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		<id>https://rimworldwiki.com/index.php?title=Talking&amp;diff=181172</id>
		<title>Talking</title>
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		<updated>2026-06-26T01:22:52Z</updated>

		<summary type="html">&lt;p&gt;173.171.5.203: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Capacity&lt;br /&gt;
| mechanoid name = Communication&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = A [[characters|character]]'s capacity of speech. Directly affected by consciousness.&lt;br /&gt;
}}{{#set:Effective Maximum = {{#expr: {{Q|Consciousness|Effective Maximum}} * 1.25 + 0.5 }} }}&lt;br /&gt;
Talking is a factor of all social stats. Talking capacity is reduced by a damaged or missing [[Table of Human Body Parts#Jaw|jaw]]. [[Dementia]] also impairs talking.&lt;br /&gt;
&lt;br /&gt;
{{Hover title|Version/1.4.3901|At the time of writing}}, the maximum possible talking capacity is {{%|{{P|Effective Maximum}} }} for a pawn with [[sensory mechanites]], a [[bionic jaw]], and the maximum possible consciousness of {{%|{{Q|Consciousness|Effective Maximum}} }}. There is however no advantage of a talking capacity above 100%.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
{{Stub|section=1|reason=Section describing effects when mute - e.g. some leader abilities can't be used. See [[sight]] for an example}}&lt;br /&gt;
Talking has a number of unique interactions with other mechanics, beyond the traditional effects on [[stats]]. &lt;br /&gt;
&lt;br /&gt;
Pawns with 0% Talking:&lt;br /&gt;
* Do not ramble and inflict a mood penalty when they have the [[disturbing]] trait.{{AnomalyIcon}}&lt;br /&gt;
** Pawns with 0% talking can suffer the Insane Rambling mental break, and will talk during it.&lt;br /&gt;
&lt;br /&gt;
== Affected stats ==&lt;br /&gt;
{{#ask: [[Talking Importance::+]]&lt;br /&gt;
| ?Health Type = Type&lt;br /&gt;
| ?Talking Importance# = Weight&lt;br /&gt;
| ?Talking Limit# = Max&lt;br /&gt;
| ?description&lt;br /&gt;
| format = broadtable&lt;br /&gt;
| limit  = 100&lt;br /&gt;
| mainlabel = Name&lt;br /&gt;
| headers = plain&lt;br /&gt;
| sort = Health Type, Name&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
Pawns need a talking capacity above '''0%''' in order to socially interact with other pawns, trade, tame/train animals, and hold speeches.&lt;br /&gt;
=== Base factors ===&lt;br /&gt;
The following factors affect Talking:&lt;br /&gt;
* [[Consciousness]]: [[Consciousness Importance::1|100%]] importance, no allowed defect. [[Consciousness Limit::-|No]] Max&lt;br /&gt;
* Jaw part efficiency. 100% importance, no allowed defect. No Max (effectively 125%).&lt;br /&gt;
** [[Denture]]: '''80%''' part efficiency, resulting in {{--|20%}} Talking&lt;br /&gt;
** [[Bionic jaw]]: '''125%''' part efficiency, resulting in {{+|25%}} Talking&lt;br /&gt;
** Tongue part efficiency. 100% importance, no allowed defect. No Max (effectively 100%).&lt;br /&gt;
*** [[Bionic tongue]]: '''100%''' part efficiency, resulting in no changes in capacity.&lt;br /&gt;
&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
The following offsets affect Talking:&lt;br /&gt;
* [[Anesthetic]]:&lt;br /&gt;
** Woozy: {{--|20%}}&lt;br /&gt;
* [[Dementia]]: {{--|25%}}&lt;br /&gt;
** Note, that as dementia also inflicts a {{--|15%}} Consciousness penalty, this is effectively a {{--|40%}} to Talking (assuming no other factors are involved)&lt;br /&gt;
* [[Sensory mechanites]] (Any severity): {{+|50%}}&lt;br /&gt;
&lt;br /&gt;
===Post factors===&lt;br /&gt;
The following factors affect Talking. They are applied after the offsets. &lt;br /&gt;
* [[Food poisoning]]:&lt;br /&gt;
** Major: {{Bad|x0.8}}&lt;br /&gt;
*** Note that food poisoning also penalizes Consciousness, so the effective penalty is greater than this would suggest.&lt;br /&gt;
* [[Ghoul]]:{{AnomalyIcon}}: {{Bad|x0}}&lt;br /&gt;
&lt;br /&gt;
=== Cap Modifiers ===&lt;br /&gt;
The following factor restricts the maximum Talking value:&lt;br /&gt;
* [[Trauma savant]]: '''0%'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>173.171.5.203</name></author>
	</entry>
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