Quarters&lt;br /&gt;
| dining= Decent [[Dining Room]]&lt;br /&gt;
| tomb= [[Tomb]]&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 20 population&lt;br /&gt;
* 100k created wealth&lt;br /&gt;
* 10k exported wealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When your fortress meets the requirements (20 population and 100,000 created/10,000 exported wealth) the liaison will approach you about becoming a barony.  You will then have the option to promote a dwarf of your choice to the rank of baron, which will occur some time later.&lt;br /&gt;
&lt;br /&gt;
Since the baron is being promoted from within, s/he will not be an immigrant, and thus no baron consort will accompany her/him.  Also, unlike in 40d, the arrival/promotion of the baron will not necessarily usher in the economy.&lt;/div&gt;</summary>
		<author><name>Commondragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Baron&amp;diff=89272</id>
		<title>v0.31 Talk:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Baron&amp;diff=89272"/>
		<updated>2010-04-10T22:55:25Z</updated>

		<summary type="html">&lt;p&gt;Commondragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I definitely got a Baron at 55 population, 60 may be a bit high? --[[User:Nobu|Nobu]] 21:09, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I have 113 population and nearly a million of created wealth, but no Baron. I don't have any imported wealth though (I made a living for my fortress robbing caravans), so maybe it's required also required.&lt;br /&gt;
&lt;br /&gt;
::In the old version, you had to export a certain amount of wealth, and have at least 25 jobs a year in four different categories. I don't know how much of that is still in, but I'm guessing the export requirement at least. Caravans are for loading down with useless trinkets; they don't have anything you REALLY want. Except steel. And booze. --[[User:Zombiejustice|Zombiejustice]] 22:38, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Being that nobles are now defined in the raws, we can use what we know from there, which is 20 pop, 100000 created wealth, and 10000 exported wealth.  Other information needs to be tested for.  -Commondragon&lt;/div&gt;</summary>
		<author><name>Commondragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Syndrome&amp;diff=89271</id>
		<title>v0.31:Syndrome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Syndrome&amp;diff=89271"/>
		<updated>2010-04-10T22:50:50Z</updated>

		<summary type="html">&lt;p&gt;Commondragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
A '''syndrome''' is a disease or effect that a poor hapless creature might get through encountering certain creatures, extracts or vindictive modders. They generally cause unpleasant and frequently fatal {{L|symptoms}} over a short to long period of time, but some will clear up over time or with the assistance of a {{L|doctor}}.  A {{L|Hospital}} is required to diagnose and potentially treat the syndrome. [[File:Snakebite.png|200px|thumb|right|An example of a syndrome in effect. This hippo did not ultimately survive the encounter despite one bite being the only injury sustained.]]&lt;br /&gt;
&lt;br /&gt;
==List of syndromes&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;1&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt;==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! | Syndrome&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;
| Blob blisters&lt;br /&gt;
| Direct skin contact with a {{L|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;
| Cave floater sickness&lt;br /&gt;
| Expelled from a {{L|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;
| Being bitten by a {{L|cave spider}}&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Very mild dizziness&lt;br /&gt;
|-&lt;br /&gt;
| Giant cave spider bite&lt;br /&gt;
| Being bitten by a {{L|giant cave spider}}&lt;br /&gt;
| Complete paralysis&amp;lt;br/&amp;gt;'''Being eaten by the GCS'''&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Gnomeblight&lt;br /&gt;
| Touching, breathing or injecting {{L|gnomeblight}}&amp;lt;br/&amp;gt;Gnomes only.&lt;br /&gt;
| None&lt;br /&gt;
| Severe systemic necrosis&amp;lt;br/&amp;gt;Death&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant desert scorpion sting&lt;br /&gt;
| Being stung by a {{L|giant desert scorpion}}&lt;br /&gt;
| None&lt;br /&gt;
| Necrosis of the brain and nervous system&amp;lt;br/&amp;gt;Permanent paralysis, likely followed by death&lt;br /&gt;
| None&lt;br /&gt;
|- &lt;br /&gt;
| Helmet snake bite&lt;br /&gt;
| Being bitten by a {{L|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;
| Iron Man Cough&lt;br /&gt;
| Expelled by {{L|iron man}}&lt;br /&gt;
| Severe cough&amp;lt;br/&amp;gt;Bleeding (from the cough)&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Serpent man bite&lt;br /&gt;
| Being bitten by a {{L|serpent man}}&lt;br /&gt;
| Complete paralysis&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;1. [[Titan]]s have a chance to have a randomized syndrome. These range from pointless (mild blisters from inhaling boiling blood) to instantly deadly (Severe necrosis from a contact poison attached to a breath weapon/titan made of blood.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Treating syndromes==&lt;br /&gt;
When a dwarf is infected with a syndrome he will be unaware of it until the first symptoms strike. At this point if he is still able to move he'll seek out a hospital where a doctor will use [[diagnosis]] to determine the syndrome. The most potent treatment for any syndrome is the application of the '''antivenin'''. Antivenin can be made at a [[Butcher's Shop]] by a dwarf with the [[Animal Dissector]] skill provided you have a living creature that produces venom on hand (note: This kills the creature in the process). Because of this requirement you likely won't have the antivenin during your dwarf's first encounter with the offending monster.&lt;br /&gt;
&lt;br /&gt;
If the doctor has the antivenin he will apply it to the wound, and the syndrome will be cured. This won't reverse any damage already caused however so time is of the essence. This also means that some antivenins (like giant cave spider antivenin) will never be used because they will completely resolve before a doctor will even see the victim.&lt;br /&gt;
&lt;br /&gt;
If the doctor doesn't have the antivenin care will become supportive, the wound will be disinfected and dressed to prevent bleeding, and if necrosis begins to set in the doctor will attempt [[surgery]] to remove the offending tissue. Mild necrosis can be excised without removing the limb, which will heal over time, but heavier necrosis can only be &amp;quot;cured&amp;quot; by amputation. This will still be necessary though, as heavily necrotic tissue will begin to bleed persistently until the dwarf either bleeds out or the limb is removed.&lt;br /&gt;
&lt;br /&gt;
==The anatomy of a syndrome==&lt;br /&gt;
Mechanically, syndromes are bundles of tokens attached to a material - they're confined to creature materials in vanilla DF, but it's a simple matter to add them to inorganic materials.  When the material is injected, touched or inhaled (depending on the syndrome), the creature suffers the predations of a nasty disease or poison.  Here's an example syndrome, taken from the Giant Cave Spider raws.&lt;br /&gt;
&lt;br /&gt;
    [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:ALL]&lt;br /&gt;
            [SYN_INJECTED]&lt;br /&gt;
            [CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]&lt;br /&gt;
&lt;br /&gt;
The first line, USE_MATERIAL_TEMPLATE, is creating a new material, called POISON, using the CREATURE_EXTRACT_TEMPLATE as the basis.  After this, the STATE_NAME and STATE_ADJ tokens are used to define the names and adjectives assigned to different states of the material - GAS, LIQUID and ALL_SOLID, in this case, though ALL is also a valid token.  At this stage, you can use any material tags like MAT_FIXED_TEMP or similar to set further material properties, though this usually isn't necessary.&lt;br /&gt;
&lt;br /&gt;
  ENTERS_BLOOD&lt;br /&gt;
This tag determines whether a poison enters the blood or not. If it is not included, the poison will splatter (if liquid) or flow (if gas) over the affected body part instead when injected. If you're using a contact poison, leave this out. Necessary for injected poisons.&lt;br /&gt;
  SYNDROME&lt;br /&gt;
This tag ends the material details and begins the definition of the actual syndrome.&lt;br /&gt;
  SYN_NAME&lt;br /&gt;
This one is self-explanatory - the name of the syndrome as it will appear in-game.&lt;br /&gt;
  SYN_AFFECTED_CLASS&lt;br /&gt;
This token defines what CREATURE_CLASS will be affected by the syndrome.  Most creatures are classed under GENERAL_POISON.  Multiple tokens can be used in a single syndrome.&lt;br /&gt;
  SYN_IMMUNE_CLASS&lt;br /&gt;
As above, but makes class immune.&lt;br /&gt;
  SYN_IMMUNE_CREATURE&lt;br /&gt;
This token defines which creatures CANNOT be affected by the syndrome - useful for addressing specific instances within a population, such as a specific caste or an individual creature that falls under GENERAL_POISON. Syntax is [SYN_IMMUNE_CREATURE:creature:caste]. ALL can be used for the caste.&lt;br /&gt;
  SYN_AFFECTED_CREATURE&lt;br /&gt;
As above, but makes creature or caste susceptible.&lt;br /&gt;
&lt;br /&gt;
  SYN_INJECTED, SYN_CONTACT, SYN_INHALED&lt;br /&gt;
This token determines the method of infection - injected syndromes must be injected via a creature attack, while contact syndromes result from any contamination of a creature by material splatter (such as blood) and inhaled syndromes must be inhaled in gaseous form, such as from boiling or a creature breath attack.  Any combination of these tags can be used.  A fun variation on the usual creature injection routine is to create a material with a SYN_CONTACT syndrome and have a creature use it for blood - this tends to end poorly for any predator that chooses to attack them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:VENOM:LIQUID:100:100]&lt;br /&gt;
This is one method for getting a poison into a creature. If [ENTERS_BLOOD] is applied, it will be injected into the bloodstream. Otherwise, it will just splatter over the area. Put this on a creature attack. Substance type (gas, liquid, solid) does not appear to have an effect. The numbers on the end are minimum and maximum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CE_X, or creature effect tokens, are the real meat and bones of your syndrome.  They're detailed below.&lt;br /&gt;
&lt;br /&gt;
==Creature effect tokens==&lt;br /&gt;
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected.  An example CE token is as follows:&lt;br /&gt;
&lt;br /&gt;
  [CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner.  The effect begins shortly after the syndrome is contracted, peaks 1000 time units afterwards, and finally ceases another 1000 time units later.&lt;br /&gt;
&lt;br /&gt;
As a general rule of thumb, so long as CE_X starts the string and START/PEAK/END end it, the order of the intervening tokens isn't important.&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 (Optional if the BP:BY_CATEGORY/BY_TYPE token is present)&lt;br /&gt;
This tag causes the effect to be restricted to the limb that came into contact with the contagion - ie. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion.  It's unclear how this tag functions in syndromes contracted by inhalation.&lt;br /&gt;
  BP:BY_CATEGORY/BY_TYPE:BODYPART:TISSUE (Optional if the LOCALIZED token is present)&lt;br /&gt;
Specifies a target or range of targets for the effect to manifest in.  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.  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 by presumably delays the onset of a syndrome according to the size of the victim.&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;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! | Token&lt;br /&gt;
! | Accepts Target&lt;br /&gt;
! | Description&lt;br /&gt;
|-&lt;br /&gt;
| CE_FEVER&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Fever condition.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NAUSEA&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DIZZINESS&lt;br /&gt;
| No&lt;br /&gt;
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SWELLING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to swell up.&lt;br /&gt;
|-&lt;br /&gt;
| CE_OOZING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes pus to ooze from the afflicted bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BRUISING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to undergo bruising.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BLEEDING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NECROSIS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to rot, with associated tissue damage and miasma.  Badly necrotic limbs will require amputation and heavy rot will eventually result in bleeding.  Necrosis has some strange behavior involving bleeding to death that isn't fully understood; a 100% necrotic creature can survive fine with no non-yellow bodyparts but will die of bleeding as soon as they end a round of combat, even if they never take a hit. Because of this, fairly useless unless targeting the lungs or eyes.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DROWSINESS&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Drowsiness condition.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PAIN&lt;br /&gt;
| Yes&lt;br /&gt;
| Afflicts the targeted bodypart with intense pain.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BLISTERS&lt;br /&gt;
| Yes&lt;br /&gt;
| Covers the targeted bodypart with blisters.&lt;br /&gt;
|-&lt;br /&gt;
| CE_COUGH_BLOOD&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_VOMIT_BLOOD&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_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.&lt;br /&gt;
|-&lt;br /&gt;
| CE_UNCONSCIOUSNESS&lt;br /&gt;
| No&lt;br /&gt;
| Renders unconscious.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PARALYSIS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes paralysis in the affected body part. Targeted causes sluggishness and significantly reduces speed. Untargeted paralysis is 'complete paralysis' and will cause suffocation.&lt;br /&gt;
|}&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;
  [MAT_FIXED_TEMP:9001]&lt;br /&gt;
  [BOILING POINT:9000]&lt;br /&gt;
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas.  Creatures who inhale the gas will be immediately hit with the syndrome you thoughtfully attached to the material definition earlier!&lt;br /&gt;
&lt;br /&gt;
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as MATERIAL tokens.&lt;br /&gt;
&lt;br /&gt;
==Breath attacks==&lt;br /&gt;
If you want to really make a creature deadly, you can give it a breath attack to shoot your neurotoxin at your hapless dwarves from range. Some of these attacks have the unfortunate side effect of preventing a critter from using its regular attacks unless the enemy is ''on the same tile.'' You decide if it's worth it.&lt;br /&gt;
&lt;br /&gt;
To use a breath attack, place something like the following anywhere in your creature entry:&lt;br /&gt;
&lt;br /&gt;
  [MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:SPITTER_SPIT:SOLID_GLOB]&lt;br /&gt;
&lt;br /&gt;
The second token, LOCAL_CREATURE_MAT, references the fact that the material is defined inside the creature entry. SPITTER_SPIT is the name of the material, '''not the syndrome'''.&lt;br /&gt;
&lt;br /&gt;
===Breath Attack Types===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! | Token&lt;br /&gt;
! | Description&lt;br /&gt;
|-&lt;br /&gt;
| TRAILING_GAS_FLOW&lt;br /&gt;
| Shoots a trail of gas substance at the creature. Fairly easy to dodge. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| TRAILING_VAPOR_FLOW&lt;br /&gt;
| Similar to the trailing gas, but easier to breathe in, and condensed, so it will collect on creatures. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| TRAILING_DUST_FLOW&lt;br /&gt;
| Lets out a cloud of solid dust. Buggy(?) physics cause this to fling around anything it comes in contact with, making it capable of smashing creatures into the ground and flinging them over walls. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| SOLID_GLOB&lt;br /&gt;
| Shoots a solid glob of spinning substance at the creature, leaving symbols similar to broken arrows. Essentially a projectile weapon. Creatures with this breath attack will not move, preferring instead to stay and shoot globs at you, even when you are literally right next to them.&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_GLOB&lt;br /&gt;
| Shoots a '''solid''' glob of spinning substance at the creature. Essentially the same as SOLID_GLOB. May do less damage.&lt;br /&gt;
|-&lt;br /&gt;
| UNDIRECTED_GAS&lt;br /&gt;
| Creature occasionally releases a cloud of substance. Similar to TRAILING_GAS_FLOW, but undirected, thus affecting a larger area but losing the distance. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| UNDIRECTED_VAPOR&lt;br /&gt;
| Creature occasionally releases a cloud of substance. Similar to TRAILING_VAPOR_FLOW, but undirected, thus affecting a larger area but losing the distance. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| UNDIRECTED_DUST&lt;br /&gt;
| Creature occasionally releases a large cloud of substance, which will spread and dissipate. Similar to TRAILING_DUST_FLOW, but undirected, thus affecting a larger area but losing the distance. Creature will attack as normal. DO NOT USE THIS TAG UNLESS YOU WANT TO KILL THE CREATURE AND EVERYTHING NEAR IT AND SEND PEOPLE FLYING.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you can use multiple breath attacks, which appear to be used at the same time. Using LIQUID_GLOB and TRAILING_VAPOR_FLOW will shoot a glob of liquid, with a trail of vapor marking the path. Combine and experiment!&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Commondragon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Adamantine&amp;diff=14303</id>
		<title>40d:Adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Adamantine&amp;diff=14303"/>
		<updated>2008-11-23T15:33:01Z</updated>

		<summary type="html">&lt;p&gt;Commondragon: Adamantine CAN be used to make mechanisms in metal form&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{minorspoiler}}&lt;br /&gt;
{{Metal|color=#0FF|bgcolor=#0CC|name=Adamantine|&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Raw adamantine]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Damage]]% 500&lt;br /&gt;
* [[Armor|Block]]% 500&lt;br /&gt;
* [[Material value]] 300&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]s&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
* [[Clothing]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Adamantine''' is by far the most rare and valuable [[metal]] in the game. It can only be found in small amounts in mountainous areas. Care should be taken if it is found, since digging down several levels through it will lead you to the [[demon]] pits. After you reach the [[Glowing pits|pits]], a horde of demons will eventually be loosed on your fortress. These demons are very powerful and can wipe out even a mature, heavily defended fortress.&lt;br /&gt;
&lt;br /&gt;
Discovery of adamantine will also bring the attention of the [[King]], who will immigrate to your fortress once news of your discovery reaches him. If you have not otherwise met the criteria for attracting the King, he will arrive &amp;quot;disguised as a peasant.&amp;quot; His requirements appears to be the same in any case, so be prepared!&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
To start in a location which has adamantine (and the accompanying demon pits), you must start on a mountain tile ({{Raw Tile|∆|#FFFFFF|#000000}},{{Raw Tile|∆|#808080|#000000}},{{Raw Tile|▲|#FFFFFF|#000000}},{{Raw Tile|▲|#C0C0C0|#000000}},{{Raw Tile|▲|#808080|#000000}},{{Raw Tile|▲|#00FFFF|#000000}},{{Raw Tile|^|#FFFFFF|#000000}},{{Raw Tile|^|#808080|#000000}},{{Raw Tile|^|#00FFFF|#000000}}) or volcano tile ({{Raw Tile|^|#FF0000|#000000}}) in the Region map. The adamantine and pits will be located somewhere within the Local map of that region. It is more likely to be found on a Local map square which also shows as mountain. The adamantine will occupy only one Local square, though the demon pits may extend beyond it. Finding it requires some usage of the Site Finder feature, some [[cheating]], or above-average good luck.&lt;br /&gt;
&lt;br /&gt;
==Veining==&lt;br /&gt;
Curiously, adamantine veins tend to span z-levels more than the xy planes.  Finding a short section of adamantine only 2x1 or 3x1, dig up or down a z-level and you'll probably find another short section.&lt;br /&gt;
To view examples of this phenomenon, check out the [http://mkv25.net/dfma/poi-2837-addyveinstotallyz-spanning DFMA Point of Interest] and [http://mkv25.net/dfma/movie-290-z-leveladamantinevein a movie] recording the layout of a vein.&lt;br /&gt;
&lt;br /&gt;
== Processing ==&lt;br /&gt;
&lt;br /&gt;
Adamantine strands are extracted from [[raw adamantine]] at a [[craftsdwarf's workshop]]. The [[strand extraction]] labor must be enabled for a dwarf to perform the extraction. The process is extremely slow for an unskilled laborer. Adamantine strands are worth 1800☼ each, while the raw adamantine is worth 750.&lt;br /&gt;
&lt;br /&gt;
Subsequent processing of the strands requires no adamantine-specific skills or labor permissions. Adamantine strands are processed into adamantine wafers at any [[smelter]]. Adamantine wafers are worth 1500☼ each - curiously, less than the strands they are smelted from. Adamantine wafers are treated much like [[bar]]s of other metal, and can be forged into a variety of useful items. Adamantine strands may also be woven into cloth using the Weave Metal Cloth task in a [[loom]]. Adamantine strands may be dyed, but if they are melted into wafers the they will return to their normal color and value.&lt;br /&gt;
&lt;br /&gt;
Forging things out of adamantine requires a number of wafers equal to item's MATERIAL_SIZE. This is usually about three times as many as are needed for constructions with bars of other metals, since one metal bar counts for 3 MATERIAL_SIZE. For instance, plate mail has [MATERIAL_SIZE:9] and normally requires three metal bars to forge; adamantine plate mail requires nine adamantine wafers. Helm has [MATERIAL_SIZE:2] and normally requires one metal bar to forge; adamantine helm requires two adamantine wafers.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Adamantine is so valuable that a special message pops up when you discover a vein of it.&lt;br /&gt;
&lt;br /&gt;
[[Image:000006 - Praise the miners!.png||500px]]&lt;br /&gt;
&lt;br /&gt;
Raw adamantine may also be processed into [[stone]] goods in the same way as other economic stone.  In its raw form, it has a [[Item value|value multiplier]] of x250 (as opposed to adamantine metal, which is x300).  Raw adamantine blocks are worth 1250☼.&lt;br /&gt;
&lt;br /&gt;
Adamantine items are incredibly light: they weigh about 2.5% as much as an equivalent article crafted from iron. [[Weapon]]s and [[armor]] made from adamantine are 5 times stronger than equivalent [[iron]] objects.&lt;br /&gt;
&lt;br /&gt;
Adamantine is one of the few [[magma safe]] materials. As such, it can be used to create magma-proof mechanisms, even in metal form.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
Raw Adamantine is stored in stone stockpiles with &amp;quot;Raw Adamantine&amp;quot; enabled in that stockpile's 'other stone' category. However once strands are extracted, they are stored in a cloth pile. If you want to segregate adamantine from plant fiber and silk cloth, adjust the additional options  of a adamantine cloth stockpile to allow non-plant/animal products, and all other cloth stock piles to forbid them. Wafers are stored in bar/block piles with adamantine enabled. All other goods can be stored in any stockpile with the adamantine metal enabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Metals]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;/div&gt;</summary>
		<author><name>Commondragon</name></author>
	</entry>
</feed>