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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=OluapPlayer</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=OluapPlayer"/>
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	<updated>2026-05-12T05:33:31Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Sturgeon&amp;diff=304552</id>
		<title>Sturgeon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Sturgeon&amp;diff=304552"/>
		<updated>2024-11-25T17:19:43Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=sturgeon_sprites.png&lt;br /&gt;
|contrib=no&lt;br /&gt;
|skull=1&lt;br /&gt;
|bone=13&lt;br /&gt;
|skin=scale&lt;br /&gt;
|fat=11&lt;br /&gt;
|meat=46&lt;br /&gt;
|intestine=12&lt;br /&gt;
|kidney=4&lt;br /&gt;
|heart=2&lt;br /&gt;
|sweetbread=2&lt;br /&gt;
|spleen=2&lt;br /&gt;
|liver=4&lt;br /&gt;
|tripe=4&lt;br /&gt;
|brain=4&lt;br /&gt;
|eye=2&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Sturgeons''' are a species of massive [[Creature|fish]] who can be found in [[temperate]] and [[arctic]] [[ocean]]s, as well as temperate [[river]]s. At one and a half tons, they're the largest species of bony fish (fish with skeletons made of [[bone]] rather than cartilage) in the game, tied with [[hippo]]s as the largest mundane animals found in freshwater. Due to their giant size, they provide a great amount of returns when [[butcher]]ed. As non-[[vermin]] fish, sturgeons can't be fished by [[Fisherdwarf|fisherdwarves]], but can be caught with the use of a [[drowning chamber]]. Infant sturgeons are called ''sturgeon fry''.&lt;br /&gt;
&lt;br /&gt;
Sturgeons are benign, but if confronted, may very easily kill a dwarf or adventurer in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] sturgeons for their ''bony scutes''.&lt;br /&gt;
&lt;br /&gt;
[[File:Sturgeon.jpg|thumb|center|400px|Admired for its ''bony scutes''.]]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* In real life, sturgeons are a family made up of various different species of varying sizes. The massive size of the in-game animal may indicate they are specifically based on the [[wikipedia:Beluga (sturgeon)|beluga]], the largest species of sturgeon.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Fluffy_wambler&amp;diff=301488</id>
		<title>Fluffy wambler</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Fluffy_wambler&amp;diff=301488"/>
		<updated>2024-05-15T22:36:37Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: No need for a body description anymore now that we got the sprite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{verminlookup/0&lt;br /&gt;
|image=fluffy_wambler_sprite.png&lt;br /&gt;
|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Fluffy wamblers''' are humanoid [[vermin]] that can be found the world over in [[good]] regions. They can be captured by [[trapper]]s and turned into low-value [[pet]]s. They are tied with the [[fox squirrel]] as the largest of all vermin, being only a little smaller than a [[dwarf]] baby.&lt;br /&gt;
&lt;br /&gt;
They possess a few unusual characteristics; their entire bodies are covered in white fur known as &amp;quot;fluff&amp;quot;, while their equivalent of [[fat]] is called &amp;quot;pudge&amp;quot;. Fluffy wamblers have no organs, bones or blood, with the entirety of their interior being composed of purple pudge. Despite this, they will sometimes attempt to eat [[food]] out of [[stockpile]]s, similarly to other vermin like [[rat]]s, and like them, it only takes a [[cat]] to solve the problem. Their raws note an immunity to [[Syndrome|fevers]], which vermin aren't known to be affected by to begin with. In [[adventurer mode]], fluffy wamblers can only be found during the day.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] fluffy wamblers for their ''warm heart'', their ''gentle nature'' and their ''stumble bumbling''.&lt;br /&gt;
&lt;br /&gt;
[[File:Nightwing.jpeg|thumb|center|300px|A fluffy wambler being ambushed by a [[nightwing]], drawn in crayon by [[Main:Bay 12 Games|Bay 12 Games]].]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Fluffy wamblers are surprisingly dense when traveling at high velocities.  There was {{f|56935.0|at least one}} reported slaying of a [[bronze colossus]] using a thrown fluffy wambler as a [[weapon]]. News of this incident has served to increase the wambler's popular appeal. Despite their status as agricultural pests, it's rare to find a being that actually finds them offensive. They are widely held to be &amp;quot;adorable&amp;quot;, and many dwarves consider them to be [[food|a delicacy]].&lt;br /&gt;
&lt;br /&gt;
Wamblers are not wholly benign and may in fact display aggression when threatened, an act which is almost always futile, as they have power to harm only the feeblest of creatures. Civilizations that use &amp;quot;good&amp;quot; animals and animal materials (and have no qualms about killing animals) can make clothes out of wambler fluff, a prized, yet inexpensive, insulating fabric.&lt;br /&gt;
&lt;br /&gt;
Wamblers maintain a body temperature slightly higher than that of dwarves. They appear to be immune to sickness and are not known to suffer infection of any kind. There is no specific term for any hypothetical wambler offspring; a live wambler birthing has never been seen. One case exists of a wambler possibly resurrecting itself deep underground. The corpse was carried many levels underground by a cat into an active mining area well away from any sort of entrance, then later the corpse was missing and a live wambler was wandering around down in the mining area 13 floors down underground. Up to that point, no other live wamblers had been seen anywhere within the tunnels.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Orangutan&amp;diff=300123</id>
		<title>Orangutan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Orangutan&amp;diff=300123"/>
		<updated>2024-05-03T13:32:48Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=orangutan_sprites.png&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=14&lt;br /&gt;
|meat=12-13&lt;br /&gt;
|fat=12&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Orangutans''' are very rare and solitary [[Creature|apes]] found exclusively in [[tropical]] moist broadleaf [[forest]]s. While larger than the average [[human]], they're benign and timid by nature, and as such make easy targets for a [[Dwarf|dwarven]] [[hunter]]. All orangutans are born with Legendary [[skill]] in [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
Orangutans can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into valuable exotic [[pet]]s. Due to their rarity, they make poor targets for a [[meat industry]], though they give a decent amount of returns if [[butcher]]ed. Orangutans are long-lived for animals, and they take 10 years to reach adulthood, though they're fully grown by the age of 2. Like most species of ape in the game, they aren't naturally capable of [[Swimmer|swimming]] and will likely drown if submerged in [[water]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] orangutans for their ''long arms'', their ''colourful fur'' and ''antics''.&lt;br /&gt;
&lt;br /&gt;
[[File:Orang Utan, Semenggok Forest Reserve, Sarawak, Borneo, Malaysia.JPG|thumb|400px|center|Admired for its ''antics''.]]&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
It should be noted that some orangutans have shown extreme aggression towards dwarves who refer to them as monkeys, as they are actually apes. Also they apparently make good librarians.&lt;br /&gt;
&lt;br /&gt;
Just as [[goblin|goblins]] are reviled by dwarves for kidnapping their young (among other things), human villagers are openly suspicious of any orangutan nobles snooping about - perhaps if the orangutan &amp;quot;civilization&amp;quot; had any goods to offer in trade for the invention of fire, they would be open to discuss parting with a &amp;quot;man-cub.&amp;quot; Dwarves, on the other hand, would never claim to have invented fire, knowing that it is a gift of Armok; nevertheless, [[magma|lessons on the subject]] are made available to those who ask for it.&lt;br /&gt;
&lt;br /&gt;
Some orangutans call themselves [[Monarch|king]], but this is rarely understood except by some [[Human|human]] [[Outsider|strays]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Economic_stone&amp;diff=300101</id>
		<title>Economic stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Economic_stone&amp;diff=300101"/>
		<updated>2024-05-02T12:41:28Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Economic [[stone]]s''' have special uses as [[ore]], [[fuel]], [[flux]], [[plaster]], or other uses like making special items. In technical terms, an economic stone is any stone which can be used as a reagent in any form of [[reaction]]. [[Obsidian]] is an exception, having been made an economic stone even though it is not used in any reaction - its specialty is that it is sharp enough to be used to craft swords.&lt;br /&gt;
&lt;br /&gt;
You can use the {{K|y}} : '''&amp;lt;tt&amp;gt;Labor menu&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;Stone use&amp;lt;/tt&amp;gt;''' tab to restrict or un-restrict their use in the production of items and buildings. If you want to use an economic stone for something other than its listed uses, the stone must have a ''green'' check mark in that menu.  This is critical when making a [[native aluminum]] [[statue]], or preventing your [[mason]]s from making [[furniture]] out of all your [[flux]] stone.&lt;br /&gt;
&lt;br /&gt;
The '''&amp;lt;tt&amp;gt;Stone use&amp;lt;/tt&amp;gt;''' tab will also show what each stone can be used for -- useful when you are wondering what to do with a pile of [[tetrahedrite]].&lt;br /&gt;
&lt;br /&gt;
::''This is a list of non-ore stones only; see [[ore]], or the article on that specific material, for more information.''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Icon&lt;br /&gt;
!Graphic&lt;br /&gt;
!Name&lt;br /&gt;
!Found in&lt;br /&gt;
!Usage&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|▓|7:7:1}}&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:Limestone_sprite.png]]&lt;br /&gt;
|[[Limestone]]&lt;br /&gt;
|[[Sedimentary]] '''(E)'''&lt;br /&gt;
|[[Flux]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|`|7:7:1}}&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:dolomite_sprite.png]]&lt;br /&gt;
|[[Dolomite]]&lt;br /&gt;
|[[Sedimentary]] '''(E)'''&lt;br /&gt;
|[[Flux]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|░|7:7:1}}&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:chalk_sprite.png]]&lt;br /&gt;
|[[Chalk]]&lt;br /&gt;
|[[Sedimentary]] '''(E)'''&lt;br /&gt;
|[[Flux]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|▓|7:7:1}}&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:marble_sprite.png]]&lt;br /&gt;
|[[Marble]]&lt;br /&gt;
|[[Metamorphic]] '''(E)'''&lt;br /&gt;
|[[Flux]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;quot;|7:7:1}}&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:calcite_sprite.png]]&lt;br /&gt;
|[[Calcite]]&lt;br /&gt;
|[[Limestone]] '''(S)''', [[Marble]] '''(S)'''&lt;br /&gt;
|[[Flux]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|☼|0:7:1}}&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:bituminous_coal_sprite.png]]&lt;br /&gt;
|[[Bituminous coal]]&lt;br /&gt;
|[[Sedimentary]] '''(V)'''&lt;br /&gt;
|[[Fuel]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|*|0:7:1}}&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:lignite_sprite.png]]&lt;br /&gt;
|[[Lignite]]&lt;br /&gt;
|[[Sedimentary]] '''(V)'''&lt;br /&gt;
|[[Fuel]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|#|6:7:0}}&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:gypsum_sprite.png]]&lt;br /&gt;
|[[Gypsum]]&lt;br /&gt;
|[[Sedimentary]] '''(L)'''&lt;br /&gt;
|[[Plaster]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|^|7:7:1}}&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:alabaster_sprite.png]]&lt;br /&gt;
|[[Alabaster]]&lt;br /&gt;
|[[Gypsum]] '''(S)'''&lt;br /&gt;
|[[Plaster]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|;|7:7:1}}&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:selenite_sprite.png]]&lt;br /&gt;
|[[Selenite]]&lt;br /&gt;
|[[Gypsum]] '''(S)'''&lt;br /&gt;
|[[Plaster]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|7:7:1}}&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:satinspar_sprite.png]]&lt;br /&gt;
|[[Satinspar]]&lt;br /&gt;
|[[Gypsum]] '''(S)'''&lt;br /&gt;
|[[Plaster]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|4:7:0}}&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:kaolinite_sprite.png]]&lt;br /&gt;
|[[Kaolinite]]&lt;br /&gt;
|[[Sedimentary]] '''(L)'''&lt;br /&gt;
|[[Porcelain]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|▒|0:7:1}}&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:obsidian_sprite.png]]&lt;br /&gt;
|[[Obsidian]]&lt;br /&gt;
|[[Igneous extrusive]] '''(E)'''&lt;br /&gt;
|Sharp blades&lt;br /&gt;
|}&lt;br /&gt;
:'''(E)''' - forms entire [[layer|layers]]&lt;br /&gt;
:'''(L)''' - occurs in large [[cluster|clusters]]&lt;br /&gt;
:'''(V)''' - occurs in [[vein|veins]]&lt;br /&gt;
:'''(S)''' - occurs in small clusters&lt;br /&gt;
{{Stones}}&lt;br /&gt;
{{Category|Stone}}&lt;br /&gt;
{{Category|Economic Stone| }}&lt;br /&gt;
[[ru:Economic stone]]&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=299780</id>
		<title>Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=299780"/>
		<updated>2024-04-27T10:31:10Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: /* Limiting/preventing immigration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''&amp;quot;Migration&amp;quot; redirects here. This article is about people migrating into your fortress, for the opposite see [[emigration]].''&lt;br /&gt;
[[File:migrants_sprite_preview.png|right]]'''Immigration''' is the process of people from another [[site]] of your home [[civilization]] moving into your [[fortress]]. As the fortress prospers, migrants will be attracted in larger numbers, these will arrive in groups once per [[season]]. In the early seasons after establishing the outpost, a smaller migrant group of 2-10 arrives, followed by a large group in the low double digits in the second spring one year after embarking. A notification will be received upon arrival, the migrant group will spawn at the edge of the map and proceed to march into your fortress and to the nearest meeting hall. &lt;br /&gt;
&lt;br /&gt;
Migrants come from all walks of life; from historical figures and skilled craftsdwarves, to unwashed refugees fleeing the horrors of the land. Each group will often include such things as [[child]]ren and domestic animals, including both [[pet]]s and stray livestock - be prepared with adequate [[food]], [[alcohol|drink]], and [[bed]]s, among other things. &lt;br /&gt;
&lt;br /&gt;
The player can also initiate immigration by requesting workers from their [[holding]]s, and by accepting [[petition]]s for residency from [[visitors]] from nearby civilizations. Note that the migrant [[population]] must be managed carefully, as if it's too low, there might not be enough people available to maintain the fortress and its defenses, and if it's too high, the fortress may not be able to support your population, leaving them to the mercy of hunger, marauding raiders, and worse. However, migration waves are generally a good thing &amp;amp;mdash; if you're prepared for them.&lt;br /&gt;
&lt;br /&gt;
== Skills and [[labor]] preferences ==&lt;br /&gt;
[[File:immigrants_v50_anim.gif|thumb|208px|right|Migrants emerging out of the map's edge.]]Each migrant can arrive with a wide collection of often unrelated skills, far greater than possible with one of the [[starting build|starting 7 dwarves]], and [[experience]] levels as high as Legendary. Any and all skills might be represented, including obscure military skills (like [[blowgunner]]), high levels of one or more [[social skill]]s, [[crutch walker]], [[concentration]] and others - it's even possible to have dwarves with skills that may not be obtainable in fortress mode, like [[tracker|tracking]] or [[Pike_(weapon)|pikedwarf]]. However, Immigrant skills are influenced by your fortress' needs &amp;amp;mdash; migrants with skills your fortress uses a lot, or that your fortress does not have at all, are more likely to show up at your gates. Important skills (mining, food production, and basic crafting, according to Toady) are weighed more heavily than other skills.&amp;lt;sup&amp;gt;[http://www.bay12games.com/media/df_talk_12_transcript.html Source] {{dot}} [http://www.bay12games.com/media/Dwarf_Fortress_Talk_12.mp3 MP3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Migrants may also arrive with equipment matching their skills; for example, a miner migrant may bring a [[pick]] with them. Migrants may arrive with all labors except [[hauling]], [[cleaning]], recovering wounded, and caring for wounded disabled, depending on the settings one has entered into [[d_init.txt]].&lt;br /&gt;
&lt;br /&gt;
Some immigrants are [[historical figure]]s.  These immigrants come to your fortress with skills representing their history, or wounds that they have suffered during [[world generation]]. They may even be [[vampire]]s or [[werebeast]]s.&lt;br /&gt;
&lt;br /&gt;
==Limiting/preventing immigration==&lt;br /&gt;
The game tab under the settings menu lists a ''&amp;quot;Population Cap&amp;quot;'' setting which immediately prevents further immigration once at the desired number. This includes the two hardcoded migrant waves, but does not include babies. There is also a ''&amp;quot;Strict Population Cap&amp;quot;'' setting which prevents both immigration and babies when reached. Both can be violated by a few special cases, such as the arrival of a [[monarch]]. Keep in mind that adjusting the population caps do not adjust population requirements (such as 80 to get a king). Such requirements can be modified in the game's advanced difficulty settings for your fortress.&lt;br /&gt;
&lt;br /&gt;
The number of migrants depends on the [[wealth|created wealth]] of your fortress and is affected by your dwarves' activities. Note that if your fortress should ever become a mountainhome, you will receive an additional migration wave with the promotion, regardless of your population cap. The number of migrants is affected by how far below the population cap your fortress is. If your fortress is one dwarf short of the cap, you will receive a single migrant (if any). Also note that population cap will not remove dwarves from an existing fortress but will prevent new ones from immigrating or being born.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that you need a certain minimum population size before any of your dwarves will experience [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
To reiterate, the population cap is a (mostly) hard limit on the number of dwarves in your fortress. If you want a fortress with 50 dwarves, simply set the ''&amp;quot;Population Cap&amp;quot;'' and ''&amp;quot;Strict Population Cap&amp;quot;'' settings in the game tab to 50.&lt;br /&gt;
&lt;br /&gt;
==Immigration mechanics==&lt;br /&gt;
The date on which immigrants appear in a season is determined at the start of that season, but the number of immigrants and their skills are determined when the migrant wave arrives. Typically there are two migrant waves that will appear no matter what (referred to as hardcoded waves) in the first two seasons. There is never a migration in the first winter - literally not even a {{DFtext|The fortress attracted no migrants this season|6:0:0}} message.&lt;br /&gt;
&lt;br /&gt;
After the first two hardcoded waves, migrants will not arrive until the fortress has accumulated enough wealth, which must be reported by visitors such as merchants. A trade does not have to happen.&lt;br /&gt;
&lt;br /&gt;
Migrant skill levels seem to depend on the size of the home civilization; a difference will be noticed if you picked a dwarven civilization that was not well-established (few towns or none) compared to a well-established one.&lt;br /&gt;
&lt;br /&gt;
The two hardcoded waves may not show up for a while if the fort does not start on the 15th day of Granite. Note that there may be various reasons for a hardcoded migrant wave to not show up at all, such as if it were blocked by a siege, or if it is not the first fort in the world.{{Cite talk/this}}&lt;br /&gt;
&lt;br /&gt;
In rare cases, your civilization may undergo a [[War#Civil_war| civil war]]. If this is the case, no immigrants will join your fort after the two hardcoded waves.&lt;br /&gt;
&lt;br /&gt;
===Migrant wave sizes===&lt;br /&gt;
The first two migrant waves have a minimum size of 1, if a wave member has a relative in your group already, and a maximum size of 10. The size of these waves is unaffected by fortress wealth, danger, or even the extinction of their home civilization. Note that there may be various reasons for a hardcoded migrant wave to not show up, like if it was blocked by a siege or if it is not the first fort in the world.{{Cite talk/this}} The third migrant wave and on are influenced by the [[wealth|created wealth]] of the fortress, with more wealth attracting more immigrants (more research is needed to determine specifics) - specifically, influenced by the fortress wealth as reported by the last outgoing dwarven [[caravan]].  Wealth created after the caravan leaves has no influence until the next year's caravan leaves. If the caravan fails to make it out, then the fortress' wealth is not reported. If the dwarven [[liaison]] makes it out, but the caravan does not, the liaison does not report on fortress wealth.&lt;br /&gt;
&lt;br /&gt;
Imported wealth, caravan sales figures, absolute caravan profit and caravan profit margin either have no effect on migration numbers, or only have an effect by applying a percent modification to the numbers driven by created wealth. If a fortress manages to [[trading|trade]] (not offer) away 100% of its created wealth, then no immigrants will come the next season. More research is needed to determine if the statistics have any influence on migration numbers.&lt;br /&gt;
&lt;br /&gt;
One factor which is known to affect migrant wave size is the total size of your fortress's {{k|u}}nits list (all 4 categories), which consists of dwarves, invaders, merchants, and animals which either died or currently live at your fortress. As this number increases, the maximum size of migrant waves will be reduced: starting at a local population of 1000, migrant wave sizes are limited to 10, and at subsequent levels of 1300, 1600, 1800, 2000, 2200, 2400, 2600, 2800, and 2900, the limit is decreased by 1, and once you reach a local population of 3000 you will cease to get migrants at all.&lt;br /&gt;
&lt;br /&gt;
The game will cull unimportant dead units eventually, see &amp;lt;code&amp;gt;CULL_DEAD_UNITS_AT&amp;lt;/code&amp;gt; in [[Settings#Population_and_seed_capacities|settings]]. DFHack also has the command &amp;lt;code&amp;gt;[https://docs.dfhack.org/en/stable/docs/tools/fix/dead-units.html fix/dead-units]&amp;lt;/code&amp;gt; that can clear uninteresting (unnamed) dead units from the units list and allow migrants to arrive again.&lt;br /&gt;
&lt;br /&gt;
The largest wave size reported to date is [http://www.reddit.com/r/dwarffortress/comments/q580c/hole_shit  77] &amp;lt;sup&amp;gt;[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Fortress Failure Migration==&lt;br /&gt;
If a fortress is abandoned during [[unhappy]], [[insanity|stark raving mad]] times, the citizens can migrate to your new fortress ''still'' stark raving mad (berserk possibly, further looking into required). Likewise, if your fortress happened to have any [[husk]]s around when it was abandoned, some of them may also migrate to your new fortress.&lt;br /&gt;
&lt;br /&gt;
==Deterring migrants==&lt;br /&gt;
&lt;br /&gt;
A different message for migrant arrivals will be triggered depending on your fortress' dangerousness &amp;amp; happiness. That number is not actually a death count, but some sort of composite &amp;quot;fear&amp;quot; value determined by adding up a bunch of sources and dividing them by various amounts. It is currently not exactly known what those sources are, but at least one of them is a death count. 0-9 is normal, 10+ is &amp;quot;danger&amp;quot; or &amp;quot;dangerous&amp;quot;, and 50+ is &amp;quot;cursed death trap&amp;quot; or &amp;quot;tomb&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages (Some migrants arrival)&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this unhappy place.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this unhappy place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this miserable place.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this miserable place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have decided to brave this terrifying place, knowing it may be their tomb.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have decided to brave this terrifying unhappy place, knowing it may be their tomb.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have decided to brave this terrifying place, knowing it may be their miserable tomb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages (One migrant arrival)&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this miserable place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this miserable place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this unhappy place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this unhappy place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has decided to brave this terrifying miserable place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has decided to brave this terrifying place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has decided to brave this terrifying unhappy place.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages  (Migrant Refusal)&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this cursed death-trap.&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this cursed miserable death-trap.&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this cursed unhappy death-trap.&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this miserable hellhole.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a cursed death-trap this season.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a cursed miserable death-trap this season.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a cursed unhappy death-trap this season.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a miserable hellhole this season.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages (Migrants Refusal)&lt;br /&gt;
|-&lt;br /&gt;
|''The fortress attracted no migrants this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to such a dangerous and miserable fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to such a dangerous and unhappy fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to such a dangerous fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to this unhappy fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too nervous to make the journey this season to this miserable fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too nervous to make the journey this season to this unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too nervous to make the journey this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too wary to make the journey this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this dangerous and miserable fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this dangerous and unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this dangerous fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too nervous to make the journey to this miserable fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too nervous to make the journey to this unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too nervous to make the journey.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too wary to make the journey.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expelling migrants==&lt;br /&gt;
Undesirable migrants can be selected for &amp;quot;[[emigration]]&amp;quot; from their individual preferences screen. To do this: Select the dwarf through the citizen list, view their Preferences, and press e to Expel. You will be prompted to confirm, and they will leave the fortress.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
In certain locations in [[adventure mode]], you may come across a [[Army|Migrating Group]] - for instance, near any recently [[abandon]]ed [[fortress]]; choosing to travel to the group will allow you to talk to the members of the former fortress as they travel back to dwarven civilization.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Some migrants will be incorrectly listed as babies or children, when they are not in the expected age range for those categories. This will automatically fix itself when they have their next birthday. {{verify| Is still a bug? Cannot find an entry for it on mantis}} &lt;br /&gt;
&lt;br /&gt;
If your fortress does not have a meeting hall, you might have a situation where a single migrant cannot find the fort and just stands at the edge of the map, not moving at all. You may notice that, even if more migrants are part of the wave, they cannot enter the map (and do not show up on the units screen) until this migrant moves out of the square, as all migrants in a single wave must enter the map through this square.&lt;br /&gt;
&lt;br /&gt;
==The Migrant Tier List==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
When a migrant wave arrives, players should stop what they are doing and check the migrants' skills to see what they may offer to their fortress. &lt;br /&gt;
&lt;br /&gt;
Here, migrants are sorted into tiers, ordered by usefulness to a mid-to-high-level fort. &amp;quot;Valuable&amp;quot; skills can be sorted into three categories: those that produce better-[[quality]] items, those that perform tasks faster or more efficiently, and those that simply ''cannot'' be done unskilled, such as medical tasks. Even within these categories, dwarves can be more or less valuable depending on how often their skills are needed, or how difficult it is to raise their skill.&lt;br /&gt;
&lt;br /&gt;
Lists like this are always just a guide, though. When you get down to bare bedrock, the most valuable skill a dwarf can have is the one that your fortress needs the most. Even those dwarves who have no useful skills can still be useful: even very young children can [[haul]] items, any healthy adult can serve as a low-quality [[soldier]], and every adult dwarf can train useful skills over time.&lt;br /&gt;
&lt;br /&gt;
==== Valued Migrants (A) ====&lt;br /&gt;
Some skills are central to most fortresses, either by improving the quality of critical items or by providing irreplaceable services. These migrants can improve a fort simply by showing up. ''Also known as &amp;quot;can I give them a [[mood]], please?&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
*[[Weaponsmith]]s: Speak softly, but carry a [[war hammer|big stick]]. [[Quality|Well-made]] weapons are significantly more deadly than poorly-made ones, on top of being more [[Value|valuable]]. Weapons are also a great way to increase the value of [[room]]s (particularly for [[noble]]s, [[temple]]s, or [[guildhall]]s), because you can use a [[weapon trap]] to stack up to ten of them in a single tile. Skilling up weaponsmithing is time-consuming and always requires [[weapons-grade]] [[metal]] and [[fuel]] (or [[magma]]), and weapon [[artifact]]s can be some of the most useful items in the game. &lt;br /&gt;
&lt;br /&gt;
*[[Armorsmith]]s: You need quite a lot of armor for a military, so armorsmiths are almost as useful as weaponsmiths, and you generally want more of them. Weaponsmiths are still a bit more useful: armor isn't quite as quality-dependent as weapons are, it can't easily be turned into furniture except with [[display furniture]] (which can be erratic when it comes to contributing to room value and can't prevent artifacts from being [[Intrigue|stolen]]), and armor artifacts are just as likely to be something of limited usefulness, like a single boot or gauntlet.&lt;br /&gt;
&lt;br /&gt;
*[[Soldier]]s: Who doesn’t need extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; dwarfpower? If you don't have any good soldiers yet, a skilled combatant is not only useful on their own, but can also teach peasants which end of the [[spear]] goes where. Even if you do have a well-trained military, soldiers have an alarming tendency to die, so reservists are still useful.&lt;br /&gt;
&lt;br /&gt;
*[[Planter]]s: Skilled growers produce larger stacks of crops. This has a cascading positive effect, making your cooks and brewers more efficient, making your [[prepared meal]]s more valuable, and cramming more food and drink into fewer [[barrel]]s or [[large pot]]s, which means less need for hauling and more-efficient use of [[stockpile]] space. While it's relatively easy to train growers on your own, skilled growers have a huge downstream effect on your whole fortress.&lt;br /&gt;
&lt;br /&gt;
*[[Mechanic]]s: High-quality [[mechanism]]s don't jam when used in [[weapon trap]]s, and a [[lever]] is another way to stack many valuable items in a single tile to juice room value. If you somehow have an excess, mechanisms make great (if heavy) [[Trading#Unacceptable items|elf-friendly]] trade goods.&lt;br /&gt;
&lt;br /&gt;
*[[Cook]]s: Will quickly boost your fortress's value, and dwarves just adore fine meals, keeping up morale.&lt;br /&gt;
&lt;br /&gt;
==== Good Migrants (B) ====&lt;br /&gt;
Put these dwarves to work, they have much to contribute. ''Also known as &amp;quot;stalwarts of the fort&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
*[[Miner]]s: Always helpful, unless your fortress is ''very'' well developed - a high mining skill can also be useful in combat.&lt;br /&gt;
&lt;br /&gt;
*[[Carpenter]]s:  Like blacksmiths, but they use [[wood]] instead of metal. Only source of quality [[bed]]s and some newer items, like [[display case]]s and [[Instrument|musical instrument]]s.  Also, only leather shields are lighter than wood. Wooden [[trap components]] can also be useful as a trade good if other industries have not been developed yet.&lt;br /&gt;
&lt;br /&gt;
*[[Mason]]s: Most fortresses cannot afford to make every piece of furniture out of metal or wood - stone is the traditional dwarven option, though it is a bit lacking in value as a material.&lt;br /&gt;
&lt;br /&gt;
*[[Stonecrafter]]s: Making [[finished goods|trade goods]] for the caravan out of [[stone]] is a great way to kick-start trade, since [[metal]] and [[wood]] are often needed elsewhere. And real dwarves drink out of [[goblet|≡stone mugs≡]], not glass goblets or wooden cups or whatever.&lt;br /&gt;
&lt;br /&gt;
*[[Engraver]]s: Engraving is not usually needed in a new fort but is a huge boost in value and good thoughts in a mature one. A good engraver can smooth and detail a large [[room]] in ''minutes'', shooting its [[Room#Quality|quality]] sky-high, while a novice might take hours. Novice engravers also can take quite a while to train.&lt;br /&gt;
&lt;br /&gt;
*[[Brewer]]s: Should be obvious. Alcohol does not have a quality level, but the increase in production speed skilled brewers provide is never unwelcome.&lt;br /&gt;
&lt;br /&gt;
*[[Healthcare]]: Skilled medical dwarves are irreplaceable for trying to save that one beloved soldier.&lt;br /&gt;
&lt;br /&gt;
*[[Furnace operator]]s: While bars do not have quality levels, highly skilled furnace operators are essential for producing enough metal for your metal industry.&lt;br /&gt;
&lt;br /&gt;
*[[Wood burner]]s: Similarly, unless your map has coal or you zipline the 100+ z-levels to magma, your furnaces are going to need a lot of charcoal.&lt;br /&gt;
&lt;br /&gt;
*[[Leatherworker]]s: [[Leather]] can craft certain items that cannot be created sensibly with any other material, such as [[backpack]]s, [[quiver]]s, [[flask|waterskins]], and lightweight [[shield]]s (for all) and [[armor]] (for Hunters). Unless, of course, you are using [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
==== Niche Migrants (C) ====&lt;br /&gt;
These migrants can be useful, but usually only in very specific cases, or for only a few tasks - if your fortress is focusing in that area, they fit in the above category, but if not, then they are just as valuable as peasants (see next category). ''Also known as &amp;quot;it ain't much, but it's honest work&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
*[[Blacksmith]]s: These dwarves make [[metal]] (not just [[iron]]) [[furniture]]  and other large products, including valuable metal [[statue]]s, which can boost the value of rooms and improve morale-how else are you going to immortalize your militia's valiant battle against that ferocious [[Titan|forest titan]]?&lt;br /&gt;
&lt;br /&gt;
*[[Metalcrafter]]s: You may not want to fill the next caravan with *[[silver]] mugs* and other metal [[finished goods]], but making ≡gold [[chain]]s)≡ for your guard animals and exotic pets is pretty dwarfy.&lt;br /&gt;
&lt;br /&gt;
* [[Weaver]]s, [[Clothier]]s: the textile industry is needed to supply your fort with [[thread]], [[cloth]] and [[clothes]], producing essential bags and ropes, materials for bandages and suturing, and preventing bad thoughts from dwarves whose clothes rot off their bodies (and cannot be reliably replaced with what the caravans bring).&lt;br /&gt;
&lt;br /&gt;
* [[Miller]]s, [[Shearer]]s, [[Thresher]]s: none of these labors have quality levels, but the increase in production speed can be highly profitable for a [[flour]] or [[textile industry]].&lt;br /&gt;
&lt;br /&gt;
*[[Glassmaker]]s, [[Potter]]s, and [[Glazer]]s: You've either got sand/clay (and care about it), or you don't. Glassmakers can produce a wide variety of products, such as [[crafts]], [[furniture]], [[trap component|large weapons for traps]] and [[screw pump]]s, out of glass, and these products are often worth much more than their stone/wood counterparts. Potters are less versatile, but can also make valuable products for a decently low manufacturing price. Glazers complement potters and are needed to make their pots airtight and waterproof, allowing for liquid storage, and a good glaze job can add a lot of value to a product. Note that glassmakers and potters require [[sand]] or [[clay]] (respectively), and in large quantities to be truly effective, but these resources are basically infinite on embarks that contain them. &lt;br /&gt;
&lt;br /&gt;
*[[Gem cutter]]s and [[Gem setter]]s: They just do not produce as much value as you would expect unless the gem cutter is of a high enough skill level. Training gem cutters so they do not waste your rough valuable gems with poor cuts is also quite tedious. Even then, [[gem]]s are only useful for moods, decorations, or as a trade good. As for gem setters, [[encrust]]ing is notoriously finicky, since the item to be decorated cannot be specified. So your gem setter will probably end up slapping your Masterwork cabochon cut [[diamond]]s on a [[barrel]], or something. &lt;br /&gt;
&lt;br /&gt;
*[[Herbalist]]s: Herbology can be a wonderful way to kick-start an above-ground farm, or at least keep your food and booze supply nice and varied. Even dwarves can get sick of drinking the same old [[plump helmet|mushroom]] wine.&lt;br /&gt;
&lt;br /&gt;
*[[Beekeeper]]s, [[Wax worker]]s, and [[Presser]]s: Beekeeping is [[Beekeeping industry|interesting]], but it isn't possible in [[biome]]s that lack [[honey bee]]s (and note that [[bumblebee]]s cannot be&amp;lt;s&amp;gt;e&amp;lt;/s&amp;gt; domesticated). If you do get a beekeeping business going, wax workers and pressers become viable as well, since they use the products of beekeeping in their labors; otherwise, they are basically useless. &lt;br /&gt;
&lt;br /&gt;
*[[Hunter]]s: They usually come with a good [[marksdwarf]] skill, but immediately go hunting as soon as they are able to, causing possible [[fun]]. They can be useful if managed properly, and are definitely entertaining to watch, but it may be advantageous to just rely on your [[military]] for hunting game, since [[squad]]s can be controlled more finely than hunters and are probably less likely to get themselves injured in the process. &lt;br /&gt;
&lt;br /&gt;
*[[Fisherdwarf|Fisherdwarves]], [[Fish cleaner]]s: Fishing is a decent source of food, and it's a great source of the elusive [[shell]]s if your site contains [[pond turtle]]s, but it runs the risk of [[crocodile]] accidents and [[carp|other perils]]. Or, if you are unlucky, you will get absolutely nothing. Fisherdwarves can also only catch [[vermin]] fish; [[sperm whale|larger sea creatures]] require [[drowning chamber]]s or other tactics.&lt;br /&gt;
&lt;br /&gt;
*[[Siege engineer]]s and [[Siege operator]]s: Would be useful, but [[siege engine]]s are currently bugged, dealing much less damage than you would expect, and they're often extremely dangerous to your own citizens when they do work as intended.&lt;br /&gt;
&lt;br /&gt;
*[[Bone carver]]s: [[Bone]] is neither valuable (unless the creature was a [[megabeast]] or was [[elephant|very exotic]]), nor does it fulfill a particular niche, but it is a rather common alternative to wood, especially for practice bolts for [[marksdwarf|marksdwarves]].&lt;br /&gt;
&lt;br /&gt;
*[[Dyer]]s: Skilled Dyers can add extra value to dyed cloth, as it does have a quality level, but unless your fort is dependent on its [[textile industry]], when was the last time you dyed cloth? &lt;br /&gt;
&lt;br /&gt;
* [[Butcher]]s, [[Tanner]]s, [[Gelder]]s, [[Animal trainer]]s: While these labors can be pivotal to a fort's usage of animals, you really won't need more than one of these dwarves unless your meat industry is truly booming, and very often one dwarf can cover multiple of these jobs.&lt;br /&gt;
&lt;br /&gt;
* [[Potash maker]]s, [[Lye maker]]s, [[Soaper]]s, [[Pump operator]]s, [[Woodcutter]]s, [[Milker]]s, [[Cheesemaker]]s: The products of these labors do not have quality levels, so the only difference between an unskilled laborer and a highly skilled one is production speed, which is really only critical if said products are the backbone of your industry ([[Stupid dwarf trick|and who specializes in ''soapmaking''?]]). Note that many of these products cannot be sourced from [[caravan]]s, which makes domestic production a necessity, but still is not something needed &amp;quot;full time&amp;quot;, or even close.&lt;br /&gt;
&lt;br /&gt;
* [[Woodcrafter]]s: Not to be confused with [[carpenter]]s, these dwarves mostly just make [[useless crap]] and [[Instrument|musical instrument]]s out of [[wood]]. Show the elves what we think of their wood! &lt;br /&gt;
&lt;br /&gt;
* [[Bookbinder]]s, [[Papermaker]]s: It is often much easier just to obtain [[codex]]es and [[paper]] from the caravan and migrants instead of producing them yourself, since that industry takes a while to setup, while producing limited benefits.&lt;br /&gt;
&lt;br /&gt;
* [[Strand extractor]]s: Skilled strand extractors are quick, and unskilled strand extraction is ''agonizingly'' slow. They are only useful after [[raw adamantine]] has been discovered and mined, and the strands do not have quality levels.&lt;br /&gt;
&lt;br /&gt;
==== Useless Migrants (F)====&lt;br /&gt;
Yes, &amp;quot;F&amp;quot; - they are that bad. ''Also known as either &amp;quot;free military conscripts&amp;quot; or &amp;quot;can I toss them in the [[volcano]] now, please?&amp;quot;, depending''.&lt;br /&gt;
&lt;br /&gt;
*[[Peasant]]s are not ''entirely'' useless, they are more like blank slates. Peasants can be trained in a [[mood]]able skill to control the [[artifact]]s your fortress will produce, and they make perfectly good [[haul]]ers or [[military]] trainees, if you just ignore those pointless peasant skills.&lt;br /&gt;
&lt;br /&gt;
*[[Animal dissector]]s and [[fish dissector]]s: They make animal [[extract]]s, which currently are some of the most useless items in the game.&lt;br /&gt;
&lt;br /&gt;
*[[Bowyer]]s: Bowyers make [[crossbow]]s out of wood and bone... that is all. Weaponsmiths can do everything bowyers can do, except better, because heavier metallic crossbows are superior as blunt weapons in close quarters.&lt;br /&gt;
&lt;br /&gt;
*[[Trapper]]s: These dwarves make [[animal trap]]s, not [[cage]]s, which can only be used to trap [[vermin]], not large [[creature]]s. You are better off relying on [[cat]]s instead if vermin are threatening your stockpiles. These migrants often also have the marksdwarf or animal trainer skill, so their true value may lie elsewhere, unless you are seeking to trap vermin for a [[pet]].&lt;br /&gt;
&lt;br /&gt;
*[[Administrator]]s: By the time migrant waves start arriving, you should already have these positions covered and filled; there is little advantage to having more than one dwarf with these skills. (The sole exception may be a new lead dwarf without any &amp;quot;item&amp;quot; preferences, so they issue no [[mandate]]s, to replace a less appropriate/desirable leader, if you are lucky enough to find the right skill set.)   Also see [[unfortunate accident]].&lt;br /&gt;
&lt;br /&gt;
*[[Animal caretaker]]s: Bugged but may become more useful when fixed.&lt;br /&gt;
&lt;br /&gt;
*[[Children]]: Cannot perform any labors. At least you will have a [[peasant]]...in about 18 years.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
*[[Monarch]]s and their entourages: Serving as a major endgame goal, inviting these members of dwarven society comes with its own requirements and caveats, requiring a large amount of investment, labor, and time. The player can choose to never pursue this goal if they wish.&lt;br /&gt;
[[File:immigration_preview.png|thumb|380px|center|Immigrants from the Colonial Era.]]&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Immigration]]&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Syndrome_examples&amp;diff=299754</id>
		<title>Syndrome examples</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Syndrome_examples&amp;diff=299754"/>
		<updated>2024-04-26T18:56:35Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Mod}}&lt;br /&gt;
[[File:syndrome_icon.png|100px|right]]&lt;br /&gt;
This page was created to aid those looking to create new [[syndrome]]s. Those familiar with syndrome design (and [[Syndrome#The_anatomy_of_a_syndrome|certain complexities in particular]]) should feel free to add helpful/obscure information to the lists below to help less-experienced members of the community with their syndromes.&lt;br /&gt;
&lt;br /&gt;
The syndromes on this page can be applied through [[Interaction examples|interactions]], as creature actions, curses, blessings, or secrets, or through substances, including injected venoms, contact effects, or ingested foods.  Examples on this page should operate the same regardless of application method.&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
&lt;br /&gt;
===Synchronizing Adventure and Fort Mode syndrome timers===&lt;br /&gt;
Fort mode runs 144 times faster than adventure mode - which means that a syndrome that lasts a single tick in Fort Mode will last 144 ticks in Adventure Mode.  For short-term syndromes, this will cause very different behaviors between the two modes.  In order to ensure that a syndrome operates the same way regardless of mode, add &amp;lt;code&amp;gt;DWF_STRETCH:144&amp;lt;/code&amp;gt; to the end of the CE effect tag.&lt;br /&gt;
&lt;br /&gt;
It is not possible to make a syndrome that lasts shorter than 144 ticks in Adventure Mode.&lt;br /&gt;
&lt;br /&gt;
===Making a creature with a syndrome always applied===&lt;br /&gt;
Some syndromes have effects that you can't add to a creature's basic RAW.  To fix this, you can make a material that applies the syndrome to the creature's [[Syndrome#SYN_AFFECTED_CREATURE|own species]] [[Syndrome#SYN_CONTACT|on contact]], and make it continuously [[Creature token#SECRETION|secreted]] by one of the creature's internal organs. See [[Syndrome_examples#Creatures_that_behave_differently_underground|below]] for an example of this concept in action.&lt;br /&gt;
&lt;br /&gt;
Note that syndromes applied in this manner will only be added to creatures when they are loaded in fortress or adventure mode, as secretions aren't currently simulated in world generation or the like. &lt;br /&gt;
&lt;br /&gt;
Of course, you can also add a &amp;lt;code&amp;gt;[[Syndrome#Creature effect tokens|PROB]]&amp;lt;/code&amp;gt; value to the syndrome's various effects to determine how likely they are to actually manifest, which could be useful if you want a particular type of creature to only occasionally appear with a special ability/curse/disease/immunity/etc (as an alternative to messing around with extra [[Creature_token#CASTE|castes]]). Make sure to add at least one guaranteed permanent syndrome effect - such as one of the dummy examples shown [[Interaction_examples#Syndromes with no effect|here]], but with no &amp;lt;code&amp;gt;END&amp;lt;/code&amp;gt; specified - to prevent the syndrome from being reapplied undesirably (which can occur when the secreted coating is removed and replaced by a new secretion), as this would give creatures who initially failed the &amp;lt;code&amp;gt;PROB&amp;lt;/code&amp;gt; check another chance to pass it. Having a permanent effect in place prevents this from happening as reinfection cannot occur before a syndrome has ended fully.&lt;br /&gt;
&lt;br /&gt;
Expanding on the above, this one-off opportunity to develop a certain syndrome effect can be turned into a recurring event by adding an &amp;lt;code&amp;gt;END&amp;lt;/code&amp;gt; duration of your choice to the guaranteed dummy effect (henceforth referred to as the 'inhibitor'). For example, you might want to give a particular creature species the opportunity to evolve into another creature once every [[time|month]], with a 1/100 chance of the [[Syndrome#CE_BODY_TRANSFORMATION|transformation]] manifesting: this could be implemented as a secretion-applied syndrome with a &amp;lt;code&amp;gt;PROB:1&amp;lt;/code&amp;gt; transformation effect and an &amp;lt;code&amp;gt;END:33600&amp;lt;/code&amp;gt; inhibitor.&lt;br /&gt;
&lt;br /&gt;
This can also be used to impose delays between the active phase of particular syndrome effects. For example, say you want to give your creature an intermittently activating regenerative ability: you could give it a secretion-derived syndrome providing the requisite [[Syndrome#Healing_Effects|healing effects]] with their &amp;lt;code&amp;gt;END&amp;lt;/code&amp;gt; set to X, alongside an 'inhibitor' effect with an &amp;lt;code&amp;gt;END&amp;lt;/code&amp;gt; set to X+Y, where Y is the duration of the delay.&lt;br /&gt;
&lt;br /&gt;
==Stat-modifying syndromes==&lt;br /&gt;
Syndromes that affect the creature's stats, particularly in combat.&lt;br /&gt;
&lt;br /&gt;
===Size Modification===&lt;br /&gt;
&amp;lt;code&amp;gt;[[Syndrome#CE_BODY_APPEARANCE_MODIFIER|CE_BODY_APPEARANCE_MODIFIER]]&amp;lt;/code&amp;gt; not only changes the way a creature is described on the unit viewing screen - it also changes the combat effectiveness of the creature.  The square-cube law is respected, meaning that doubling a creature's length, height, and broadness will make them 8 times as massive - an extreme boost in combat effectiveness. This does not affect the clothing they can wear.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Giant Growth|&lt;br /&gt;
[SYNDROME]&lt;br /&gt;
	[SYN_NAME:giant growth]&lt;br /&gt;
	[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:HEIGHT:200:APPEARANCE_MODIFIER:LENGTH:200:APPEARANCE_MODIFIER:BROADNESS:200:START:0]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Also, you can change the size [[Syndrome#CE_BP_APPEARANCE_MODIFIER|of particular body parts]], with appropriate effects.  The following syndrome, for example, will make the creature's punches more powerful (but it will not make their scratches any stronger, because their fingers are still the same size).&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Hulk Hands|&lt;br /&gt;
[SYNDROME]&lt;br /&gt;
	[SYN_NAME:freakishly big hands]&lt;br /&gt;
	[CE_BP_APPEARANCE_MODIFIER:BP:BY_CATEGORY:HAND:APPEARANCE_MODIFIER:HEIGHT:300:APPEARANCE_MODIFIER:LENGTH:300:APPEARANCE_MODIFIER:BROADNESS:300:START:0]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Counter Trigger examples==&lt;br /&gt;
&amp;lt;code&amp;gt;[[Syndrome#Counter_Triggers|CE_COUNTER_TRIGGER]]&amp;lt;/code&amp;gt; is a fun token that lets you make syndromes with effects that activate under certain circumstances.  You can use these to undo a different syndrome effect, in order to make a syndrome operate differently in different circumstances.&lt;br /&gt;
Each counter trigger only affects the tag directly above it.&lt;br /&gt;
&lt;br /&gt;
===More curse-like vampires===&lt;br /&gt;
There's no real reason ''not'' to become a vampire in vanilla DF, you don't even really need to drink blood to survive.  Let's change that by making a syndrome that weakens you if you don't drink blood, but makes you even stronger than vanilla vampires if you do.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Double-edged vampire curse|&lt;br /&gt;
[SYNDROME]&lt;br /&gt;
	[SYN_NAME:vampire curse]&lt;br /&gt;
	[CE_PHYS_ATT_CHANGE:STRENGTH:50:0:TOUGHNESS:50:0:AGILITY:50:0:ENDURANCE:50:0:DISEASE_RESISTANCE:50:0:START:0] &amp;lt;-- Weakens the target always&lt;br /&gt;
	[CE_PHYS_ATT_CHANGE:STRENGTH:800:0:TOUGHNESS:800:0:AGILITY:800:0:ENDURANCE:800:0:DISEASE_RESISTANCE:800:0:START:0] &amp;lt;-- Strengthens the target&lt;br /&gt;
		[CE:COUNTER_TRIGGER:TIME_SINCE_SUCKED_BOOD:NONE:172799:REQUIRED] &amp;lt;-- Prevents the above strengthening effect from working unless the target has recently sucked blood (vampires become Thirsty at 172800) &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Creatures that behave differently underground===&lt;br /&gt;
This is nice if you want to make an above-ground fort mode race, but don't want to actually restrict them to the surface - instead, you can give them a mood penalty for staying underground for too long.&lt;br /&gt;
Note that the creature must have the {{token|CAVE_ADAPT|c}} tag in order for the CAVE_ADAPT counter-trigger to work, and you will also need a constant secretion in order to ensure the syndrome is applied (see [[Syndrome_examples#Making_a_creature_with_a_syndrome_always_applied|above]]).&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Bad thoughts from spending more than a month underground example (Place this in creature raw)|&lt;br /&gt;
[CAVE_ADAPT]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:THOUGHTS:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
	[SYNDROME]&lt;br /&gt;
		[SYN_CONTACT]&lt;br /&gt;
		[SYN_NAME:a lack of sunlight]&lt;br /&gt;
		[SYN_AFFECTED_CREATURE:MY_CREATURE:ALL]&lt;br /&gt;
		[CE_FEEL_EMOTION:EMOTION:GLUMNESS:SEV:50:START:0]&lt;br /&gt;
			[CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NONE:REQUIRED]&lt;br /&gt;
[SECRETION:LOCAL_CREATURE_MAT:THOUGHTS:LIQUID:BY_CATEGORY:BRAIN:ALL:CONTINUOUS]&lt;br /&gt;
}}&lt;br /&gt;
You can do other things with this, like make a creature that gets extra abilities underground, or is stronger aboveground (by making the syndrome increase their strength normally, but reduce it using the counter-trigger, similar to the vampire example).&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Modding_Examples}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=299753</id>
		<title>Syndrome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=299753"/>
		<updated>2024-04-26T18:52:37Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:syndrome_statuses_anim.gif|right]][[File:skin_color_preview.png|thumb|right|What different undead/immortal creatures' skin colors mean, which are also syndromes.]]In ''Dwarf Fortress'', a '''syndrome''' can be thought of as a condition which applies a collection of [[Syndrome#Creature effect tokens|effects]] to [[creature]]s who contract it. Syndromes give rise to several of the game's [[fun|more interesting]] [[Health care|medical]] [[Status_icon|predicaments]], such as [[alcohol]] inebriation, venomous 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;
Graphically, [[Dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s and [[kobold]]s with supernatural syndromes will have a different skin color, as seen in the image to the right. Other creatures will appear exactly as they are with no alterations, unless they're undead, in which they will appear with an indigo/blue tint, black eyes and white pupils, as every creature will have a unique undead sprite (including that of children and babies for some creatures).&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&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;
| [[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;
{{Modding}}&lt;br /&gt;
'''1) Transmission via Materials'''&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 (that, or they get eaten by the giant cave spider that caused it).&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;
For example, this name is displayed when &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Syndrome#CE_FEEL_EMOTION|CE_FEEL_EMOTION:&amp;lt;...&amp;gt;]]] causes an emotional reaction {{dftext|Urist is |0:1}}{{dftext|&amp;lt;emotion&amp;gt;|6:0}}{{dftext| due to &amp;lt;your_syn_name&amp;gt;.|0:1}}&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;
It is possible to use this token for syndromes intended to be applied via envenomed 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 comprising, containing or [[contaminant|contaminated]] with this material will contract the syndrome if this token is included. This includes [[kitchen|prepared meals]] when any of the constituent ingredients contains the material in question.&lt;br /&gt;
&lt;br /&gt;
This also applies to [[creature token#GRAZER|grazing]] creatures which happen to munch on a [[plant token#GRASS|grass]] that has an ingestion-triggered syndrome tied to any of its constituent materials.&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 {{token|AQUATIC|c}} 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. Contrary to what one might expect, creatures with {{token|NOBREATHE|c}} are in fact capable of contracting inhalation syndromes; this is presumably a bug.&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 envenomed 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}}&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_IDENTIFIER}}&lt;br /&gt;
| &amp;lt;your text&amp;gt;&lt;br /&gt;
| This token can be included to give a 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 can be used in conjunction with the [[Creature token#SYNDROME_DILUTION_FACTOR|SYNDROME_DILUTION_FACTOR]] creature token to alter a creature’s innate resistance to the relevant [[Syndrome#Symptomatic effects|effects]] of any syndromes that possess the specified identifier. For example, every [[alcohol|alcoholic beverage]] in unmodded games comes with its own copy of an intoxicating syndrome, each of which has a &amp;lt;code&amp;gt;[SYN_IDENTIFIER:INEBRIATION]&amp;lt;/code&amp;gt; token. All [[dwarf|dwarves]] have &amp;lt;code&amp;gt;[SYNDROME_DILUTION_FACTOR:INEBRIATION:150]&amp;lt;/code&amp;gt;, which decreases the severity of any effects derived from a syndrome with the INEBRIATION identifier, thus enabling them to better handle all forms of alcohol.&lt;br /&gt;
&lt;br /&gt;
When a creature gets a new syndrome with the same SYN_IDENTIFIER, it merges the effects of the new syndrome into the old one, resetting any overlapping syndrome effects to their PEAK time. If the new one comes with a [[Syndrome#SYN_CONCENTRATION_ADDED|SYN_CONCENTRATION_ADDED]] token, it will additionally adjust the first syndrome's concentration on any overlapping syndrome effects as described below. Taking the above example once again, a sober dwarf drinking their first alcoholic beverage would be exposed to an INEBRIATION syndrome, contracting it and having its effects manifest normally. If the dwarf were to have another drink before the effects of this first syndrome have all worn off (by reaching their [[Syndrome#Creature effect tokens|END]] point), then exposure to the second INEBRIATION syndrome would increase the severity of the original syndrome's effects, making the dwarf progressively more intoxicated, and reset the timer on inebriation to its PEAK.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_CONCENTRATION_ADDED}}&lt;br /&gt;
| &amp;lt;amount&amp;gt;:&amp;lt;max&amp;gt;&lt;br /&gt;
| Syndrome concentration is essentially a quantity which impacts the severity of the syndrome's relevant [[Syndrome#Symptomatic effects|effects]]. The higher the syndrome's concentration, the greater its severity. When a syndrome is contracted, the value specified in &amp;lt;amount&amp;gt; is its initial concentration level.&lt;br /&gt;
&lt;br /&gt;
As described above, if a creature is exposed to a syndrome with a particular [[Syndrome#SYN_IDENTIFIER|SYN_IDENTIFIER]] when already possessing an active syndrome with the same identifier, then this later syndrome isn't contracted, instead contributing to the original syndrome's concentration as indicated by its SYN_CONCENTRATION_ADDED token, if present. The syndrome in question will increase the original syndrome's concentration by &amp;lt;amount&amp;gt; whenever the creature is exposed to it, until its specified &amp;lt;max&amp;gt; concentration is reached by the original syndrome, causing subsequent exposure to this particular syndrome to do nothing (that is, until the original syndrome ends, at which point a new one may be contracted normally). Should the creature be exposed to a different syndrome with the same identifier and a higher &amp;lt;max&amp;gt; value, the concentration will of course increase further.&lt;br /&gt;
&lt;br /&gt;
For example, all forms of [[alcohol]] in the vanilla game have a syndrome with &amp;lt;code&amp;gt;[SYN_IDENTIFIER:INEBRIATION]&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;[SYN_CONCENTRATION_ADDED:100:1000]&amp;lt;/code&amp;gt;. When alcohol is first drunk, the creature contracts the relevant inebriating syndrome at a concentration level of 100. Every subsequent drink will increase the concentration of this first syndrome by a further 100, intensifying its effects, until it plateaus at concentration level 1000. Once all the effects of the original syndrome have ended, the cycle can be started anew (assuming the drinker hasn't died of [[Alcohol#Alcohol_poisoning|alcohol poisoning]] yet). As described by Toady, &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;
Some of the generated interaction-derived 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;
==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;
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.&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|CE_X}}&lt;br /&gt;
| &lt;br /&gt;
| The effect type.  This can be a number of different tokens, as detailed in the tables that follow this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEV}}&lt;br /&gt;
| &amp;lt;amount&amp;gt;&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. Can go as high as 2147483647, and can be negative.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROB}}&lt;br /&gt;
| &amp;lt;amount&amp;gt;&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;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP}}&lt;br /&gt;
| &amp;lt;body part&amp;gt;:&amp;lt;tissue&amp;gt;&lt;br /&gt;
| (Optional; overridden by [[Syndrome#LOCALIZED|LOCALIZED]]) Specifies which body parts and tissues the effect is to be applied to. Not every effect requires a target!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;body part&amp;gt; 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 by the [BP] token of the body plan definition. For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL.  The effect would act on all body parts 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 body parts. Multiple targets can be given in one effect 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 body parts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCALIZED}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional; overrides [[Syndrome#BP|BP]] tokens) 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 effect do nothing. This token also makes inhaled syndromes have no effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VASCULAR_ONLY}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) This effect only affects tissue layers with the VASCULAR token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUSCULAR_ONLY}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) This effect only affects tissue layers with the MUSCULAR token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIZE_DILUTES}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) This token presumably causes the severity of the effect 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;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIZE_DELAYS}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) As above, this token has yet to be tested but presumably delays the onset of an effect according to the size of the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_BE_HIDDEN}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RESISTABLE}} (sic)&lt;br /&gt;
| &lt;br /&gt;
| (Optional) 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. (yes, it's spelled incorrectly)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DWF_STRETCH}}&lt;br /&gt;
| &amp;lt;amount&amp;gt;&lt;br /&gt;
| (Optional) Multiplies the duration values of the effect by the specified amount in Fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABRUPT_START}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) Makes the effect begin immediately rather than ramping up.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABRUPT_END}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) Makes the effect end immediately rather than ramping down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABRUPT}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) Combination of ABRUPT_START and ABRUPT_END.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|START}}&lt;br /&gt;
| &amp;lt;time&amp;gt;&lt;br /&gt;
| Determines the time after exposure, in ticks, when the effect starts. Required for all effects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEAK}}&lt;br /&gt;
| &amp;lt;time&amp;gt;&lt;br /&gt;
| (Optional) Determines the time after exposure, in ticks, when the effect reaches its peak intensity.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|END}}&lt;br /&gt;
| &amp;lt;time&amp;gt;&lt;br /&gt;
| (Optional) Determines the time after exposure, in ticks, when the effect ends.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A key point that needs to be understood with regards to damaging syndrome effects such as [[Syndrome#CE_BRUISING|bruising]] is that they deal a quantity of damage (based on the effect's SEV and other modifiers) '''every [[time|tick]]''', and this damage accumulates over time. Thus, even a bruising effect at the lowest possible severity value '''will''' eventually lead to destruction of the affected body part(s) if the effect has a long enough duration. Similarly, [[Syndrome#Healing_Effects|healing effects]] undo a specific amount of damage every tick whilst the effect lasts.&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 effects 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 body part to undergo bruising.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BLISTERS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Covers the targeted body part 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 body part.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BLEEDING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted body part 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 body part 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 body part 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;
| Optional&lt;br /&gt;
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.  If no target is specified this applies to all body parts.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_PAIN}}&lt;br /&gt;
| Optional&lt;br /&gt;
| Afflicts the targeted body part with intense pain.  If no target is specified this applies to all body parts.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_PARALYSIS}}&lt;br /&gt;
| Optional&lt;br /&gt;
| Causes complete paralysis of the affected body part. Paralysis on a limb may lead to motor nerve damage. If no target is specified this causes total paralysis, which can lead to suffocation of smaller creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_IMPAIR_FUNCTION}}&lt;br /&gt;
| Yes&lt;br /&gt;
| An organ afflicted with this effect 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 the creature 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;
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 body part. 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 body part.&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 body part.&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 body part. 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 body part 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 body part 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 body part 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 body parts to regrow. SEV controls how quickly body parts are regrown. In adventure, parts may be lost again once 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. Some effects allow a [[Syndrome#SEV|SEV:#]] token, and others do not. In general it seems an effect that can take a range of numeric values will allow a [[Syndrome#SEV|SEV:#]] token, and an effect that is more &amp;quot;on/off&amp;quot; in nature will not accept a [[Syndrome#SEV|SEV:#]] token{{verify}}.&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;
! Accepts [[Syndrome#SEV|SEV:#]]&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;
| 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#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;
*[[Creature_token#NIGHT_CREATURE_EXPERIMENTER|NIGHT_CREATURE_EXPERIMENTER]]&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;
| 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;
| 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;
| No{{verify}}&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;
| No{{verify}}&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;
| Yes{{verify}}&lt;br /&gt;
| [[Attribute]]:percentage:fixed boost(?)&lt;br /&gt;
| Alters the creature's specified [[Attribute#Body_attributes|physical attribute]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_MENT_ATT_CHANGE}}&lt;br /&gt;
| No&lt;br /&gt;
| Yes{{verify}}&lt;br /&gt;
| [[Attribute]]:percentage:fixed boost(?)&lt;br /&gt;
| Alters the creature's specified [[Attribute#Soul_attributes|mental attribute]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_SPEED_CHANGE}}&lt;br /&gt;
| No&lt;br /&gt;
| Yes{{verify}}&lt;br /&gt;
| speed modifier:number&lt;br /&gt;
| Changes the creature's speed.&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;
| No&lt;br /&gt;
| PERC:percentage:PERC_ON:percentage&lt;br /&gt;
| Alters the creature's specified{{verify}} skill level.  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;
e.g. This causes a 20% chance of any skill roll being 0 (multiplies the current skill level by 0/100) instead of the normal result&lt;br /&gt;
 [CE_SKILL_ROLL_ADJUST:PROB:100:PERC:0:PERC_ON:20:START:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| No&lt;br /&gt;
| Yes{{verify}}&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;
| Yes{{verify}}&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;
| 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 additional tokens listed below (of which multiple may be specified).&lt;br /&gt;
&lt;br /&gt;
Note that transformation into or out of the target form causes the creature to drop all items in its inventory and instantly heals all of its wounds.  If an [[undead]] limb happens to be transformed, its entire body will regenerate upon transforming back. &lt;br /&gt;
&lt;br /&gt;
Transformation will also re-roll a creature's age to somewhere within the new form's adult age range. This prevents a 70 year old dwarf from dying the moment it turns into a bat ([[Creature token#MAXAGE|max age]] of 3). If it remains stuck as a bat for (at most) three consecutive years it will die of old age as a bat before the syndrome is able to wear off.&lt;br /&gt;
&lt;br /&gt;
A transformed creature generally retains its previous group and civilization membership (unless it becomes [[Creature token#OPPOSED_TO_LIFE|OPPOSED_TO_LIFE]] for example). A transformed dwarf will remain a member of your fortress (and may still hold or gain [[Noble|positions]]), a transformed trader will hang out at the trade depot and eventually leave along with its fellow traders, and a transformed goblin will continue sieging your fortress with its fellow siege members.&lt;br /&gt;
&lt;br /&gt;
A transformed diplomat (like a trade liaison or expedition leader) will still be able to conduct diplomatic meetings even if they no longer [[Creature token#CAN_SPEAK|CAN_SPEAK]].&lt;br /&gt;
&lt;br /&gt;
Transformed creatures can be trained and adopted following the usual rules. However note that if a transformed creature is a member of your fortress then [[Animal Training|animal trainers]] will not attempt to train it. &lt;br /&gt;
&lt;br /&gt;
A transformed creature can produce offspring with creatures of the species it has transformed into and will follow that creature's normal rules for reproduction.&lt;br /&gt;
&lt;br /&gt;
[[Butcher#Butchering|Butchering]] a transformed creature may produce an odd mix of products. For example, if Urist the dwarf is transformed into a [[Cow|bull]] and then is led to the butcher's block for slaughter the resulting products will contain some bull creature parts like &amp;quot;Urist's horn&amp;quot;, &amp;quot;Urist's hoof&amp;quot;, and &amp;quot;Urist's skin&amp;quot; (which becomes &amp;quot;cow leather&amp;quot; when [[Tanner|tanned]]) but will also contain some dwarf creature parts like &amp;quot;dwarf meat&amp;quot;, &amp;quot;dwarf eye&amp;quot;, and &amp;quot;dwarf brain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Specific transformation:'''&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;
&lt;br /&gt;
'''Random transformation:'''&lt;br /&gt;
&lt;br /&gt;
* '''CE:CREATURE_FLAG:'''&amp;lt;[[Interaction_token#Creature_and_Caste_Flags|creature flag]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never 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;&amp;lt;br&amp;gt;&lt;br /&gt;
Excludes creatures with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] from the random selection pool. May be used multiple times per transformation effect; creatures which possess any of the indicated flags will never be transformed into.&lt;br /&gt;
&lt;br /&gt;
* '''CE:CREATURE_CASTE_FLAG:'''&amp;lt;[[Interaction_token#Creature_and_Caste_Flags|caste flag]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never be transformed into.&lt;br /&gt;
&lt;br /&gt;
* '''CE:FORBIDDEN_CREATURE_CASTE_FLAG:'''&amp;lt;[[Interaction_token#Creature_and_Caste_Flags|caste flag]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Excludes any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]] from the random selection pool. May be used multiple times per transformation effect; creatures which possess any of the indicated flags will never be transformed into.&lt;br /&gt;
&lt;br /&gt;
*'''CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED:'''&amp;lt;minimum [[Gait#Speed|gait speed]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Narrows down the selection to creatures which have at least one [[gait]] with an [[Creature_token#GAIT|&amp;lt;energy expenditure&amp;gt;]] of 0 and a [[Creature_token#GAIT|&amp;lt;max speed&amp;gt;]] less than or equal to the specified &amp;lt;minimum gait speed&amp;gt; (&amp;quot;less than&amp;quot; because lower is faster in the scale used for [[Gait#Speed|gait speed]]). This is used in generated [[Die#Adventurer_Mode|divination curses]] to prevent the player from being transformed into a creature that is frustratingly slow to play as. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]&lt;br /&gt;
&lt;br /&gt;
*'''CE:ALL_SLOW_EFFORTLESS_GAIT_SPEED:'''&amp;lt;maximum [[Gait#Speed|gait speed]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Excludes any creatures which have at least one [[gait]] with an [[Creature_token#GAIT|&amp;lt;energy expenditure&amp;gt;]] of 0 and a [[Creature_token#GAIT|&amp;lt;max speed&amp;gt;]] value less than or equal to the specified &amp;lt;maximum gait speed&amp;gt; (note that larger values are slower in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| No&lt;br /&gt;
| Yes{{verify}}&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;
| No{{verify}}&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}}&lt;br /&gt;
| Yes&lt;br /&gt;
| No{{verify}}&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;
| No{{verify}}&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;
| No{{verify}}&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}}&lt;br /&gt;
| No&lt;br /&gt;
| Yes&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}}&lt;br /&gt;
| No&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;
According to Toady, CE_CHANGE_PERSONALITY effects can cause creatures to re-evaluate their [[Personality_trait#Goals|goals]] in worldgen; the boost to anxiety and distrust given to necromancers makes it more likely for them to develop the goal of [[Personality_trait#RULE_THE_WORLD|ruling the world]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8275328#msg8275328]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_ERRATIC_BEHAVIOR}}&lt;br /&gt;
| No&lt;br /&gt;
| No{{verify}}&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 has an END time which is reached before this happens. On that note, keep in mind that the START time of the effect needs to have been reached for activation to have become possible).&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 &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; 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. &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; 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;
&amp;lt;code&amp;gt;REQUIRED&amp;lt;/code&amp;gt; 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 &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; 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 &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; 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;
|-&lt;br /&gt;
| {{text anchor|ALCOHOLIC}}&lt;br /&gt;
| For {{token|ALCOHOL_DEPENDENT|c}} 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;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| For creatures with the {{token|CAVE_ADAPT|c}} 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;
|-&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 {{token|MILKABLE|c}} token, and subsequently decreases by 1 each [[time|tick]] until it reaches 0, at which point it is immediately removed, making the creature available for milking again.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SPENT}}&lt;br /&gt;
| This counter is created and set to 100800 (3 months' worth of [[time|tick]]s in fortress mode) when a creature [[Creature_token#LAYS_EGGS|lays eggs]], and thereafter decreases by 1 each tick until it reaches 0, at which point it is removed and the creature regains the ability to lay eggs.&lt;br /&gt;
&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;
|-&lt;br /&gt;
| {{text anchor|TIME_SINCE_SUCKED_BLOOD}}&lt;br /&gt;
| This counter rises by 1 every [[time|tick]] for creatures with the {{token|BLOODSUCKER|c}} token. When it rises high enough (generally around 100800; 3 months in fortress mode time), 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;
When playing as a bloodsucker in [[adventure mode]], the following bloodthirst indicators are displayed when this counter reaches the specified values:&lt;br /&gt;
* 172800 (1 day in adventure mode time) = {{DFtext|Thirsty|4:0}}&lt;br /&gt;
* 1209600 (1 week) = {{DFtext|Thirsty!|4:1}}&lt;br /&gt;
* 2419200 (2 weeks) = {{DFtext|Thirsty!|5:1}}&lt;br /&gt;
Various penalties are applied as bloodthirst increases; see the [[vampire]] article for more information.&lt;br /&gt;
&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]]) until it reaches 0, at which point the counter is removed.&lt;br /&gt;
&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;
  [SPEC_HEAT:1]&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! Note that creatures do not need to inhale every tick, so there is a chance that the gas will dissipate before it can infect any particular creature.&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;
{{code|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:25:START:0]&lt;br /&gt;
			[CE:CREATURE:HYDRA:MALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:25:START:0]&lt;br /&gt;
			[CE:CREATURE:DRAGON:MALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:25: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;
}}&lt;br /&gt;
This code will transform a creature into either a female/male [[hydra]] or a female/male [[dragon]]. &lt;br /&gt;
&lt;br /&gt;
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. For most of the transformations the PROB is set to ``1/number_of_transformations * 100`` (or a different number if you want uneven odds), but the final transformation needs a PROB of 100 to ensure there is always at least one transformation chosen. A creature can only have one active transformation at a time. If any of the lower PROB transformations occurs then the PROB 100 transformation can not happen.&lt;br /&gt;
&lt;br /&gt;
If you instead want a ''sequence'' of transformations to take place then you need make sure that one transformation ends on the same tick that the next one begins:&lt;br /&gt;
{{code|code=&lt;br /&gt;
[SYNDROME]&lt;br /&gt;
	[SYN_NAME:draconic sequence curse]&lt;br /&gt;
	[SYN_CLASS:DRACONIC_SEQUENCE_CURSE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:100:START:0:END:10]&lt;br /&gt;
			[CE:CREATURE:HYDRA:MALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:100:START:10:END:20]&lt;br /&gt;
			[CE:CREATURE:DRAGON:MALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:100:START:20:END:30]&lt;br /&gt;
			[CE:CREATURE:HYDRA:FEMALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:100:START:30:END:40]&lt;br /&gt;
			[CE:CREATURE:DRAGON:FEMALE]&lt;br /&gt;
}}&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>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Barrel&amp;diff=299752</id>
		<title>Barrel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Barrel&amp;diff=299752"/>
		<updated>2024-04-26T18:45:26Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{v50_furniture|name=Barrel&lt;br /&gt;
|tile=÷|col=0:6:0&lt;br /&gt;
|graphic=[[File:Iron barrel sprite.png|23px|metal barrel]] / [[File:Barrel_premium.png|wooden barrel]]&lt;br /&gt;
|wood=y&lt;br /&gt;
|stone=n&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=n&lt;br /&gt;
|cloth=n&lt;br /&gt;
|leather=n&lt;br /&gt;
|ceramic=n&lt;br /&gt;
|bone=n&lt;br /&gt;
|shell=n&lt;br /&gt;
|gem=n&lt;br /&gt;
|wax=n&lt;br /&gt;
|used for=&lt;br /&gt;
* Storage}}&lt;br /&gt;
'''Barrels''' are storage units that, like [[bin]]s and [[bag]]s, conserve [[stockpile]] space by containing several items of the same type. They can be made out of [[wood]] at a [[carpenter's workshop]] (requires one [[log]] for each barrel) or forged from [[metal]] at a [[forge]] (requires 3 [[metal]] [[bar]]s). Non-magma [[forge]]s also require one [[bar]] of [[fuel]]. If a barrel is empty, the sprite will show an empty barrel with no lid; if it has one or more items, the barrel will have a lid. If the barrel contains a liquid, the barrel will have no lid and show the top of the liquid it contains, as well as having a tap attached to it, making the barrel resemble a keg.&lt;br /&gt;
&lt;br /&gt;
For information on managing barrels in stockpiles, see [[using bins and barrels]]. When a barrel is emptied, it may be used again. Barrels are stored in a furniture stockpile under the Large Pots/Food Storage section, and can be specified by the Material Type = Wood.&lt;br /&gt;
&lt;br /&gt;
For most uses, barrels can be replaced by a [[large pot]], which has the same storage capacity (and requires no [[wood]] or [[metal]]) and is only one quarter as heavy ''as a barrel made of the same material''. Typical stone pots will be 33% heavier than wooden barrels. Fire clay &amp;quot;stoneware&amp;quot; pots weigh the same as a wooden barrel, while earthenware pots are lighter but must be glazed.&lt;br /&gt;
&lt;br /&gt;
Barrels are used in building [[dyer's shop]]s and [[ashery|asheries]]. Using a valuable masterwork or [[artifact]] barrel to build one of these buildings can significantly increase fortress [[wealth]].&lt;br /&gt;
&lt;br /&gt;
Barrels can hold up to 60 prepared meals, plants, or cheeses, 30 pieces of meat or fish, any number of units of brewed [[alcohol]] (but only a single stack), 100 units of [[lye]] or [[milk]], or 6000 eggs regardless of size. However, alcohol brought at [[embark]] will be in barrels that only contain up to 5 units each; this due to alcohol barrels allowing only 1 stack and embark items coming in stacks of 5 units or less.&lt;br /&gt;
&lt;br /&gt;
The name of a barrel can vary by circumstance: the name of an empty barrel is the material it is made of, e.g. &amp;quot;tower-cap barrel&amp;quot;, otherwise a barrel will be named for what it contains with its material appended, e.g. &amp;quot;dwarven wine barrel (tower-cap)&amp;quot;. Additionally, if a barrel is assigned for use in a stockpile, the number of the stockpile will be appended, e.g. &amp;quot;dwarven wine barrel (tower-cap) &amp;lt;#1&amp;gt;&amp;quot;.&lt;br /&gt;
[[File:barrel_preview.png|thumb|360px|center|Some dwarves call these &amp;quot;very large cups&amp;quot; when alcohol is involved.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Photographed by Ivankish''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Container]]&lt;br /&gt;
* [[Storage]]&lt;br /&gt;
* [[Using bins and barrels]]&lt;br /&gt;
[[ru:Barrel]]&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Animal_trap&amp;diff=299751</id>
		<title>Animal trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Animal_trap&amp;diff=299751"/>
		<updated>2024-04-26T17:33:23Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{V50_item&lt;br /&gt;
|graphic=[[File:Animal_Trap_Premium.png]]&lt;br /&gt;
|name  = Animal trap&lt;br /&gt;
|tile  = ⌂&lt;br /&gt;
|col   = 6:0:0&lt;br /&gt;
|wood  = yes&lt;br /&gt;
|metal = yes&lt;br /&gt;
|bars  = 1&lt;br /&gt;
|labors=&amp;lt;span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* [[Trapping]]&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
|used for=&lt;br /&gt;
* Capture a live [[Vermin|land animal]]&lt;br /&gt;
* Storing small animals&lt;br /&gt;
|value=10&lt;br /&gt;
|size=3,000&lt;br /&gt;
|capacity=30,000&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- needs more infobox info --&amp;gt;&lt;br /&gt;
[[File:TrappedRat 4448.jpg|thumb|220px|Trapped like a r- Well... Yeah...]]An '''animal trap''' is [[furniture]] used to catch live [[vermin]]. They are created at a [[carpenter's workshop]] with 1 log, or a [[metalsmith's forge]] (in the Furniture menu) with 1 bar, by a dwarf with the [[trapping]] labor enabled. An animal trap can be made from [[wood]] or [[metal]]. Animal traps are unrelated to other [[trap]]s. To capture [[creature]]-sized animals, a [[cage]] is required.&lt;br /&gt;
&lt;br /&gt;
Like cages, animal traps are stored in an animal [[stockpile]]. To set the pile to accept only empty traps, go to its '''Custom''' settings and click '''None''' in the top left to block all items, then click &amp;quot;'''Empty animal traps'''&amp;quot; in the animals tab.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
To catch vermin on land, order the task &amp;quot;'''Capture a Live Land Animal'''&amp;quot; from a [[vermin catcher's shop]] or [[butcher's shop]]. A trapper will grab an available animal trap and begin to pursue and capture wild vermin from there. This can cause the dwarves to only pursue certain vermin i.e. [[cave spider]]s if those are the only vermin near the stockpile. Or, to [[captured live fish|catch vermin in water]], order the task &amp;quot;Capture a Live Fish&amp;quot; from a [[fishery]]. A [[fisherdwarf]] will then take a trap and capture an aquatic vermin from a [[activity zone#Fishing zone|fishing zone]] (that has available fish to catch). You may want to put the task on high priority. so that fisherdwarves will prioritize the task over regular fishing.&lt;br /&gt;
&lt;br /&gt;
Animal traps can also be built adjacent to any walkable tile using {{Menu icon|b|r|t|sep=-}} or '''[[building|build]]'''-&amp;quot;'''Cages/Restraints'''&amp;quot;-&amp;quot;'''Animal trap'''&amp;quot;. After the trap is placed, it must be baited with [[fish]] or [[meat]] (the &amp;quot;large gem&amp;quot; option is useless at the moment). Click on a placed trap to select its bait type, or set it to not be baited. When a bait is selected, trapper will automatically go and bait the trap (you cannot remove the bait afterwards). In Classic graphics, a baited animal trap flashes between the trap and bait symbols, while Premium requires you to click on the trap to view its contents. When it successfully captures (or fails to capture) a vermin, the game will make an [[announcement]] showing a cage trap icon in Premium and {{DFtext|cd}} in Classic. A trap with caught vermin will automatically be slated for removal, and subsequently be hauled back to a stockpile.&lt;br /&gt;
&lt;br /&gt;
Make sure to build the trap in an area with available vermin, otherwise the trap will be unable to capture anything. If the bait is left for too long, it will begin to [[rot]], and the building must be removed to prevent [[miasma]].&lt;br /&gt;
&lt;br /&gt;
The main advantage of building an animal trap over using a kennel or butcher's shop is the ability to specify the location or [[biome]]. It also allows trappers to perform other tasks while the trap is set up. The disadvantage is that built traps require bait to function, and you cannot set baited traps underwater to capture aquatic vermin (although it is possible to place the animal traps on the surface of the water as long as it is adjacent to an walkable tile).&lt;br /&gt;
&lt;br /&gt;
When a vermin is caught, the trap containing the vermin will be brought to an animal stockpile which accepts vermin of that type by a dwarf with the animal [[hauling]] labor enabled. A caught vermin is treated as if it were an item. Marking it for dumping will send it to a nearby [[garbage dump]], and once dumped, it will disappear back to the wild. Caught vermin are viewable in the animal '''Citizens''' {{Menu icon|u}}-'''Pets/Livestock''' tab. To tame one, go to a kennel and select '''Tame a small animal'''. A dwarf with [[animal training]] enabled will take a trap containing an untamed vermin to the kennel and train it with raw meat or fish (although none is actually consumed). After taming it, a dwarf will haul the animal trap containing the now-tamed vermin back to an animal stockpile.  unless assigned to a constructed [[cage|cage or aquarium]]. &lt;br /&gt;
&lt;br /&gt;
Any captured vermin will remain in the animal trap permanently unless it is assigned to an installed [[cage|cage or aquarium]]  (thus freeing the trap for reuse). Unfortunately, vermin cannot be assigned to a [[pasture]], so a mechanized cage is required to release them into the game world (e.g. for a [[Silk_farming#Cave_spider_silk_farm|cave spider silk farm]]). For [[hateable]] vermin, it is recommended to have any installed cages in a faraway place, to reduce the chance of passing dwarves getting unhappy [[thought]]s.&lt;br /&gt;
&lt;br /&gt;
Vermin with {{token|GNAWER|c}} can break free from wooden animal traps. This does not destroy the trap. The game makes an announcement whenever this happens; if it occurs too often, you are better off getting rid of wooden traps and replacing them with metal ones.&lt;br /&gt;
&lt;br /&gt;
==Success chance==&lt;br /&gt;
There is a chance that a baited animal trap may be robbed, and the trap will need to be rebaited by a trapper. The [[item quality]] affects the success chance of catching a vermin. To compare, a normal trap has a 50% chance of failing, while masterwork traps will never fail.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Quality !! Success chance&lt;br /&gt;
|-&lt;br /&gt;
| (none) || 50%&lt;br /&gt;
|-&lt;br /&gt;
| -Well-crafted- || 65%&lt;br /&gt;
|-&lt;br /&gt;
| +Finely-crafted+ || 75%&lt;br /&gt;
|-&lt;br /&gt;
| *Superior quality* || 85%&lt;br /&gt;
|-&lt;br /&gt;
| ≡Exceptional≡ || 95%&lt;br /&gt;
|-&lt;br /&gt;
| ☼Masterful☼ || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Terrarium]] and aquarium – used to put vermin on display. Aquariums are required in order to store aquatic vermin, otherwise they will die.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = emär ïggal&lt;br /&gt;
| elvish  = fela abola&lt;br /&gt;
| goblin  = slulasp stoslo&lt;br /&gt;
| human   = dik losric&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Hammerer&amp;diff=299748</id>
		<title>Hammerer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Hammerer&amp;diff=299748"/>
		<updated>2024-04-26T15:52:53Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: Oh the justice page has this info, nice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Hammerer&lt;br /&gt;
| arrival=&lt;br /&gt;
* Appointed on the [[nobles screen]]&lt;br /&gt;
| function=&lt;br /&gt;
* [[Justice]]&lt;br /&gt;
* Executioner&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Buggy}}&lt;br /&gt;
&lt;br /&gt;
The '''hammerer''' is a [[noble]] who serves as the executioner of your [[fortress]], possessing no [[room]] or [[furniture]] requirements.&lt;br /&gt;
&lt;br /&gt;
Normally, a [[dwarf]] that has committed a crime will be subject to [[justice]] at the hands of your [[sheriff]] (later, the [[captain of the guard]]), who will imprison the criminal in [[jail]]. However, if the crime was particularly [[fun]], the hammerer will execute the criminal by using a [[chain]] to restrain them, and then, using a [[weapon]] that uses the Hammerman [[combat skill]], will deliver 50 hammerstrikes; in most cases, a [[war hammer]] is used. While this typically results in the death of the criminal, it is possible for a particularly lucky and tough dwarf to survive the hammering, in which case they are released.&lt;br /&gt;
&lt;br /&gt;
The hammerer is reserved for crimes considered &amp;quot;capital&amp;quot; according to dwarven [[ethic]]s, which would be oathbreaking, treason, slavery and killing another member of your [[civilization]] - out of these, only the last one applies to [[fortress mode]]. Hammerers will also be responsible for (attempts at) dealing with discovered [[vampire]]s. Hammerers are an ineffective way of killing vampires, however, as most non-military dwarves are not strong or skilled enough to kill one due to their enhanced toughness, leading them to free the vampire back into the fortress where it can murder innocents again.&lt;br /&gt;
&lt;br /&gt;
If you are not willing to get your dwarves potentially killed by the justice force, it's better to simply not assign a hammerer at all. If you want a hammerer but would prefer to up the chances of dwarves surviving hammerstrikes, avoid letting them get their hands on a war hammer that's of high quality and made of some good metal like [[steel]] or [[silver]], and give them something of poorer ([[Main:Adamantine|or better]]) quality instead. &lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*In order for the hammerer to execute criminals, you must have an available chain in your jail - a [[cage]] cannot be used. If you have no available chains, the criminal's punishment will be automatically reduced to a beating.{{bug|5172}}&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
There are multiple theories as to why the hammerer has such a huge role in dwarven politics. Experts claim that he serves no real purpose, as [[Main:Armok|Armok]] usually finds a way to punish any delinquent even if no hammerer exists - magma, [[Giant cave spider|justice spiders]] or [[Dwarven atom smasher|bridge mistakes]] usually lead to a criminal's &amp;lt;s&amp;gt;un&amp;lt;/s&amp;gt;timely demise. Hammerers do, however, present a sort of a calming factor on a typical fortress, and give any unhappy dwarf a simple, just, and brutal(ly effective) way to let off steam.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ùnil&lt;br /&gt;
| elvish  = alara&lt;br /&gt;
| goblin  = spar&lt;br /&gt;
| human   = gibam&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|	[POSITION:HAMMERER]&lt;br /&gt;
		[NAME:hammerer:hammerers]&lt;br /&gt;
		[SITE]&lt;br /&gt;
		[REQUIRES_MARKET]&lt;br /&gt;
		[NUMBER:1]&lt;br /&gt;
		[RESPONSIBILITY:EXECUTIONS]&lt;br /&gt;
			[EXECUTION_SKILL:HAMMER]&lt;br /&gt;
		[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
		[APPOINTED_BY:MAYOR]&lt;br /&gt;
		[PRECEDENCE:150]&lt;br /&gt;
		[DO_NOT_CULL]&lt;br /&gt;
		[COLOR:0:0:1]&lt;br /&gt;
		[DUTY_BOUND]}}&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Justice}}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Hammerer&amp;diff=299747</id>
		<title>Hammerer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Hammerer&amp;diff=299747"/>
		<updated>2024-04-26T15:43:34Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Hammerer&lt;br /&gt;
| arrival=&lt;br /&gt;
* Appointed on the [[nobles screen]]&lt;br /&gt;
| function=&lt;br /&gt;
* [[Justice]]&lt;br /&gt;
* Executioner&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Buggy}}&lt;br /&gt;
&lt;br /&gt;
The '''hammerer''' is a [[noble]] who serves as the executioner of your [[fortress]], possessing no [[room]] or [[furniture]] requirements.&lt;br /&gt;
&lt;br /&gt;
Normally, a [[dwarf]] that has committed a crime will be subject to [[justice]] at the hands of your [[sheriff]] (later, the [[captain of the guard]]), who will imprison the criminal in [[jail]]. However, if the crime was particularly [[fun]], the hammerer will execute the criminal by using a [[chain]] to restrain them, and then, using a [[weapon]] that uses the Hammerman [[combat skill]], will deliver a number of hammerstrikes; in most cases, a [[war hammer]] is used. While this typically results in the death of the criminal, it is possible for a particularly lucky and tough dwarf to survive the hammering, in which case they are released.&lt;br /&gt;
&lt;br /&gt;
The hammerer is generally reserved for particularly heinous crimes; presumably these are crimes noted as &amp;quot;capital&amp;quot; in dwarven [[ethic]]s, which would be oathbreaking, treason, slavery and killing another member of your [[civilization]] - out of these, only the last one applies to [[fortress mode]]. Hammerers will also be responsible for (attempts at) dealing with discovered [[vampire]]s. Hammerers are an ineffective way of killing vampires, however, as most non-military dwarves are not strong or skilled enough to kill one due to their enhanced toughness, leading them to free the vampire back into the fortress where it can murder innocents again.&lt;br /&gt;
&lt;br /&gt;
If you are not willing to get your dwarves potentially killed by the justice force, it's better to simply not assign a hammerer at all. If you want a hammerer but would prefer to up the chances of dwarves surviving hammerstrikes, avoid letting them get their hands on a war hammer that's of high quality and made of some good metal like [[steel]] or [[silver]], and give them something of poorer ([[Main:Adamantine|or better]]) quality instead. &lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*In order for the hammerer to execute criminals, you must have an available chain in your jail - a [[cage]] cannot be used. If you have no available chains, the criminal's punishment will be automatically reduced to a beating.{{bug|5172}}&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
There are multiple theories as to why the hammerer has such a huge role in dwarven politics. Experts claim that he serves no real purpose, as [[Main:Armok|Armok]] usually finds a way to punish any delinquent even if no hammerer exists - magma, [[Giant cave spider|justice spiders]] or [[Dwarven atom smasher|bridge mistakes]] usually lead to a criminal's &amp;lt;s&amp;gt;un&amp;lt;/s&amp;gt;timely demise. Hammerers do, however, present a sort of a calming factor on a typical fortress, and give any unhappy dwarf a simple, just, and brutal(ly effective) way to let off steam.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ùnil&lt;br /&gt;
| elvish  = alara&lt;br /&gt;
| goblin  = spar&lt;br /&gt;
| human   = gibam&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|	[POSITION:HAMMERER]&lt;br /&gt;
		[NAME:hammerer:hammerers]&lt;br /&gt;
		[SITE]&lt;br /&gt;
		[REQUIRES_MARKET]&lt;br /&gt;
		[NUMBER:1]&lt;br /&gt;
		[RESPONSIBILITY:EXECUTIONS]&lt;br /&gt;
			[EXECUTION_SKILL:HAMMER]&lt;br /&gt;
		[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
		[APPOINTED_BY:MAYOR]&lt;br /&gt;
		[PRECEDENCE:150]&lt;br /&gt;
		[DO_NOT_CULL]&lt;br /&gt;
		[COLOR:0:0:1]&lt;br /&gt;
		[DUTY_BOUND]}}&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Justice}}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Messenger&amp;diff=299746</id>
		<title>Messenger</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Messenger&amp;diff=299746"/>
		<updated>2024-04-26T15:34:27Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Messenger&lt;br /&gt;
| arrival= *Appointed by player.&lt;br /&gt;
| function=&lt;br /&gt;
* Interact with [[holding]]s&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Messengers''' are an assigned [[occupation]] at your site. They can be assigned in the Nobles and Administration menu ({{key|n}}), and will act as liaisons with your [[holding]]s and conquered sites. When a messenger has been assigned, they can be sent on [[missions]] from World Screen ({{key|Y}}). Click on holdings under your control to request dwarves or demand conquered sites to become [[Citizenship|citizen]]s of your fortress. Only dwarves that are considered [[historical figure]]s may be summoned to join your fortress in this way.&lt;br /&gt;
&lt;br /&gt;
When appointing a messenger, citizens with high [[social skills]] are preferred, suggesting that the messenger might use these skills.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Messengers can be distracted from missions by other jobs/needs.{{bug|10795}} &lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Occupation| }}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;br /&gt;
[[ru:Messenger]]&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Messenger&amp;diff=299745</id>
		<title>Messenger</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Messenger&amp;diff=299745"/>
		<updated>2024-04-26T15:33:21Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Messenger&lt;br /&gt;
| function=&lt;br /&gt;
* Interact with [[holding]]s&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Messengers''' are an assigned [[occupation]] at your site. They can be assigned in the Nobles and Administration menu ({{key|n}}), and will act as liaisons with your [[holding]]s and conquered sites. When a messenger has been assigned, they can be sent on [[missions]] from World Screen ({{key|Y}}). Click on holdings under your control to request dwarves or demand conquered sites to become [[Citizenship|citizen]]s of your fortress. Only dwarves that are considered [[historical figure]]s may be summoned to join your fortress in this way.&lt;br /&gt;
&lt;br /&gt;
When appointing a messenger, citizens with high [[social skills]] are preferred, suggesting that the messenger might use these skills.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Messengers can be distracted from missions by other jobs/needs.{{bug|10795}} &lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Occupation| }}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;br /&gt;
[[ru:Messenger]]&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dungeon_master&amp;diff=299742</id>
		<title>Dungeon master</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dungeon_master&amp;diff=299742"/>
		<updated>2024-04-26T15:21:22Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Dungeon Master&lt;br /&gt;
| office=Office&lt;br /&gt;
| quarters=Quarters&lt;br /&gt;
| dining=Dining Room&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| stands=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* Appointed by player&lt;br /&gt;
* Requires [[mayor]]&lt;br /&gt;
| function=&lt;br /&gt;
* [[Intrigue]] target&lt;br /&gt;
}}{{av}}&lt;br /&gt;
The '''dungeon master''' is a [[Dwarf|dwarven]] [[noble]] who can be appointed once your fortress has a [[mayor]]. They are part of the [[intrigue]] system and have been observed either recruiting [[agent]]s, or, less likely, discovering them - however, more research is needed. They have mild [[room]] requirements and favor citizens with the [[Schemer]] [[skill]]. Because they do not make mandates or demands, there are no downsides to their existence and they can be appointed for the sole purpose of flavor in your fortress.&lt;br /&gt;
&lt;br /&gt;
Their raws note they hold espionage and managing animals as responsibilities. In previous versions of the game, dungeon masters were responsible for taming exotic creatures, a function which in the current version is done by any dwarf with the [[animal training]] labor enabled, regardless of the fortress having a dungeon master or not. The espionage responsibility is used in the intrigue system, but has no functional use in fortress mode.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Many Dungeon masters have high Storytelling skills and possess a fondness for dragons and dice.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = edir kôn | elvish = nuwetha ithera | goblin = bosa âs | human = thudel siñur}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Deity&amp;diff=299737</id>
		<title>Deity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Deity&amp;diff=299737"/>
		<updated>2024-04-26T12:43:05Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|17:53, 26 February 2023 (CST)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:deity2_preview.png|thumb|200px|right|Generates entire planets with just a thought.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Alexis Martinho''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
A '''deity''' is a supernatural being or force of nature in the mythology of a world. Deities are randomly generated during [[World generation|worldgen]], along with their corresponding [[divine metal]] and assigned different [[sphere]]s (the objects, creatures, concepts, etc. they are associated with). [[Religion|Religious]] [[creature]]s may worship one or more deities. Though deities remain unseen in standard gameplay, they are powerful, influential overarching forces behind a large amount of factors in the game.&lt;br /&gt;
&lt;br /&gt;
Worship of deities is denoted by what [[civilization]] a creature belongs to. [[Dwarf|Dwarven]] and [[human]] civilizations worship multiple deities, most of which are often depicted as being of their own race, though, on occasion, they may worship a deity that is depicted as an [[animal]] or [[vermin]]. [[Elf|Elven]] civilizations do not worship deities, and instead believe in a particular [[force]] amongst multiple such that permeate the forests. [[Goblin]]s and [[kobold]]s, meanwhile, do not worship anything by default. Because worship is denoted by civilization, it is possible for elves, goblins or [[animal people]] who have joined a religious civilization to worship their deities.&lt;br /&gt;
&lt;br /&gt;
Note that despite his meta importance, [[Armok]] is not a deity, as he doesn't actually exist in-game.&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
Each dwarf, and many other creatures ([INTELLIGENT]/[CAN_LEARN+CAN_SPEAK] ''at least, such was presumably the intent''), have one or more deities listed among their [[relationship]]s. Almost all dwarves believe in at least one deity; most believe in two, and some three. In the case of your dwarves, you can see the degree of belief they profess (''&amp;quot;faithful worshipper&amp;quot;'', ''&amp;quot;casual worshipper&amp;quot;'', etc.). Praying to deities is one of the most common ways a dwarf can fulfill their [[need]]s.&lt;br /&gt;
&lt;br /&gt;
[[Fortress mode]] includes [[temples]] that can be dedicated to individual deities. Dwarven deities are also represented in [[statue]]s, [[engraving]]s and [[figurine]]s.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode==&lt;br /&gt;
[[File:deity_preview.jpg|thumb|160px|right|Example of a trippy-looking god.]]&lt;br /&gt;
Adventurers can select a deity or religion to follow during character creation, and choosing for them to be more than a casual worshipper will add the [[need]] to pray, which can be satisfied by [[talking]] to them. There is currently no way to add a followed deity, religion, or prayer need to an adventurer during play (other than [[DFHack]]). In [[adventurer mode]], [[site]]s such as monasteries, fortresses, and human towns may contain [[temple]]s of various designs possibly inhabited by [[priest]]s dedicated to a deity - if a worshipper of that deity were to desecrate a statue at that temple there may be consequences. [[Shrine]]s may also be found at those and other types of sites where [[dice]] can be found, which can be rolled to maybe gain a boon or curse.&lt;br /&gt;
&lt;br /&gt;
==Interaction in the world==&lt;br /&gt;
Deities occasionally influence events during world generation.  Gods of death can create slabs, from which [[necromancer]]s learn the secrets of life and death.  Furthermore, civilized creatures that profane a temple of the deity they worship incur the wrath of their former patron, being turned into a [[vampire]] or [[werebeast]] as punishment (even though being immortal is not really a punishment to some).&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
Deities may occasionally collaborate with a [[demon]], raising it up from the underworld with a ritual conducted by an [[artifact]] [[slab]]. This is, in fact, exactly how said demons escape the [[Underworld]] and gain status in the mortal world. What demon in question is summoned, as well as the reason for this, appears to be linked to the god's particular [[sphere]]. For example, gods of death may summon demons &amp;quot;that more may die&amp;quot;; war-gods conduct the ritual &amp;quot;that war may rage forever&amp;quot; or &amp;quot;that great fortresses be raised and tested in siege&amp;quot;. Gods of bravery and valor, meanwhile, do the same &amp;quot;that great acts of heroism may be performed.&amp;quot; (Admittedly, anyone who can navigate a demonic site and come out alive should rightfully be called more than a great hero!)&lt;br /&gt;
&lt;br /&gt;
Deities are served by [[angel]]s, randomized creatures who may wield equipment made of impossibly strong [[divine metal]] created by the deity. Angels are best known for guarding the contents of [[vault]]s, the treasure-houses of allied [[demon]]s; they may be the most exceedingly powerful and dangerous creatures in ''Dwarf Fortress'', more so than even demons. Successfully raiding a vault is a feat on par with conquering the Underworld—you may use the knowledge on the vault's slab all you want, but it's a tiny reward compared to vanquishing ''the forces of Heaven itself''.&lt;br /&gt;
&lt;br /&gt;
== A world without deities ==&lt;br /&gt;
{{mod}}&lt;br /&gt;
Deities can be removed from the game through [[Entity token|modding entity raws]], by making all civilizations become areligious. In such a world, demonic leaders thrust the spire of slade by themselves, and place the slab in a vault created on their own. The vault is then left unguarded, since no [[angel]]s can exist without deities.&lt;br /&gt;
&lt;br /&gt;
Removing deities makes [[vampire]]s, [[werebeast]]s, and [[necromancer]]s never spawn, as these can (currently) only be created through divine intervention.&lt;br /&gt;
&lt;br /&gt;
== Physically summoning deities into the world ==&lt;br /&gt;
&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
Deities don't usually manifest themselves physically in vanilla DF, but they can be helped with a [http://www.bay12forums.com/smf/index.php?topic=164123.msg8361144#msg8361144 DFHack script]. The script doesn't just create a unit that 'looks' like the deity, it actually pulls the [[historical figure]] info from the deity and creates a [[nemesis]] record to link it to the newly created unit. Use with caution.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = mishar&lt;br /&gt;
| elvish  = ricafa&lt;br /&gt;
| goblin  = alsmust&lt;br /&gt;
| human   = ahang&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
{{Category|Relationships}}&lt;br /&gt;
{{Category|Religion}}&lt;br /&gt;
[[ru:Deity]]&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_cockatiel&amp;diff=299731</id>
		<title>Giant cockatiel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_cockatiel&amp;diff=299731"/>
		<updated>2024-04-26T01:35:32Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=giant_cockatiel_sprite.png&lt;br /&gt;
|bone=24&lt;br /&gt;
|meat=17&lt;br /&gt;
|fat=11&lt;br /&gt;
|skin=hide&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|feather=1&lt;br /&gt;
|gizzard=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lungs=2&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant cockatiels''' are [[giant animal]] counterparts of regular [[cockatiel]]s who spawn in [[savage]] [[desert]]s and [[temperate]] [[grassland]]. Unlike their basal equivalents, giant cockatiels are larger than a [[grizzly bear]]. They appear in clusters of five to ten individuals and may cause annoyances to a fortress, primarily through job cancelations. &lt;br /&gt;
&lt;br /&gt;
Giant cockatiels are difficult to capture and difficult to hunt, but they can be used to start an exotic [[egg production|egg farm]], if you manage to nab a breeding pair. Because they are flying savage birds, they may cause problems on the sliver of a chance that they appear in an [[elf|elven]] [[siege]]. Unlike their brethren, they lay [[egg]]s two to eight a clutch.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant cockatiels for their ''crests''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_cockatiel&amp;diff=299730</id>
		<title>Giant cockatiel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_cockatiel&amp;diff=299730"/>
		<updated>2024-04-26T01:35:15Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=giant_cockatiel_sprite.png&lt;br /&gt;
|bone=24&lt;br /&gt;
|meat=17&lt;br /&gt;
|fat=11&lt;br /&gt;
|skin=hide&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|feather=1&lt;br /&gt;
|gizzard=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lungs=2&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant cockatiels''' are [[giant animal]] counterparts of regular [[cockatiel]]s who spawn in [[savage]] [[desert]]s and [[temperate]] [[grassland]]. Unlike their basal equivalents, giant cockatiels are larger than a [[grizzly bear]]. They appear appear in clusters of five to ten individuals and may cause annoyances to a fortress, primarily through job cancelations. &lt;br /&gt;
&lt;br /&gt;
Giant cockatiels are difficult to capture and difficult to hunt, but they can be used to start an exotic [[egg production|egg farm]], if you manage to nab a breeding pair. Because they are flying savage birds, they may cause problems on the sliver of a chance that they appear in an [[elf|elven]] [[siege]]. Unlike their brethren, they lay [[egg]]s two to eight a clutch.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant cockatiels for their ''crests''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_coati&amp;diff=299729</id>
		<title>Giant coati</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_coati&amp;diff=299729"/>
		<updated>2024-04-26T01:31:14Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=giant_coati_sprite.png&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestines=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|nervous tissue=1&lt;br /&gt;
|hair=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|fat=11&lt;br /&gt;
|meat=11&lt;br /&gt;
|bone=17&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant coatis''' are [[giant animal]] counterparts to [[coati]]s, who can be found in [[savage]] [[tropical]] and [[temperate]] [[forests]]. Like their smaller cousins, they may steal [[Steals items|items]] and [[Steals food|foo]] from the fortress if given an opportunity and will take any item they can get their paws on, and being four times the size of a [[dwarf]] means they are more than capable of defending themselves in a fight against unarmed civilians. They are best [[Ambusher|hunted]] or [[Cage trap|baited]] and killed before they get away with something useful.&lt;br /&gt;
&lt;br /&gt;
Giant coatis can be captured in cage traps and trained into exotic [[pets]], possessing the default giant animal value. They give a decent amount of returns when butchered but are difficult to breed due to their solitary nature. Like all giant animals, they are considered exotic [[mount]]s.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant coatis for their ''curiosity''.&lt;br /&gt;
&lt;br /&gt;
[[File:Coati_roux_Amiens_4.jpg|thumb|center|[[preference|Admired]] for their ''curiosity''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_coati&amp;diff=299728</id>
		<title>Giant coati</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_coati&amp;diff=299728"/>
		<updated>2024-04-26T01:30:40Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=giant_coati_sprite.png&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestines=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|nervous tissue=1&lt;br /&gt;
|hair=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|fat=11&lt;br /&gt;
|meat=11&lt;br /&gt;
|bone=17&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant coatis''' are [[giant animal]] counterparts to [[coati]]s, who can be found in [[savage]] [[tropical]] and [[temperate]] [[forests]]. Like their smaller cousins, they may [[Steals items|steal items]] from the fortress if given an opportunity and will take any item they can get their paws on, and being four times the size of a [[dwarf]] means they are more than capable of defending themselves in a fight against unarmed civilians. They are best [[Ambusher|hunted]] or [[Cage trap|baited]] and killed before they get away with something useful.&lt;br /&gt;
&lt;br /&gt;
Giant coatis can be captured in cage traps and trained into exotic [[pets]], possessing the default giant animal value. They give a decent amount of returns when butchered but are difficult to breed due to their solitary nature. Like all giant animals, they are considered exotic [[mount]]s.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant coatis for their ''curiosity''.&lt;br /&gt;
&lt;br /&gt;
[[File:Coati_roux_Amiens_4.jpg|thumb|center|[[preference|Admired]] for their ''curiosity''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_chipmunk&amp;diff=299727</id>
		<title>Giant chipmunk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_chipmunk&amp;diff=299727"/>
		<updated>2024-04-26T01:26:16Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=giant_chipmunk_sprite.png&lt;br /&gt;
|bone=18&lt;br /&gt;
|tooth=0-2&lt;br /&gt;
|meat=15&lt;br /&gt;
|skin=hide&lt;br /&gt;
|fat=13&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestines=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant chipmunks''' are [[giant animal]] variants of the common [[chipmunk]], found in most [[savage]] [[temperate]] [[forest]]s. While these hulking and fluffy critters may look cute, they are also roughly the size of a [[grizzly bear]] and are not benign, meaning they make pose a threat to passing [[Dwarf|dwarves]] or livestock. It is best to approach them with an armored [[military]].&lt;br /&gt;
&lt;br /&gt;
Giant chipmunks can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into exotic [[pet]]s, possessing the default giant animal value. They give a decent amount of returns when [[butcher]]ed. Like all giant animals, they are considered exotic [[mount]]s.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preference|like]] giant chipmunks for their ''stripes''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_chinchilla&amp;diff=299726</id>
		<title>Giant chinchilla</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_chinchilla&amp;diff=299726"/>
		<updated>2024-04-26T01:25:18Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=giant_chinchilla_sprite.png&lt;br /&gt;
|bone=17&lt;br /&gt;
|meat=12&lt;br /&gt;
|fat=11&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=0-1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=0-1&lt;br /&gt;
|tripe=0-1&lt;br /&gt;
|sweetbread=0-1&lt;br /&gt;
|spleen=0-1&lt;br /&gt;
|kidney=0-2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|teeth=2&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Giant chinchillas''' are [[giant animal]] variants of the common [[chinchilla]] who inhabit [[savage]] [[mountain]]s. They spawn in groups of 3-5 individuals and will flee if confronted by hostiles such as [[hunter]]s, despite being about three times the size of the average [[dwarf]].&lt;br /&gt;
&lt;br /&gt;
Giant chinchillas can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into exotic [[pet]]s, possessing the default giant animal value, and producing a decent amount of returns when [[butcher]]ed. Like all giant animals, they are considered exotic [[mount]]s, though their restriction to mountain regions means you are unlikely to ever see one being used as such.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preference|like]] giant chinchillas for their ''fur''.&lt;br /&gt;
&lt;br /&gt;
[[File:giant_chinchilla_preview.png|thumb|350px|center|&amp;quot;They stop being cute when they reach a certain size.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Mari-Liis Kirsimägi''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_crow&amp;diff=299725</id>
		<title>Giant crow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_crow&amp;diff=299725"/>
		<updated>2024-04-26T01:24:28Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=giant_crow_sprite.png&lt;br /&gt;
|bone=24&lt;br /&gt;
|meat=17&lt;br /&gt;
|fat=11&lt;br /&gt;
|skin=hide&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|feather=1&lt;br /&gt;
|gizzard=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Giant crows''' are [[giant animal|monstrously large]] cousins of the standard [[crow]] who can be found in a wide range of [[savage]] [[biome]]s. They appear in groups of 5-10, where they are very common (due to having a local population of 30-50), and spend the majority of their time flying around a particular area of the map. Unlike some other [[giant kea|aerial pests]], giant crows are uninterested in carrying away your hard-won [[food]] and [[item]]s, making them much less likely to migrate towards your fortress intentionally, though their presence may lead to constant job cancellations from dwarves who see them.&lt;br /&gt;
&lt;br /&gt;
Giant crows are generally non-aggressive, though due to their size and numbers they can prove dangerous to civilians and livestock when roused. A moderately-skilled [[marksdwarf]] should have little difficulty shooting them out of the sky, and the resultant impact with the ground will leave them incapacitated long enough to finish the job.&lt;br /&gt;
&lt;br /&gt;
Slightly larger than your standard [[llama]], giant crows have a respectable pet value and can provide reasonable [[butcher]]ing returns, though there is little to recommend them over many similar animals. They are perhaps best left to roam free for your [[hunter]]s to harvest and your [[military]] [[marksdwarf|marksdwarves]] to practice upon.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[preference|take a fancy to]] giant crows for their ''intelligence''.&lt;br /&gt;
&lt;br /&gt;
[[File:giant_crow_preview.jpg|thumb|340px|center|Only eats [[giant earthworm]]s.]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_cheetah&amp;diff=299724</id>
		<title>Giant cheetah</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_cheetah&amp;diff=299724"/>
		<updated>2024-04-26T01:21:36Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=giant_cheetah_sprite.png&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=17&lt;br /&gt;
|meat=14&lt;br /&gt;
|fat=13&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Giant cheetahs''' are [[Giant animal|massive]], strong and carnivorous animals, roaming savage [[tropical]] areas. They are roughly 11 times the size of their [[Cheetah|normal-sized cousins]]. Baby giant cheetahs are slightly smaller than a standard [[cow]]. Giant cheetahs may also appear as [[mount]]s during a [[siege]].&lt;br /&gt;
&lt;br /&gt;
Captured giant cheetahs may be [[tame]]d and kept as [[pet]]s, [[animal trainer|trained]] for hunting or war, or used as livestock for a [[meat industry]]. While they do not produce as much meat as other &amp;quot;giant&amp;quot; creatures, giant cheetah [[butcher|butchering]] returns are worth four times as much as common domestic animals.&lt;br /&gt;
&lt;br /&gt;
Despite their much greater size, giant cheetahs cannot sprint any [[gait|faster]] than normal ones.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant cheetahs for their ''speed''.&lt;br /&gt;
&lt;br /&gt;
[[File:giant_cheetah.jpg|thumb|370px|center|Like an entire fortress with teeth that can run faster than you.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Hillary D Wilson''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_cassowary&amp;diff=299723</id>
		<title>Giant cassowary</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_cassowary&amp;diff=299723"/>
		<updated>2024-04-26T01:19:50Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
&lt;hr /&gt;
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|image=giant_cassowary_sprite.png&lt;br /&gt;
|bone=29&lt;br /&gt;
|meat=27&lt;br /&gt;
|skin=hide&lt;br /&gt;
|fat=17&lt;br /&gt;
|feather=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|gizzard=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestine=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|eye=2&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Giant cassowaries''' are the much [[Giant animal|bigger]] [[savage]] counterpart of the common [[cassowary]], found in a savage [[tropical]] moist broaflead [[forest]]s. The birds are considerably larger than [[Dwarf|dwarves]], being heavier than a [[moose]], though despite this they are still benign and will rarely fight back if provoked. In the event they do, they can deliver formidable kick attacks which might turn your dwarves' heads into sauce, so you may want to confront them with a few armored [[military]] dwarves rather than a mere [[hunter]].&lt;br /&gt;
&lt;br /&gt;
Giant cassowaries can be captured with [[cage]] [[trap]]s and [[Animal trainer|trained]] into [[pet]]s, possessing the standard value of a giant creature. While they lay a poor amount of [[egg]]s compared to most domestic poultry, they give a sizeable amount of returns when [[butcher]]ed, making the idea of a giant cassowary farm an attractive one if a breeding pair is obtained. Like most creatures, they reach their full size at two years of age and should be butchered at that point for maximum return efficiency. Giant cassowaries are exotic [[mount]]s and may be seen being ridden by [[Elf|elves]] during [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[preference|like]] giant cassowaries for their ''casques''.&lt;br /&gt;
[[File:giant_cassowary_preview.png|thumb|340px|center|Size = confidence.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by windfalcon''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_cave_toad&amp;diff=299722</id>
		<title>Giant cave toad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_cave_toad&amp;diff=299722"/>
		<updated>2024-04-26T01:18:54Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=giant_cave_toad_sprite.png&lt;br /&gt;
|wiki=no&lt;br /&gt;
|vary=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|meat=13-14&lt;br /&gt;
|fat=12&lt;br /&gt;
|bone=16-17&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''Not to be confused with regular [[giant toad]]s.''&lt;br /&gt;
&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Giant cave toads''' are large [[creatures]] found in [[caverns]], inhabiting the first and second layers. They spawn one at a time, wandering the underground all while terrorizing [[crundle]]s and harassing [[dwarves]] who they encounter in their path, sometimes causing heavy damage in the process - giant cave toads are over three times larger than the average dwarf and are very aggressive, though they generally do not fare well when facing a squad of equipped [[military]] dwarves.&lt;br /&gt;
&lt;br /&gt;
Giant cave toads are [[building destroyer]]s and will attempt to topple [[furniture]] they come across, which can be exploited to easily lure them into [[trap]]s. They may also be seen being [[Mount|ridden]] by [[goblin]]s during [[siege]]s, where they will gleefully swim over any moat you are using as a defense - whether their riders survive the trek is another story.&lt;br /&gt;
&lt;br /&gt;
Giant cave toads can be captured with [[cage]] traps and [[Animal trainer|trained]] into valuable pets. If a breeding pair is obtained, they can be used for a fortress' [[meat industry]] as they produce a steady supply of [[meat]], [[bone]]s, [[fat]] and [[prepared organs]], with their products being worth 4 times more than those of standard animals. Unlike toads in real life, giant cave toads do not lay eggs. Giant cave toads reach their full size in 2 years, and should preferably be [[butcher]]ed at that age for optimal product returns.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant cave toads for their ''strength''.&lt;br /&gt;
&lt;br /&gt;
[[File:giant_cave_toad.jpg|thumb|340px|center|Warning: Hopping may rattle nearby foundation. Badly.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by kruggsmash''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_cave_swallow&amp;diff=299721</id>
		<title>Giant cave swallow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_cave_swallow&amp;diff=299721"/>
		<updated>2024-04-26T01:17:42Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
&lt;hr /&gt;
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|image=giant_cave_swallow_sprites.png&lt;br /&gt;
|skin=hide&lt;br /&gt;
|skull=1&lt;br /&gt;
|bone=24&lt;br /&gt;
|meat=17&lt;br /&gt;
|brain=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestines=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=1&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Giant cave swallows''' are the much larger cousins of the common [[cave swallow]], who are a quite common sight at the first and second layer of the [[caverns]]. Nearly as big as [[troll]]s, these birds appear individually and will meander the underground aimlessly, and despite being carnivorous, they are benign and will rarely fight back if provoked by [[Dwarf|dwarves]], making them easy prey for your [[Crossbowman|marksdwarves]].&lt;br /&gt;
&lt;br /&gt;
Giant cave swallows can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into valuable [[pet]]s. They can further be trained into hunting beasts (but not war ones) and assigned to your [[hunter]]s, where their great size will really shine. The birds can also be put on a [[nest box]] for them to lay a meager amount of [[egg]]s or simply [[butcher]]ed for a nice quantity of returns - products made from giant cave swallows are [[Item value|worth]] twice as much as those made from common animals. Giant cave swallows are exotic [[mount]]s and may be used by [[goblin]]s during [[siege]]s, allowing them to fly over any [[moat]] or similar obstacle put between them and your fortress.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant cave swallows for their ''coloration''.&lt;br /&gt;
[[File:giant_cave_swallow_preview.png|thumb|340px|center|&amp;quot;Someone make a quick painting before it flies away!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Devilingo''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_cardinal&amp;diff=299720</id>
		<title>Giant cardinal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_cardinal&amp;diff=299720"/>
		<updated>2024-04-26T01:17:20Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
&lt;hr /&gt;
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{{Creaturelookup/0&lt;br /&gt;
|image=giant_cardinal_sprite.png&lt;br /&gt;
|bone=24-26&lt;br /&gt;
|meat=19-21&lt;br /&gt;
|skin=hide&lt;br /&gt;
|fat=12-14&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|feather=1&lt;br /&gt;
|gizzard=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Giant cardinals''' are [[giant animal]] variants of the common [[cardinal]], found in a number of [[savage]] [[temperate]] [[biome]]s. They spawn in flocks of anywhere between 5 and 10 individuals. Being three times the size of the average [[dwarf]], these birds may pose a threat if provoked, but will generally leave a fortress alone save for potential job cancellations or scaring livestock out of [[pasture]]s.&lt;br /&gt;
&lt;br /&gt;
Giant cardinals can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into exotic [[pet]]s, possessing the default giant animal value. They give a decent amount of returns when [[butcher]]ed, and can be placed in a [[nest box]] for a meager amount of [[egg]]s, though they fail to produce as much as your common poultry. Like all giant animals, they are considered exotic [[mount]]s.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preference|like]] giant cardinals for their ''coloration''.&lt;br /&gt;
[[File:giant_cardinal_preview.png|thumb|370px|center|Also admired for their ability to ''bend trees by perching on them for too long''.]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_cardinal&amp;diff=299719</id>
		<title>Giant cardinal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_cardinal&amp;diff=299719"/>
		<updated>2024-04-26T01:17:14Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=giant_cardinal_sprite.png&lt;br /&gt;
|bone=24-26&lt;br /&gt;
|meat=19-21&lt;br /&gt;
|skin=hide&lt;br /&gt;
|fat=12-14&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|feather=1&lt;br /&gt;
|gizzard=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Giant cardinals''' are [[giant animal]] variants of the common [[cardinal]], found in a number of [[savage]] [[temperate]] [[biome]]s. They spawn in flocks of anywhere between 5 and 10 individuals. Being three times the size of the average [[dwarf]], these birds may pose a threat if provoked, but will generally leave a fortress alone save for potential job cancellations or scaring livestock out of [[pasture]]s.&lt;br /&gt;
&lt;br /&gt;
Giant cardinals can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into exotic [[pet]]s, possessing the default giant animal value. They give a decent amount of returns when [[butcher]]ed, and can be placed in a [[nest box]] for a meager amount of [[egg]]s, though they fail to produce as much as your common poultry. Like all giant animals, they are considered exotic [[mount]]s.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preference|like]] giant cardinals for their ''coloration''.&lt;br /&gt;
[[File:giant_cardinal_preview.png|thumb|370px|center|Also admired for their ability to ''bend trees by perching on them for too long''.]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_capybara&amp;diff=299718</id>
		<title>Giant capybara</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_capybara&amp;diff=299718"/>
		<updated>2024-04-26T01:16:15Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
&lt;hr /&gt;
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|image=giant_capybara_sprite.png&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=21-31&lt;br /&gt;
|tooth=4&lt;br /&gt;
|meat=19-31&lt;br /&gt;
|skin=hide&lt;br /&gt;
|fat=15-25&lt;br /&gt;
|hair=1&lt;br /&gt;
|nail=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestines=1-2&lt;br /&gt;
|cartilage=1&lt;br /&gt;
|eye=2&lt;br /&gt;
|wiki=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant capybaras''' are [[giant animal]] versions of common [[capybara]]s who can be found in [[savage]] [[wetland]]s. They are roughly ten times larger than a standard capybara, about the size of a full-grown [[moose]], or almost nine times heavier than a [[dwarf]]. Giant capybaras attack when attacked and can be very dangerous: they have been known to drag their quarry into the water and drown them.&lt;br /&gt;
&lt;br /&gt;
Giant capybaras are especially dangerous around unarmed dwarves – they can kill a dwarf with a single blow to the head, rip off limbs until they bleed to death, or even damage multiple internal organs until the dwarf dies. Even worse, they have an ability to resist attacks (similar to the [[bronze colossus]]) – their heads are extremely durable (more than those of dwarves), and they can usually manage to break a dwarf's grip on their throat, even when barely conscious. In the [[object testing arena|arena]], giant capybaras are capable of resisting over 50 dwarves in groups of 1-3 without any additional assistance (as in defeating dwarves single-handedly, without being controlled). They do suffer minor injuries (bruises, minor scars) and occasionally lose consciousness, but are extremely good at survival. They may also appear as [[mount]]s during a [[siege]], easily crossing water-filled moats and potentially sneaking into your fortress via [[well]]s or irrigation systems.&lt;br /&gt;
&lt;br /&gt;
As with most [[fun|dangerous]] wild animals, players attempting to train these creatures in a [[fortress]] should use an experienced [[animal trainer]]. While [[dragon]]s are arguably more dangerous, giant capybaras rampaging through a fortress are generally not desirable (along with most other giant creatures). Unlike most other [[amphibious]] creatures, giant capybaras are [[grazer]]s; when tamed, they require a [[pasture]] for food.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[preference|appreciate]] giant capybaras for their ''graceful swimming'', ''resonant barking'', and ''beyond enormous rodentness''.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The name of these creatures in the [[/raw|raws]] is &amp;lt;code&amp;gt;CAPYBARA, GIANT&amp;lt;/code&amp;gt; - most other similar creatures would use &amp;lt;code&amp;gt;GIANT_CAPYBARA&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;br /&gt;
{{Category|Exotic mount}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_capuchin&amp;diff=299717</id>
		<title>Giant capuchin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_capuchin&amp;diff=299717"/>
		<updated>2024-04-26T01:06:37Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
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|image=giant_capuchin_sprite.png&lt;br /&gt;
|meat=13&lt;br /&gt;
|fat=12&lt;br /&gt;
|skin=hide&lt;br /&gt;
|bone=18&lt;br /&gt;
|tooth=2&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant capuchins''' are [[giant animal]] versions of the common [[capuchin]] who can be found in [[savage]] [[tropical]] [[forest]]s and [[mangrove]] [[swamp]]s. These monkeys enjoy raiding your fortress for [[steals food|food]] and [[steals items|valuables]] in groups of 5-10, whilst menacing off any [[dwarves]] foolish enough to think of stopping them due to being almost four times heavier than them. Regular capuchins are annoying, but giant ones manage to be annoying ''and'' dangerous, and can ruin the game for you early in your fortress's life, before you can get all of your things underground.&lt;br /&gt;
&lt;br /&gt;
Giant capuchins do have a pretty high [[pet]] value of 500, however, so if you manage to capture one, you're probably better off keeping it. Young giant capuchins require two years to grow to full size, and three years to reach adulthood, making them viable livestock for a [[meat industry]]. Like other giant animals, giant capuchins are exotic [[mount]]s.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[preference|prefer]] giant capuchins for their ''intelligence'' and ''social nature''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_buzzard&amp;diff=299716</id>
		<title>Giant buzzard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_buzzard&amp;diff=299716"/>
		<updated>2024-04-26T01:03:25Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=giant_buzzard_sprite.png&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|gizzard=1&lt;br /&gt;
|feather=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|fat=12&lt;br /&gt;
|skin=hide&lt;br /&gt;
|meat=19&lt;br /&gt;
|bone=24&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant buzzards''' are [[giant animal]] cousins of the normal [[buzzard]] who can be found in many [[temperate]] and [[desert]] [[savage]] [[biome]]s. While their smaller cousins do little more than spam cancelled jobs, giant buzzards prove to be a genuine threat to a budding [[fortress]] - weighting 149 times more than a normal buzzard, these monsters possess all the annoyance of their normal counterparts and are equally prone to [[Steals food|stealing your food]] if they can reach it, and unlike their regular counterparts, they are not beyond confronting your [[dwarves]] should they get in the way. Nonetheless, as the fortress grows, a squad of [[Crossbowman|marksdwarves]] can make quick worth of the creatures, provided they can hit them ([[Fun|and they probably can't, cue job cancel spam]]). They are considered exotic [[mount]]s, so you may see [[Elf|elves]] riding them into battle in the event of a [[siege]].&lt;br /&gt;
&lt;br /&gt;
Like their equally ugly smaller versions, giant buzzards can be captured with [[cage]] [[trap]]s and tamed into [[pet]]s, either for a [[zoo]] or for [[egg production]]. However, as they only lay 2 to 3 eggs at a time, their performance is lacking. Giant buzzards do provide a respectable amount of meat and bones when butchered thanks to their great size, should the player choose to farm them for food in revenge for them stealing their own earlier in the fort's history.&lt;br /&gt;
&lt;br /&gt;
Some dwarves like giant buzzards for their ''striking red face''.&lt;br /&gt;
[[File:giant_buzzard_preview.png|thumb|300px|center|They don't steal food, they steal the entire caravan.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Donna Greenstein''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_bushtit&amp;diff=299715</id>
		<title>Giant bushtit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_bushtit&amp;diff=299715"/>
		<updated>2024-04-26T01:01:51Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
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|image=giant_bushtit_sprite.png&lt;br /&gt;
|bone=32&lt;br /&gt;
|meat=27&lt;br /&gt;
|fat=19&lt;br /&gt;
|skin=hide&lt;br /&gt;
|nail=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|feather=1&lt;br /&gt;
|gizzard=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestine=1-2&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|eye=2&lt;br /&gt;
|contrib=no&lt;br /&gt;
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&lt;br /&gt;
'''Giant bushtits''' are [[giant animal]] versions of common [[bushtit]]s found in [[savage]] [[temperate]] [[forest]]s. They are much more interesting than their mundane [[vermin]] basal creatures; they're quite large, growing to be slightly larger than a full-grown [[lion]], and appear in clusters of five to ten individuals.&lt;br /&gt;
&lt;br /&gt;
Being large, tamable, egg-laying, breeding creatures, they are very much worth [[cage trap|capturing]] and [[animal training|taming]], and given their large cluster numbers and a bit of luck you'll be able to hook a breeding pair. With five to thirteen eggs laid per clutch, giant bushtits can be used to establish an exotic [[egg production|egg farm]]; with a very nice distribution of [[meat]] products (if without a [[item value|value multiplier]]), they can be made the basis of a strong [[meat industry]]; and with a perhaps surprisingly high [[pet]] value of 500, they can be made into excellent [[happiness]] vehicles for your fortress.&lt;br /&gt;
&lt;br /&gt;
As a [[savage]] [[mount|exotic mount]] that can [[Flying|fly]], they may cause problems on the very small chance of a giant bushtit equipped elven [[siege]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[preferences|prefer]] them for their ''somewhat great size'' (offhand insult?) and ''twittering groups''. &lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
A little known fact to dwarves is that human men will chase these creatures to the end of the earth, seeking little else than to rub a bar of *Anaconda Soap* on them.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_bushmaster&amp;diff=299714</id>
		<title>Giant bushmaster</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_bushmaster&amp;diff=299714"/>
		<updated>2024-04-26T00:59:40Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
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|image=giant_bushmaster_sprite.png&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=9-10&lt;br /&gt;
|tooth=2&lt;br /&gt;
|meat=6-8&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|eye=2&lt;br /&gt;
|fat=3&lt;br /&gt;
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&lt;br /&gt;
'''Giant bushmasters''' are [[giant animal]] counterparts of the common [[bushmaster]] who can be found in [[savage]] [[tropical]] moist [[broadleaf forest]]s. Like their smaller relatives]], they have a [[syndrome|venomous]] bite that can kill a dwarf in one go. Of course, they're also large enough to just tear them off completely without bothering with poison; after all, massive blood loss causes death even quicker than paralytic suffocation. Luckily, they're not aggressive, and will flee contact with your dwarves, despite being more than four times as large.&lt;br /&gt;
&lt;br /&gt;
Excellent [[mass pitting|pit]] creatures, if you can capture and [[animal training|tame]] them. Strangely they are considered [[mount|exotic mounts]], so if giant bushmasters are arriving onto your map as part of an [[elf|elven]] [[siege]], be warned - they are extremely dangerous. Luckily, like all other species of snake they take the extent of their lives to reach their maximum size, but because of their bite, giant bushmaster juveniles are still extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[preferences|admire]] giant bushmasters for their ''deadly bite''.&lt;br /&gt;
[[File:giant_bushmaster_preview.jpg|thumb|360px|center|Good news: The giant fangs will kill you faster than the venom.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Zoë van Dijk''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_brown_recluse_spider&amp;diff=299713</id>
		<title>Giant brown recluse spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_brown_recluse_spider&amp;diff=299713"/>
		<updated>2024-04-26T00:57:11Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
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|image=giant_brown_recluse_spider_sprite.png&lt;br /&gt;
|meat=51&lt;br /&gt;
|fat=21&lt;br /&gt;
|skin=chitin&lt;br /&gt;
|brain=2&lt;br /&gt;
|intestines=8&lt;br /&gt;
|heart=1&lt;br /&gt;
|eye=2&lt;br /&gt;
|contrib=no&lt;br /&gt;
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{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant brown recluse spiders''' are [[giant animal]] versions of the common [[brown recluse spider]] who inhabit [[savage]] [[temperate]] broadleaf [[forest]]s. While their original counterparts are [[vermin]], these [[creature]]s are over three times bigger than a [[dwarf]], and as large as a [[giant cave spider]]. While they aren't particularly aggressive, giant brown recluses will attack if provoked, which can quickly lead to the death of dwarves due to the spider's [[Syndrome|venom]] and immunity to [[No Pain|pain]] and [[No Stun|stunning]]. Their existence in a biome is marked by the presence of their [[web]] on the surface. Unlike giant cave spiders, however, giant brown recluses are unable to spew web as a form of combat, making them considerably easier to kill.&lt;br /&gt;
&lt;br /&gt;
Giant brown recluse spiders can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into [[pet]]s, possessing the standard giant creature pet value. They are born adults and can't be turned fully tame. While [[Silk farming|farming silk]] out of them may come to mind, it's not as good an idea as it sounds; their silk possesses normal [[item value]], they only produce web sporadically and don't shoot it in huge quantities like a giant cave spider does, and they are extremely short-lived creatures, only living from 1 to 2 years max. All of it makes them a very poor choice for silk production, though you can always [[butcher]] them instead. Like other giant beasts, they are are exotic [[mount]]s. &lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant brown recluse spiders for their ''venomous bite''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_bobcat&amp;diff=299712</id>
		<title>Giant bobcat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_bobcat&amp;diff=299712"/>
		<updated>2024-04-26T00:56:09Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
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|image=giant_bobcat_sprite.png&lt;br /&gt;
|bone=18&lt;br /&gt;
|tooth=2&lt;br /&gt;
|meat=13&lt;br /&gt;
|skin=hide&lt;br /&gt;
|fat=12&lt;br /&gt;
|hair=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestines=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|cartilage=1&lt;br /&gt;
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{{creaturedesc}}&lt;br /&gt;
'''Giant bobcats''' are the gigantic [[savage]] version of regular [[bobcat]]s. Regular bobcats are some of the smallest predators in the game, but at 256,320 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; giant bobcats are not small creatures, lying between [[tiger]]s (the largest non-giant big cat) and [[muskox]]en in size. Interestingly, their creature definitions do not have a {{token|LARGE_PREDATOR}} tag, so giant bobcats will still flee from contact with your [[dwarves]], despite being more than four times as large. Like their normal counterparts, giant bobcats are extremely uncommon to encounter and no more than 3 of them will exist in the map before they're locally [[extinct]].&lt;br /&gt;
&lt;br /&gt;
Giant bobcats can be captured, trained, and turned into war or hunting animals. They thus make excellent dwarven companions, given their large size, although in a savage biome you might be able to field a better option - [[giant tiger]]s, for instance, are almost eight times as large.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant bobcats for their ''short tails''.&lt;br /&gt;
[[File:giant_bobcat_preview.png|thumb|360px|center|Still chases its tail at the worst possible moments.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Anthony Argentin''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_bluejay&amp;diff=299711</id>
		<title>Giant bluejay</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_bluejay&amp;diff=299711"/>
		<updated>2024-04-26T00:55:01Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
&lt;hr /&gt;
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{{Creaturelookup/0&lt;br /&gt;
|image=giant_bluejay_sprite.png&lt;br /&gt;
|vary=[[Blue jay]] - [[Bluejay man]] - [[Giant bluejay]]&lt;br /&gt;
|bone=24-26&lt;br /&gt;
|meat=19-21&lt;br /&gt;
|skin=hide&lt;br /&gt;
|fat=12-14&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|feather=1&lt;br /&gt;
|gizzard=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Giant bluejays''' are the [[giant animal]] version of [[blue jay]]s, who appear in savage temperate biomes. While each giant bluejay is bigger than a [[grizzly bear]], and they appear in flocks of 5-10 individuals, they pose little threat to your fortress, mostly flying idly over it in the skies. (They are not harmless, however, and can be agitated, with entire flocks of enraged azure birds attacking relentlessly and posing dangers to newly established dwarven colonies.)&lt;br /&gt;
&lt;br /&gt;
If you get your [[marksdwarf|marksdwarves]] to shoot them down or manage to catch one, they give a decent amount of meat, bone, fat, and edible organs, though nothing spectacular. A female giant bluejay lays clusters of 2-7 eggs, which makes them a worse alternative for [[egg production]] than all the common [[domestic animal|domestic poultry]], but a better choice for the [[meat industry]] as they grow even quicker than both [[chicken]]s and [[turkey]]s, and reach a much bigger size.&lt;br /&gt;
&lt;br /&gt;
Giant bluejays can be tamed and sold by [[elf|elves]], and [[mount]]ed by them in [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant blue jays for their ''coloration''.&lt;br /&gt;
[[File:giant_bluejay.jpg|thumb|320px|center|So big that some dwarves mistake one for half the sky.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by GreenBox Art''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
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{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_black_mamba&amp;diff=299710</id>
		<title>Giant black mamba</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_black_mamba&amp;diff=299710"/>
		<updated>2024-04-26T00:54:20Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
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|image=giant_black_mamba_sprite.png&lt;br /&gt;
|bone=10&lt;br /&gt;
|tooth=2&lt;br /&gt;
|meat=6-8&lt;br /&gt;
|skin=hide&lt;br /&gt;
|fat=3&lt;br /&gt;
|scale=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestines=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|eye=2&lt;br /&gt;
|contrib=no&lt;br /&gt;
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{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
[[Black mamba]]s are an extremely deadly but small species of venomous snake whose bites to your dwarves cause short term [[syndrome|syndromic]] symptoms including dizziness, drowsiness, strong pain, fever, unconsciousness, complete paralysis, and death by suffocation soon after. '''Giant black mambas''' keep their basal creature's deadliness, but beef up their size to that of a full-grown [[tiger]]. Not only do they have no problem piercing through your dwarves' clothes, they have no problem piercing through most [[armor]] either, and may just as well end a bitten [[goblin|goblin spearman]]'s life by crushing his skull as by stopping his lungs. Luckily giant black mambas require 20 years of growth to reach full size, but only live 10 to 20 years, meaning they rarely reach their most imposing size. &lt;br /&gt;
&lt;br /&gt;
In the wild giant black mambas are solitary creatures that normally flee contact, but have a &amp;lt;tt&amp;gt;[PRONE_TO_RAGE:1]&amp;lt;/tt&amp;gt; tag in their [[raw file|creature definitions]], which means that about 1% of the time they will flip out on anyone they see. Unless that dwarf happens to be a [[skill|great]] [[battle axe|axedwarf]] in full [[steel]] [[armor]], they probably won't survive the ensuing encounter. Excellent [[mass pitting|pit]] creatures, if not one of the most durable creatures of their size - better to not [[ambusher|approach]] them in the wild.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant black mambas for their ''deadly bite'' and their ''aggression''.&lt;br /&gt;
[[File:giant_black_mamba_preview.png|thumb|300px|center|Has enough venom to kill two [[giant sperm whale]]s.]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_beetle&amp;diff=299709</id>
		<title>Giant beetle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_beetle&amp;diff=299709"/>
		<updated>2024-04-26T00:53:21Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
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|image=giant_beetle_sprite.png&lt;br /&gt;
|skin=chitin&lt;br /&gt;
|meat=42&lt;br /&gt;
|brain=2&lt;br /&gt;
|intestine=8&lt;br /&gt;
|heart=1&lt;br /&gt;
|eye=2&lt;br /&gt;
|fat=17&lt;br /&gt;
|contrib=no&lt;br /&gt;
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{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Giant beetles''' are the [[giant animal]] variant of the common [[beetle]], found in most [[savage]] [[biome]]s where they appear one at a time. Despite its disposition of being a &amp;quot;giant&amp;quot; creature and being about three times the size of a [[dwarf]], they are benign and will be of no threat to your citizens, fighting back only when forced to with [[push]]es and [[wrestling]]. All giant beetles possess Legendary [[skill]] in [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
Giant beetles can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into exotic [[pet]]s, possessing the standard giant creature value. They provide a high amount of [[meat]] when [[butcher]]ed thanks to their many legs, but due to only living up to 1 year, they cannot feasibly be used in a [[meat industry]]. Like other giant animals, giant beetles are exotic [[mount]]s, but their tiny lifespan means this generally sees no use.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant beetles for their ''protective shells''.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Contrary to [[Dwarf|dwarven]] legend, giant beetles are (unfortunately) not equipped with horns and cannot grow thick, shaggy beards similar to those of a dwarf's.&lt;br /&gt;
[[File:giant_beetle_preview.jpg|thumb|300px|center|They don't make newspapers big enough for that...&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Herckeim''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_beaver&amp;diff=299708</id>
		<title>Giant beaver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_beaver&amp;diff=299708"/>
		<updated>2024-04-26T00:52:29Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
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|contrib=no&lt;br /&gt;
|bone=18-22&lt;br /&gt;
|meat=14-20&lt;br /&gt;
|fat=13-17&lt;br /&gt;
|eye=0-2&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|nail=0-1&lt;br /&gt;
|tooth=4&lt;br /&gt;
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{{av}}&lt;br /&gt;
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'''Giant beavers''' are the [[giant animal]] variant of the common [[beaver]], found in [[savage]] [[temperate]] [[lake]]s and [[river]]s where they appear in groups of 3-10 individuals. They are roughly five times the size of a [[dwarf]], but are generally benign and content to simply meander their territory. If confronted, however, they may fight back and make quick work out of inexperienced warriors.&lt;br /&gt;
&lt;br /&gt;
Giant beavers can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into exotic [[pet]]s, possessing the standard giant creature value. They provide plenty of [[meat]] and [[bone]]s when [[butcher]]ed, making them useful as potential livestock. Like other giant animals, giant beavers are exotic [[mount]]s.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] beavers for their ''dams'' and their ''tree-felling habits''.&lt;br /&gt;
&lt;br /&gt;
==In real life==&lt;br /&gt;
An animal often called a 'Giant Beaver' lived in Ice Age North America. [[wikipedia:Castoroides|Castoroides]] was the size of a black bear. However, the DF Giant Beaver is much bigger than Castoroides.&lt;br /&gt;
&lt;br /&gt;
[[File:giant_beaver_preview.png|thumb|330px|center|Makes massive dams.]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_barn_owl&amp;diff=299707</id>
		<title>Giant barn owl</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_barn_owl&amp;diff=299707"/>
		<updated>2024-04-26T00:51:42Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
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|image=giant_barn_owl_sprite.png&lt;br /&gt;
|bone=24&lt;br /&gt;
|meat=18-19&lt;br /&gt;
|fat=11-12&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant barn owls''' are [[giant animal]] versions of the common [[barn owl]], found in a variety of [[savage]] [[biome]]s. While the normal owl is as small as some species of [[vermin]], their giant cousins are about as big as [[grizzly bear]]s, though they retain the benign behavior of their normal counterparts; they spawn one at a time and do little but fly around. All giant barn owls are born with Legendary [[skill]] in [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
Giant barn owls can be captured with [[cage]] [[trap]]s and [[Animal trainer|trained]] into [[pet]]s, possessing the standard value of savage giants. They are large enough to produce a good amount of returns when [[butcher]]ed, and can also be placed in [[nest box]]es to lay [[egg]]s, though they aren't any better than normal barn owls when it comes to egg-laying. Giant barn owls are exotic [[mount]]s and may be seen being ridden by [[Elf|elves]] during [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
Some [[Dwarf|dwarves]] like giant barn owls for their ''coloration''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_bat&amp;diff=299706</id>
		<title>Giant bat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_bat&amp;diff=299706"/>
		<updated>2024-04-26T00:45:34Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
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|image=giant_bat_sprites.png&lt;br /&gt;
|bone=21&lt;br /&gt;
|meat=18&lt;br /&gt;
|fat=17&lt;br /&gt;
|skull=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|intestine=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
'''Giant bats''' are much larger versions of the common [[bat]] who inhabit subterranean [[caverns]], inhabiting the upper layers. They are over three times the size of a [[dwarf]], being as heavy as a [[llama]], and as such they prove to be a genuine threat to civilians; while they spawn individually, giant bats can quickly fly down to an unaware dwarf and make quick work of them, or sneak through unsecured entrances and cause havoc inside of the fortress. All giant bats are born with Legendary skill in [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
If captured by [[cage]] [[trap]]s, giant bats can be [[Animal trainer|trained]] into high-value [[pet]]s. They can also be trained into [[Hunter|hunting]] beasts, though not as war ones. Like all trained animals, they will not fly, making them a bit less useful. If a breeding pair of giant bats is captured, they can also be used in the [[meat industry]]; while they produce less [[meat]] than other &amp;quot;giant&amp;quot; creatures, giant bat [[butcher]]ing returns are [[Item value|worth]] four times as much as those of common domestic animals. Giant bats are exotic [[mount]]s and are sometimes seen being ridden by [[goblin]]s during [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
Giant bats are notorious for their body structure, which is based on the ''HUMANOID_NECK_FLIER'' template. This means they actually possess functional hands in their wings, which they have been at least once reported to use [http://www.bay12forums.com/smf/index.php?topic=108229.0 to wield weapons and strike people with them].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant bats for their ''terrifying features''.&lt;br /&gt;
[[File:giant_bat.png|thumb|288px|center|The legendary &amp;quot;ahoof&amp;quot;, a giant bat/primate hybrid creature.]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_aye-aye&amp;diff=299705</id>
		<title>Giant aye-aye</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_aye-aye&amp;diff=299705"/>
		<updated>2024-04-26T00:44:01Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
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|image=giant_aye_aye_sprite.png&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=18&lt;br /&gt;
|meat=14&lt;br /&gt;
|fat=13&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
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|skull=1&lt;br /&gt;
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{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Giant aye-ayes''' are the [[Giant animal|super-sized]] counterpart to the common [[aye-aye]] found in tropical broadleaf forests. Giant aye-ayes are a little larger than [[grizzly bear]]s, but not as aggressive as those, instead fleeing any conflict. Only appearing rarely in a small subset of biomes, giant aye-ayes are among the more elusive animals in ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
Due to their size, they yield a decent amount of returns when butchered, but the aforementioned rarity can make it difficult to obtain a breeding pair for a sustainable [[meat industry|meat production]]. Giant aye-ayes are exotic [[mount]]s, and can rarely be ridden by [[elf|elves]] in a [[siege]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant aye-ayes for their ''interesting fingers''.&lt;br /&gt;
[[File:giant_aye_aye_preview.jpg|thumb|300px|center|&amp;quot;Their fingers are like tree trunks!&amp;quot; - A dwarf's final words after encountering this very creature.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Science Photo Library''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_axolotl&amp;diff=299704</id>
		<title>Giant axolotl</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_axolotl&amp;diff=299704"/>
		<updated>2024-04-26T00:43:10Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
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|meat=13-14&lt;br /&gt;
|brain=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|fat=12-13&lt;br /&gt;
|bone=18&lt;br /&gt;
|skin=hide&lt;br /&gt;
|skull=1&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Giant axolotls''' are [[giant animal]] versions of the common [[axolotl]] who inhabit [[savage]] [[tropical]] [[lake]]s. While their original counterparts are just [[vermin]], these [[creature]]s are over 3 times bigger than a [[dwarf]]. They spawn individually and not particularly aggressive, but are not benign and will attack other creatures (including dwarves) who provoke them, potentially killing them.&lt;br /&gt;
&lt;br /&gt;
Giant axolotls can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into [[pet]]s, possessing the standard giant creature pet value. They are born adults and cannot be permanently tamed. They produce an adequate amount of products when [[butcher]]ed (comparable to a [[cow]]), and as such may serve as a choice for novelty livestock. They are also fairly long-lived compared to most giant vermin, and since they're born as fully-sized adults, they can start producing more of themselves fairly quickly, provided a breeding pair is obtained. They are exotic [[mount]]s and may be witnessed being ridden by [[Elf|elves]] during [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant axolotls for their ''gills''.&lt;br /&gt;
[[File:giant_axolotl_preview.png|thumb|370px|center|Too cute to be considered a vermin.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Matthieu Papy''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_armadillo&amp;diff=299703</id>
		<title>Giant armadillo</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_armadillo&amp;diff=299703"/>
		<updated>2024-04-26T00:41:15Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
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|image=giant_armadillo_sprite.png&lt;br /&gt;
|shell=1&lt;br /&gt;
|bone=18&lt;br /&gt;
|meat=14&lt;br /&gt;
|skin=hide&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|hair=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestines=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|fat=12&lt;br /&gt;
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{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant armadillos''' are the [[giant animal]] variant of the common [[armadillo]], found in [[savage]] [[tropical]] biomes. While the common critter is roughly [[cat]]-sized, these giants are over four times the size of a [[dwarf]], though they are generally timid and will not fight back if attacked, preferring to curl up into a ball instead.&lt;br /&gt;
&lt;br /&gt;
Giant armadillos can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into exotic [[pet]]s, possessing the default giant animal value. They provide a good amount of [[food]] and [[bone]]s when [[butcher]]ed, on top of serving as a source of [[shell]]s. Also like other giant animals, they are considered exotic mounts.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant armadillos for their ''thick, bony armor plates''.&lt;br /&gt;
&lt;br /&gt;
[[File:giant_armadillo.jpg|thumb|315px|center]]&lt;br /&gt;
&lt;br /&gt;
== Arena tests ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Trial&lt;br /&gt;
! Dwarves&lt;br /&gt;
! Giant armadillos&lt;br /&gt;
! Winner&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| 9&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| 9&lt;br /&gt;
| giant armadillos (9)&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
|style=&amp;quot;background-color:#fcc&amp;quot;| 15&lt;br /&gt;
|style=&amp;quot;background-color:#cfc&amp;quot;| 10&lt;br /&gt;
| giant armadillos (10)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_anole&amp;diff=299702</id>
		<title>Giant anole</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_anole&amp;diff=299702"/>
		<updated>2024-04-26T00:40:18Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
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|image=giant_anole_sprite.png&lt;br /&gt;
|bone=18&lt;br /&gt;
|meat=15&lt;br /&gt;
|skin=scale&lt;br /&gt;
|fat=13&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
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{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant anoles''' are the [[giant animal]] versions of the common [[anole]] who inhabit [[savage]] [[tropical]] [[forest]]s. While their original counterparts are just [[vermin]], these [[creature]]s are over 3 times bigger than a [[dwarf]]. They are not particularly aggressive, but are not benign and will attack other creatures (including dwarves) who provoke them, potentially killing them. All giant anoles are born with Legendary [[skill]] in [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
Giant anoles can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into [[pet]]s, possessing the standard giant creature pet value. They are born adults and cannot be permanently tamed. They produce an adequate amount of products when [[butcher]]ed and may be placed in a [[nest box]] to lay [[egg]]s, however they only lay 1 to 2 eggs at a time, making them very poor animals for [[egg production]]. Additionally, giant anoles are noticeably short-lived, only living up to 7 years at most. They are exotic [[mount]]s and may be witnessed being ridden by [[Elf|elves]] during [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant anoles for their ''dewlaps'' and their ''ability to change color''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_adder&amp;diff=299701</id>
		<title>Giant adder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_adder&amp;diff=299701"/>
		<updated>2024-04-26T00:39:05Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
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|image=giant_adder_sprite.png&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=9-10&lt;br /&gt;
|tooth=2&lt;br /&gt;
|meat=8-9&lt;br /&gt;
|fat=3&lt;br /&gt;
|skull=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|intestine=1-2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|eye=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
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&lt;br /&gt;
'''Giant adders''' are the [[giant animal]] variants of the common [[adder]], found in [[savage]] [[temperate]] regions. While the regular creature is the smallest non-[[vermin]] in the game, giant adders are roughly the size of a [[grizzly bear]] when fully grown, and are exponentially more threatening as a result. Giant adders retain the [[syndrome]] of their counterparts, causing immediate strong [[Symptom#Pain|pain]] followed by long-term nausea, blisters, and swelling, which, when combined with the larger size of the monster, may result in a bitten [[dwarf]] going unconscious in a matter of seconds if they do not just die outright.&lt;br /&gt;
&lt;br /&gt;
Giant adders can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into [[pet]]s, possessing the default giant animal value. They are born adults and as such cannot be permanently tamed. Thanks to their great size, they provide a good amount of returns when [[butcher]]ed, and make decent [[egg]]-layers for [[egg production]]. Like all giant animals, they are considered exotic [[mount]]s.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant adders for their ''warning hisses''.&lt;br /&gt;
[[File:giant_adder_preview.png|thumb|280px|center|Once coiled around an entire castle - that already had another snake around it.]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_aardvark&amp;diff=299700</id>
		<title>Giant aardvark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_aardvark&amp;diff=299700"/>
		<updated>2024-04-26T00:38:58Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
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|image=giant_aardvark_sprite.png&lt;br /&gt;
|bone=22&lt;br /&gt;
|hair=1&lt;br /&gt;
|nail=1&lt;br /&gt;
|cartilage=1&lt;br /&gt;
|meat=19&lt;br /&gt;
|fat=16&lt;br /&gt;
|skull=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|intestine=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|eye=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
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&lt;br /&gt;
'''Giant aardvarks''' are the [[Giant animal|giant]] [[Creature|cousins]] of the common [[aardvark]], found in [[savage]] [[tropical]] plains. Like their regular-sized brethren, they spawn individually and meander through the map, generally minding their own business. Despite being over 9 times the size of a [[dwarf]], giant aardvarks are just as benign as their smaller cousins and will flee if confronted, making them unlikely to pose a threat unless cornered by your [[hunter]]s.&lt;br /&gt;
&lt;br /&gt;
Giant aardvarks can be captured with [[cage]] [[trap]]s and [[Animal trainer|trained]] into [[pet]]s, possessing the standard value of a giant creature. A breeding pair can be used for a fortress's [[meat industry]] somewhat more efficiently than normal aardvarks, as their larger size makes them drop a larger quantity of [[meat]], [[fat]] and [[bone]]s. Giant aardvarks are exotic [[mount]]s, so you may see [[elves]] riding them into battle in the event of a [[siege]].&lt;br /&gt;
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Some dwarves [[Preferences|like]] giant aardvarks for their ''snout'' and their ''long ears''.&lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_albatross&amp;diff=299699</id>
		<title>Giant albatross</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_albatross&amp;diff=299699"/>
		<updated>2024-04-26T00:38:36Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
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&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=giant_albatross_sprite.png&lt;br /&gt;
|bone=26&lt;br /&gt;
|meat=19&lt;br /&gt;
|fat=13&lt;br /&gt;
|skull=1&lt;br /&gt;
|feather=1&lt;br /&gt;
|nervous tissue=2&lt;br /&gt;
|gizzard=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|intestine=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Giant albatrosses''' are the [[giant animal]] variant of the common [[albatross]], found in [[savage]] [[ocean]]s. They spawn in groups of 1-10 individuals, and will fly around aimlessly, fleeing when approached. They are roughly four times larger than a [[dwarf]], but are unlikely to provide a threat to a fortress.&lt;br /&gt;
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Giant albatrosses can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into [[pet]]s. Like all other giant animals, they provide a decent amount of [[food]] and [[bone]]s when [[butcher]]ed, but breeding them is a subpar choice, due to the fact they lay only one [[egg]] at a time. Also like other giant animals, they are considered exotic [[mount]]s.&lt;br /&gt;
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Some dwarves [[Preferences|like]] giant albatrosses for their ''large wings''.&lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Oyster&amp;diff=299698</id>
		<title>Oyster</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Oyster&amp;diff=299698"/>
		<updated>2024-04-26T00:17:43Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
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&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{verminlookup/0&lt;br /&gt;
|image=oyster_sprite.png}}&lt;br /&gt;
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'''Oysters''' are a common source of [[food]] for fortresses located near an [[ocean]]. They are also one of the few types of creatures, along with [[mussel]]s, [[pond turtle]]s, [[nautilus]]es, and [[cave lobster]]s, that are sources of [[shell]]s. They can't be [[butcher]]ed, but are [[fish cleaning|cleaned]] at a [[fishery]], which generates a shell and prepared oyster. Oysters can also be cooked raw.&lt;br /&gt;
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Oysters are [[hateable]] vermin and will give unhappy [[thought]]s to [[dwarves]] who absolutely detest oysters when they encounter them.&lt;br /&gt;
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Some [[dwarves]] [[Preferences|like]] oysters for their ''beauty''.&lt;br /&gt;
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[[File:Vermin-Oyster.jpeg|thumb|center|300px|Admired for its ''beauty''.]]&lt;br /&gt;
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{{D for Dwarf}}&lt;br /&gt;
The Whole World Is Not An Oyster&lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;br /&gt;
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{{Category|Shell}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Release_information/List&amp;diff=299452</id>
		<title>Release information/List</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Release_information/List&amp;diff=299452"/>
		<updated>2024-04-25T01:24:41Z</updated>

		<summary type="html">&lt;p&gt;OluapPlayer: &lt;/p&gt;
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&lt;div&gt;{{release notes link|50.01|compat=no}}&lt;br /&gt;
{{release notes link|50.02}}&lt;br /&gt;
{{release notes link|50.03}}&lt;br /&gt;
{{release notes link|50.04}}&lt;br /&gt;
{{release notes link|50.05}}&lt;br /&gt;
{{release notes link|50.06}}&lt;br /&gt;
{{release notes link|50.07}}&lt;br /&gt;
{{release notes link|50.08}}&lt;br /&gt;
{{release notes link|50.09}}&lt;br /&gt;
{{release notes link|50.10}}&lt;br /&gt;
{{release notes link|50.11}}&lt;br /&gt;
{{release notes link|50.12}}&lt;br /&gt;
{{release notes link|50.13}}&lt;/div&gt;</summary>
		<author><name>OluapPlayer</name></author>
	</entry>
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