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Difference between revisions of "Syndrome"

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[[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.
  
A '''syndrome''' is a disease or effect that a poor, helpless creature might get through encountering certain other creatures, extracts, or supernatural weather. They generally cause unpleasant and frequently fatal [[symptoms]] over a short to long period of time, but some will clear up over time or with the assistance of a [[doctor]].  A [[Health care|Hospital]] is required to diagnose and potentially treat the syndrome. [[File:Snakebite.png|200px|thumb|right|An example of a syndrome in effect. This hippo did not ultimately survive the encounter despite one bite being the only injury sustained.]]
+
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).
 +
 
 +
''"Yeah, I know this. I was looking for [[Syndrome examples|examples]]..."''
  
 
==List of syndromes==
 
==List of syndromes==
 +
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 "small creatures" category for purposes of this discussion.
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#dddddd"
 
|- bgcolor="#dddddd"
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| None
 
| None
 
|-
 
|-
| Inebriation{{version|0.42.01}}
+
| Inebriation
 
| [[Alcohol]] (consumed/injected)
 
| [[Alcohol]] (consumed/injected)
 
| Consuming alcoholic drinks
 
| Consuming alcoholic drinks
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|-
 
|-
 
| Mummy's curse
 
| Mummy's curse
| [[DF2014:Mummy|Disturbance interaction]].
+
| [[Mummy|Disturbance interaction]].
| Being cursed by a [[DF2014:Mummy|mummy]], when caught raiding their tombs
+
| Being cursed by a [[mummy]], when caught raiding their tombs
 
| None
 
| None
 
| None
 
| None
| 20% of any skill roll failing, regardless of skill.
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| 20% chance of any skill roll failing, regardless of skill.
 
|-
 
|-
 
| Vampirism
 
| Vampirism
| [[Deity|Divine]] Curse.
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| [[Deity|Divine]] curse
| Drinking blood of a [[vampire]]. Toppling statues in shrines in Adventure Mode or temples in Dwarf Mode, random chance.
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| Drinking the blood of a [[vampire]]. Toppling statues in shrines and temples (random chance), rolling divination dice too frequently.
 
| None
 
| None
 
| None
 
| None
 
| Victim becomes a [[vampire]].
 
| Victim becomes a [[vampire]].
 
|-
 
|-
| Werebeast Curse
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| Werebeast curse
| [[Deity|Divine]] Curse.
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| [[Deity|Divine]] curse
| Being bitten by a [[werebeast]]. Toppling statues in shrines in Adventure Mode, random chance.
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| Being bitten by a [[werebeast]], toppling statues in shrines and temples (random chance), rolling divination dice too frequently.
 
| None
 
| None
 
| None
 
| None
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|-
 
|-
 
| Necromancy
 
| Necromancy
| [[Deity|Divine]] Curse.
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| [[Deity|Divine]] 'curse'
| Reading a book/slab that contains the secrets to life and death.
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| Reading a book/slab that contains the secrets of life and death.
 
| None
 
| None
 
| None
 
| None
| Reader becomes a [[Necromancer]].
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| Reader becomes a [[necromancer]].
 
|-
 
|-
| [evil rain] sickness<sup>3</sup>
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| evil rain sickness<sup>3</sup>
 
|rowspan=7| Random
 
|rowspan=7| Random
| Being caught outside in freakish weather in an evil biome
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| Being caught outside in [[Weather#Evil weather|freakish weather]] in an evil [[biome]]
 
|rowspan=7| Random
 
|rowspan=7| Random
 
|rowspan=7| Random
 
|rowspan=7| Random
 
|rowspan=7| Random
 
|rowspan=7| Random
 
|-
 
|-
| [evil cloud] sickness<sup>4</sup>
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| evil cloud sickness<sup>4</sup>
| Being caught in a creeping cloud in an evil biome
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| Being caught in a [[Weather#Evil weather|creeping cloud]] in an evil [[biome]]
 
|-
 
|-
 
| beast sickness<sup>5</sup>
 
| beast sickness<sup>5</sup>
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|-
 
|-
 
| night sickness<sup>5</sup>
 
| night sickness<sup>5</sup>
| Encounters with [[werebeast]]s
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| Encounters with [[nightmare]]s or [[experiment]]s
 
|-
 
|-
 
| demon sickness<sup>5</sup>
 
| demon sickness<sup>5</sup>
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| Encounters with [[angel]]s
 
| Encounters with [[angel]]s
 
|}
 
|}
:<small>1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.</small>
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: 1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.
:<small>2. Necrosis of the brain will eventually result in death once the brain rots away completely.</small>
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: 2. Necrosis of the brain will eventually result in death once the brain rots away completely.  
:<small>3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain.</small>
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: 3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain.  
:<small>4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms.</small>
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: 4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms.  
:<small>5. [[Titan]]s, [[forgotten beast]]s, [[werebeast]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from pointless (mild blisters from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood).</small>
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: 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).
  
 
==The anatomy of a syndrome==
 
==The anatomy of a syndrome==
Mechanically, syndromes are bundles of tokens attached to a material - they're confined to creature materials in vanilla DF, but it's a simple matter to add them to inorganic materials.  When the material is injected, touched, inhaled, or ingested (depending on the syndrome), the creature suffers the predations of a nasty disease or poison.  Here's an example syndrome, taken from the Giant Cave Spider raws.
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To recap, syndromes are "diseases" 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.
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{{Modding}}
 +
'''1) Transmission via Materials'''
 +
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.
  
If you are having troubles getting the syndromes to work (i.e., in combat reports, getting "'''supersnake''' n/a splatters~etc"), then simply throw the venom template into the actual creature's raw, which is what the LOCAL_CREATURE_MAT actually calls on; the venom being in the same file.
 
  
     [USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE]
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Here's the material definition of [[giant cave spider]] venom with its associated syndrome as an example:
 +
 
 +
''(See [[Giant cave spider/raw|here]] for the complete creature raw.)''
 +
     [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
 
         [STATE_NAME:ALL_SOLID:frozen giant cave spider venom]
 
         [STATE_NAME:ALL_SOLID:frozen giant cave spider venom]
 
         [STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]
 
         [STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]
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         [PREFIX:NONE]
 
         [PREFIX:NONE]
 
         [ENTERS_BLOOD]
 
         [ENTERS_BLOOD]
         [SYNDROME]
+
         '''[SYNDROME]'''
             [SYN_NAME:giant cave spider bite]
+
             '''[SYN_NAME:giant cave spider bite]'''
             [SYN_AFFECTED_CLASS:GENERAL_POISON]
+
             '''[SYN_AFFECTED_CLASS:GENERAL_POISON]'''
             [SYN_IMMUNE_CREATURE:SPIDER_CAVE:ALL]
+
             '''[SYN_IMMUNE_CREATURE:SPIDER_CAVE_GIANT:ALL]'''
             [SYN_INJECTED]
+
             '''[SYN_INJECTED]'''
             [CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]
+
             '''[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]'''
 +
 
 +
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.
 +
 
 +
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 "giant cave spider bite", 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).
 +
 
 +
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:
 +
    [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]
 +
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).
 +
 
 +
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]]).
 +
 
 +
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.
 +
 
 +
 
 +
'''2) Transmission via Interactions'''
  
The first line, USE_MATERIAL_TEMPLATE, is creating a new material, called POISON, using the CREATURE_EXTRACT_TEMPLATE as the basis. After this, the STATE_NAME and STATE_ADJ tokens are used to define the names and adjectives assigned to different states of the material - GAS, LIQUID and ALL_SOLID, in this case, though ALL is also a valid token.  At this stage, you can use any material tags like MAT_FIXED_TEMP or similar to set further material properties, though this usually isn't necessary.
+
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.
  
  ENTERS_BLOOD
+
See [[Syndrome#Spreading_diseases|below]] for an example of a syndrome-transmitting interaction.
This tag determines whether a poison enters the blood or not. If it is not included, the poison will splatter (if liquid) or flow (if gas) over the affected body part instead when injected. If you're using a contact poison, leave this out. Necessary for injected poisons.
 
  SYNDROME
 
This tag ends the material details and begins the definition of the actual syndrome.
 
  SYN_NAME
 
This one is self-explanatory - the name of the syndrome as it will appear in-game.
 
  SYN_AFFECTED_CLASS
 
This token defines what CREATURE_CLASS will be affected by the syndrome.  Most creatures are classed under GENERAL_POISON.  Multiple tokens can be used in a single syndrome.
 
  SYN_IMMUNE_CLASS
 
As above, but makes class immune.
 
  SYN_IMMUNE_CREATURE
 
This token defines which creatures CANNOT be affected by the syndrome - useful for addressing specific instances within a population, such as a specific caste or an individual creature that falls under GENERAL_POISON. Syntax is [SYN_IMMUNE_CREATURE:creature:caste]. ALL can be used for the caste.
 
  SYN_AFFECTED_CREATURE
 
As above, but makes creature or caste susceptible.
 
  SYN_CLASS
 
This tag sets a class for the syndrome that can be used in [[Interaction token|interactions.]]
 
  SYN_IDENTIFIER{{version|0.42.01}}.
 
Similar to SYN_CLASS, this sets an identifier that can be shared between multiple syndromes, for use with the SYNDROME_DILUTION_FACTOR creature token. In vanilla DF, this is used to allow dwarves to drink more alcohol before becoming inebriated.
 
  SYN_NO_HOSPITAL{{version|0.42.01}}.
 
Probably prevents affected dwarves from being carried to the hospital.{{verify}}
 
  SYN_CONCENTRATION_ADDED:x:x{{version|0.42.01}}.
 
Repeated exposure to the syndrome will result in the effects becoming more intense. In vanilla [SYN_CONCENTRATION_ADDED:100:1000] is used with alcohol.
 
  
  SYN_INJECTED, SYN_CONTACT, SYN_INHALED, SYN_INGESTED
+
==Basic syndrome tokens==
This token determines the method of infection - injected syndromes must be injected via a creature attack, while contact syndromes result from any contamination of a creature by material splatter (such as blood), inhaled syndromes must be inhaled in gaseous form (such as from boiling or a creature breath attack), and ingestion syndromes must be eaten or drunk.  Any combination of these tags can be used.  A fun variation on the usual creature injection routine is to create a material with a SYN_CONTACT syndrome and have a creature use it for blood - this tends to end poorly for any predator that chooses to attack them.
 
  
 +
{| {{prettytable}}
 +
|- bgcolor="Bisque"
 +
! Token
 +
! Arguments
 +
! Description
  
  [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:VENOM:LIQUID:100:100]
+
|-
This is one method for getting a poison into a creature. If [ENTERS_BLOOD] is applied, it will be injected into the bloodstream. Otherwise, it will just splatter over the area. Put this on a creature attack. Substance type (gas, liquid, solid) does not appear to have an effect. The numbers on the end are minimum and maximum.
+
| {{text anchor|SYNDROME}}
 +
|
 +
| Used to begin defining a new syndrome.
  
 +
|-
 +
| {{text anchor|SYN_NAME}}
 +
| <your text>
 +
| 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.
  
CE_X, or creature effect tokens, are the real meat and bones of your syndrome. They're detailed below.
+
For example, this name is displayed when <nowiki>[</nowiki>[[Syndrome#CE_FEEL_EMOTION|CE_FEEL_EMOTION:<...>]]] causes an emotional reaction {{dftext|Urist is |0:1}}{{dftext|<emotion>|6:0}}{{dftext| due to <your_syn_name>.|0:1}}
  
==Creature effect tokens==
+
|-
 +
| {{text anchor|SYN_CLASS}}
 +
| <your text>
 +
| 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.
 +
 
 +
|-
 +
| {{text anchor|SYN_CONTACT}}
 +
|
 +
| 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.
 +
 
 +
Methods of getting a material contaminant onto a creature's body include:
 +
* [[Creature token#SECRETION|secretions]]
 +
* [[Interaction_token#LIQUID_GLOB|liquid projectiles]] (contaminate struck body parts if exposed)
 +
* [[Interaction_token#TRAILING_VAPOR_FLOW|vapor]] and [[Interaction_token#TRAILING_DUST_FLOW|dust clouds]] (contaminate all external body parts, even if covered)
 +
* [[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]])
 +
* [[Interaction_token#WEATHER_FALLING_MATERIAL|freakish rain]] (contaminates all external body parts, even if covered, if the creature is outside)
 +
* 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)
 +
* items [[Material_definition_token#MELTING_POINT|melting]] whilst equipped or hauled (this contaminates the body part that was holding them if exposed)
 +
* striking the creature's body with a contaminated item (see below)
 +
 
 +
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.
 +
 
 +
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]]).
 +
 
 +
|-
 +
| {{text anchor|SYN_INGESTED}}
 +
|
 +
| 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.
 +
 
 +
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.
 +
 
 +
|-
 +
| {{text anchor|SYN_INHALED}}
 +
|
 +
| 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.
 +
 
 +
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.
 +
 
 +
|-
 +
| {{text anchor|SYN_INJECTED}}
 +
|
 +
| 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.
 +
 
 +
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 "lodged into the wound" isn't a requirement.
 +
 
 +
|-
 +
| {{text anchor|SYN_AFFECTED_CLASS}}
 +
| <[[Creature token#CREATURE_CLASS|creature class]]>
 +
| 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.
 +
 
 +
|-
 +
| {{text anchor|SYN_IMMUNE_CLASS}}
 +
| <[[Creature token#CREATURE_CLASS|creature class]]>
 +
| 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]]).
 +
 
 +
|-
 +
| {{text anchor|SYN_AFFECTED_CREATURE}}
 +
| <creature>:<[[Creature_token#CASTE|caste]]>
 +
| 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.
 +
 
 +
DWARF:FEMALE is an example of a valid <creature>:<caste> combination; "ALL" can be used in place of a specific caste so as to indicate that this applies to all castes of the specified creature.
 +
 
 +
|-
 +
| {{text anchor|SYN_IMMUNE_CREATURE}}
 +
| <creature>:<[[Creature_token#CASTE|caste]]>
 +
| 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, "ALL" can be used in place of a specific caste.
 +
 
 +
|-
 +
| {{text anchor|SYN_NO_HOSPITAL}}
 +
|
 +
| 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.
 +
 
 +
|-
 +
| {{text anchor|SYN_IDENTIFIER}}
 +
| <your text>
 +
| 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.
 +
 
 +
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 <code>[SYN_IDENTIFIER:INEBRIATION]</code> token. All [[dwarf|dwarves]] have <code>[SYNDROME_DILUTION_FACTOR:INEBRIATION:150]</code>, 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.
 +
 
 +
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.
 +
 
 +
|-
 +
| {{text anchor|SYN_CONCENTRATION_ADDED}}
 +
| <amount>:<max>
 +
| 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 <amount> is its initial concentration level.
 +
 
 +
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 <amount> whenever the creature is exposed to it, until its specified <max> 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 <max> value, the concentration will of course increase further.
 +
 
 +
For example, all forms of [[alcohol]] in the vanilla game have a syndrome with <code>[SYN_IDENTIFIER:INEBRIATION]</code> and <code>[SYN_CONCENTRATION_ADDED:100:1000]</code>. 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, "Each 100 of <amount> will contribute SEV in general to each effect (before [[Creature token#SYNDROME_DILUTION_FACTOR|dilution]]), <max> goes up to 1000. The concentration does not decrease, but will stay at the maximum attained until the syndrome wears off."
 +
 
 +
Some of the generated interaction-derived syndromes come with <code>[SYN_CONCENTRATION_ADDED:1000:0]</code>. According to Toady, this "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." [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083872#msg8083872]
 +
|}
 +
 
 +
==Creature Effect Tokens==
 
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:
 
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:
  
 
   [CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]
 
   [CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]
  
 +
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.
 +
 +
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.
 +
 +
{| {{prettytable}}
 +
|- bgcolor="Bisque"
 +
! Token
 +
! Arguments
 +
! Description
 +
 +
|-
 +
| {{text anchor|CE_X}}
 +
|
 +
| The effect type.  This can be a number of different tokens, as detailed in the tables that follow this one.
 +
 +
|-
 +
| {{text anchor|SEV}}
 +
| <amount>
 +
| 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.
 +
 +
|-
 +
| {{text anchor|PROB}}
 +
| <amount>
 +
| The probability of the effect actually manifesting in the victim, as a percentage.  100 means always, 1 means a 1 in 100 chance.
 +
 +
|-
 +
| {{text anchor|BP}}
 +
| <body part>:<tissue>
 +
| (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!
 +
 +
<body part> can be BY_CATEGORY:X to target body parts with a matching [CATEGORY:X] [[body token]] (or ALL to affect everything), BY_TYPE:X to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:X to target individual body parts by their ID as specified 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.
 +
 +
|-
 +
| {{text anchor|LOCALIZED}}
 +
|
 +
| (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.
 +
 +
|-
 +
| {{text anchor|VASCULAR_ONLY}}
 +
|
 +
| (Optional) This effect only affects tissue layers with the VASCULAR token.
 +
 +
|-
 +
| {{text anchor|MUSCULAR_ONLY}}
 +
|
 +
| (Optional) This effect only affects tissue layers with the MUSCULAR token.
 +
 +
|-
 +
| {{text anchor|SIZE_DILUTES}}
 +
|
 +
| (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.
 +
 +
|-
 +
| {{text anchor|SIZE_DELAYS}}
 +
|
 +
| (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.
 +
 +
|-
 +
| {{text anchor|CAN_BE_HIDDEN}}
 +
|
 +
| (Optional) Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}
 +
 +
|-
 +
| {{text anchor|RESISTABLE}} (sic)
 +
|
 +
| (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)
 +
 +
|-
 +
| {{text anchor|DWF_STRETCH}}
 +
| <amount>
 +
| (Optional) Multiplies the duration values of the effect by the specified amount in Fortress mode.
 +
 +
|-
 +
| {{text anchor|ABRUPT_START}}
 +
|
 +
| (Optional) Makes the effect begin immediately rather than ramping up.
 +
 +
|-
 +
| {{text anchor|ABRUPT_END}}
 +
|
 +
| (Optional) Makes the effect end immediately rather than ramping down.
 +
 +
|-
 +
| {{text anchor|ABRUPT}}
 +
|
 +
| (Optional) Combination of ABRUPT_START and ABRUPT_END.
 +
 +
|-
 +
| {{text anchor|START}}
 +
| <time>
 +
| Determines the time after exposure, in ticks, when the effect starts. Required for all effects.
 +
 +
|-
 +
| {{text anchor|PEAK}}
 +
| <time>
 +
| (Optional) Determines the time after exposure, in ticks, when the effect reaches its peak intensity.
 +
 +
|-
 +
| {{text anchor|END}}
 +
| <time>
 +
| (Optional) Determines the time after exposure, in ticks, when the effect ends.
 +
|}
 +
 +
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.
  
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.
 
  
As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) end it, the order of the intervening tokens isn't important. PEAK and END aren't required.
+
===Symptomatic Effects===
  
*CE_X
+
The following table contains [[Syndrome#Creature effect tokens|creature effect tokens]] which cause purely medical [[symptom]]s.
The effect type.  This can be a number of different tokens, as detailed in the table below this list.
 
*SEV:X
 
The severity of the effect.  Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten.
 
*PROB:X
 
The probability of the effect actually manifesting in the victim, as a percentage.  100 means always, 1 means a 1 in 100 chance.
 
*LOCALIZED (Overwrites 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 syndrome have no effect. This token also makes inhaled syndromes have no effect.
 
*BP:BODY_PART:TISSUE (Overwritten by LOCALIZED)
 
Specifies which body parts and tissues are to be affected by the syndrome. BODY_PART can be BY_CATEGORY:x to target body parts with a matching [CATEGORY:x] [[body token]] (or ALL to affect everything), BY_TYPE:x to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:x to target individual body parts by their ID (as specified in the [BP] token). For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL.  The syndrome would act on all bodyparts within the creature with the CATEGORY tag LUNG and affect all tissue layers.  For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all bodyparts. Multiple targets can be given in one syndrome by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target bodyparts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas. Not everything takes a target!
 
*VASCULAR_ONLY (Optional)
 
This syndrome only affects tissue layers with the VASCULAR token.
 
*MUSCULAR_ONLY (Optional)
 
This syndrome only affects tissue layers with the MUSCULAR token.  Are you seeing a trend here?
 
*SIZE_DILUTES (Optional)
 
This token presumably causes the effects of the syndrome to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.
 
*SIZE_DELAYS (Optional)
 
As above, this token has yet to be tested but presumably delays the onset of a syndrome according to the size of the victim.
 
*DWF_STRETCH:X{{version|0.42.01}} (Optional)
 
Multiplies the duration of the syndrome by X in Fortress mode.
 
*ABRUPT{{version|0.42.01}} (Optional)
 
Makes the symptom begin immediately rather than ramping up. {{verify}}
 
*CAN_BE_HIDDEN (Optional)
 
Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}
 
*RESISTABLE (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.
 
  
 +
Non-targeted effects will ignore any BP tokens and LOCALIZED tokens.
  
 
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!
 
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!
  
Non-targeted syndromes will ignore any BP tokens and LOCALIZED tokens.
 
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="Bisque"
 
|- bgcolor="Bisque"
Line 337: Line 521:
 
! Description
 
! Description
 
|-
 
|-
| CE_BLEEDING
+
| {{text anchor|CE_BRUISING}}
 
| Yes
 
| Yes
| Causes the targeted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.
+
| Causes the targeted body part to undergo bruising.
 
|-
 
|-
| CE_BLISTERS
+
| {{text anchor|CE_BLISTERS}}
 
| Yes
 
| Yes
| Covers the targeted bodypart with blisters.
+
| Covers the targeted body part with blisters.
 
|-
 
|-
| CE_BRUISING
+
| {{text anchor|CE_OOZING}}
 
| Yes
 
| Yes
| Causes the targeted bodypart to undergo bruising.
+
| Causes pus to ooze from the afflicted body part.
 
|-
 
|-
| CE_IMPAIR_FUNCTION
+
| {{text anchor|CE_BLEEDING}}
 
| Yes
 
| Yes
| An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate. This token only affects organs, not limbs. Note that this effect is currently bugged, and will not "turn off" until the creature receives a wound to cause its body parts to update.
+
| 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.
 
|-
 
|-
| CE_NECROSIS
+
| {{text anchor|CE_SWELLING}}
 
| Yes
 
| Yes
| Causes the targeted bodypart to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation.
+
| Causes the targeted body part to swell up. Extreme swelling may lead to necrosis.
 
|-
 
|-
| CE_NUMBNESS
+
| {{text anchor|CE_NECROSIS}}
 
| Yes
 
| Yes
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.
+
| 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.
 
|-
 
|-
| CE_OOZING
+
| {{text anchor|CE_NUMBNESS}}
| Yes
+
| Optional
| Causes pus to ooze from the afflicted bodypart.
+
| 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.
 
|-
 
|-
| CE_PAIN
+
| {{text anchor|CE_PAIN}}