<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Adve-nyan</id>
	<title>RimWorld Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Adve-nyan"/>
	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/Adve-nyan"/>
	<updated>2026-05-18T21:16:39Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Alpha_thrumbo_horn&amp;diff=180194</id>
		<title>Alpha thrumbo horn</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Alpha_thrumbo_horn&amp;diff=180194"/>
		<updated>2026-05-09T20:24:21Z</updated>

		<summary type="html">&lt;p&gt;Adve-nyan: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Alpha thrumbo horn&lt;br /&gt;
| image = AlphaThrumboHorn.png&lt;br /&gt;
| description = An alpha thrumbo's horn. It's razor-sharp and priceless in most markets. This is a true trophy, as well as a deadly melee weapon.&amp;lt;br&amp;gt;The alpha horn is much lighter than a normal thrumbo horn, making it much faster to wield.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Neolithic&lt;br /&gt;
| class = &lt;br /&gt;
| hp = 300&lt;br /&gt;
| stack limit = 10&lt;br /&gt;
| deterioration = 0.05&lt;br /&gt;
| meleeattack1dmg = 32&lt;br /&gt;
| meleeattack1ap = 48&lt;br /&gt;
| meleeattack1type = stab&lt;br /&gt;
| meleeattack1part = point&lt;br /&gt;
| meleeattack1cool = 1.6&lt;br /&gt;
| meleeattack2dmg = 32&lt;br /&gt;
| meleeattack2ap = 48&lt;br /&gt;
| meleeattack2type = scratch&lt;br /&gt;
| meleeattack2part = point&lt;br /&gt;
| meleeattack2cool = 1.6&lt;br /&gt;
| meleeattack3dmg = 9&lt;br /&gt;
| meleeattack3ap = 13.5&lt;br /&gt;
| meleeattack3type = blunt&lt;br /&gt;
| meleeattack3part = base&lt;br /&gt;
| meleeattack3cool = 1.4&lt;br /&gt;
| meleeattack3chancefactor = &lt;br /&gt;
| damage type = Sharp&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| marketvalue = 3000&lt;br /&gt;
| mass base = 2&lt;br /&gt;
| has quality = False&lt;br /&gt;
| flammability = 0.4&lt;br /&gt;
| tradeTags = ExoticMisc, AnimalPart&lt;br /&gt;
| thingSetMakerTags = AnimalPart&lt;br /&gt;
| thingCategories = ItemsMisc &lt;br /&gt;
}}&lt;br /&gt;
'''Alpha thrumbo horns''' are valuable and exceptionally powerful [[Weapons#Melee Weapons|melee weapons]] obtained by butchering [[alpha thrumbo]]s.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Butchering an adult [[alpha thrumbo]] will yield one alpha thrumbo horn unless the part has been destroyed by damage. Only a full adult alpha thrumbo will produce a horn when butchered. All wild alpha thrumbos spawn as adults.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Alpha thrumbo horns function identically to any other melee weapon, despite their unorthodox method of production. They do not have a [[quality]] value - all alpha thrumbo horns are statistically identical.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Good base but needs expansion. Consider [[thrumbo horn]] but will require more consideration than a copy. Also consider scratch vs cut. also consideration of or link to farming alphas for horns for use or sale}}&lt;br /&gt;
&lt;br /&gt;
While regular thrumbo horns are inferior to high-[[quality]] [[longsword]]s, alpha thrumbo horns are superior to anything less than legendary [[obsidian]] longswords in terms of raw {{DPS}}. Their armor penetration is not as high, but is still superior to all but legendary [[plasteel]] and [[uranium]] or masterwork obsidian and [[bioferrite]]{{AnomalyIcon}} longswords; strong enough to invalidate the armor on any mech less than a [[termite]]. Overall, the horn is a good option for the entirety of the game but better options do exist. Depending on when the horn becomes available, better options like [[persona monosword]]s{{RoyaltyIcon}} and legendary obsidian longswords may have already rendered the horn obsolete for your colony.&lt;br /&gt;
&lt;br /&gt;
Because of [[melee verb selection]] using [[Archotech arm]] will substantially reduce DPS. [[Bionic arm]] is fine.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Neolithic Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Improvised Weapons]]&lt;br /&gt;
[[Category:Exotic Item]]&lt;/div&gt;</summary>
		<author><name>Adve-nyan</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Longsword&amp;diff=180193</id>
		<title>Longsword</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Longsword&amp;diff=180193"/>
		<updated>2026-05-09T20:54:09Z</updated>

		<summary type="html">&lt;p&gt;Adve-nyan: /* Melee verb selection */ (1) Melee damage multiplier can change secondary attacks from worst to mid only for weapons with fixed AP. (2) Even arhotech arm is not strong enough to be mid in this case&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|weapon&lt;br /&gt;
| name = Longsword&lt;br /&gt;
| image = Longsword.png&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Medieval&lt;br /&gt;
| description = The ancient weapon of kings, the longsword can be used for slashing or stabbing.&lt;br /&gt;
| class = Medieval&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = poke&lt;br /&gt;
| meleeattack1part = handle&lt;br /&gt;
| meleeattack1cool = 2&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 23&lt;br /&gt;
| meleeattack2type = stab&lt;br /&gt;
| meleeattack2part = point&lt;br /&gt;
| meleeattack2cool = 2.6&lt;br /&gt;
| meleeattack2ap = 34&lt;br /&gt;
| meleeattack3dmg = 23&lt;br /&gt;
| meleeattack3type = cut&lt;br /&gt;
| meleeattack3part = blade&lt;br /&gt;
| meleeattack3cool = 2.6&lt;br /&gt;
| meleeattack3ap = 34&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| production facility 1 = Fueled smithy&lt;br /&gt;
| production facility 2 = Electric smithy&lt;br /&gt;
| research = Long blades&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| stuff tags = Metallic, Woody&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| damage type = Sharp&lt;br /&gt;
| work to make = 18000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| mass base = 2&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = MedievalMeleeAdvanced, LongSword&lt;br /&gt;
| thingSetMakerTags = RewardStandardQualitySuper&lt;br /&gt;
}}&lt;br /&gt;
The '''longsword''' is a melee [[weapon]] that does a large amount of damage, has a long cooldown, and deals sharp damage.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Longswords can be purchased from any outlander and orbital combat suppliers, or obtained from outlander and pirate [[raider]]s.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The longsword has the highest base DPS out of any melee weapon in Core RimWorld. &lt;br /&gt;
&lt;br /&gt;
In the [[Royalty DLC]],{{RoyaltyIcon}} they are surpassed by the [[monosword]] and other ultratech weapons, though those can't be crafted by your colony, meaning high [[quality]] weapons are much harder to come by.&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
[[Obsidian]]{{OdysseyIcon}} is the best longsword material for raw {{DPS}}, although it has a longer cooldown than plasteel. [[Plasteel]] is the best material in the base game.&lt;br /&gt;
&lt;br /&gt;
[[Bioferrite]]{{AnomalyIcon}} has a longer cooldown for  more damage and {{AP}}, overall resulting in less {{DPS}}. However, bioferrite improves [[psychic sensitivity]], making it a competitive choice for [[psycast]]ers{{RoyaltyIcon}}. In addition, bioferrite is worth significantly less [[wealth]] and is easier to come by. Also, legendary bioferite swords are stronger than legendary plasteel swords, due to bioferrite benefiting from melee verb selection - see below for details.&lt;br /&gt;
&lt;br /&gt;
=== Melee verb selection ===&lt;br /&gt;
{{See also|Weapons#Melee_formulas{{!}}Melee formulas}}&lt;br /&gt;
&lt;br /&gt;
On a base pawn, a legendary [[obsidian]]{{OdysseyIcon}} or [[bioferrite]]{{AnomalyIcon}} longsword will benefit from the [[melee verb selection]] system. Attacks in RimWorld are sorted as ''Best'' (75% to select), ''Mid'' (25%), and ''Worst'' (0%). On most longswords, e.g. a legendary [[plasteel]] sword, the handle attack is considered ''Mid'' and will be selected 25% of the time. On an legendary obsidian/bioferrite sword, the handle attack is downgraded to ''Worst'', thus guaranteeing blade attacks and improving {{DPS}}. This makes a legendary bioferrite sword better than legendary plasteel, and obsidian longswords even better.&lt;br /&gt;
&lt;br /&gt;
==Comparisons==&lt;br /&gt;
&lt;br /&gt;
===Comparison to monoswords===&lt;br /&gt;
Legendary [[obsidian]]{{OdysseyIcon}} benefits from the melee verb selection mechanic only allowing blade attacks, so on a base pawn, they will beat all [[monosword]]s and excellent [[persona monosword]]s on a baseline pawn. They have less {{AP}}, but their AP is still high enough to pierce all [[mechanoid]] armor, so it is unlikely to be relevant unless against the [[empire]]s{{RoyaltyIcon}} best soldiers. If a [[melee damage factor]] boost is applied, legendary obsidian swords are worse for DPS than legendary monoswords and excellent persona monoswords (although they'll have higher {{AP}}).&lt;br /&gt;
&lt;br /&gt;
Longswords below legendary will pale in comparison to persona monoswords, with a masterwork plasteel longsword beating only a normal persona monosword, or excellent normal monosword.&lt;br /&gt;
&lt;br /&gt;
===Comparison to maces===&lt;br /&gt;
The longsword is naturally compared to the [[mace]] - the mace is the strongest craftable ''Blunt'' weapon in Core RimWorld, while the longsword is the strongest ''Sharp'' weapon. Maces cost half as much material ({{Icon Small|stuff}} 50) and is unlocked earlier at Smithing. In addition, [[uranium]] is the best mace material, while the best longsword material in Core is the more useful and expensive [[plasteel]]. &lt;br /&gt;
&lt;br /&gt;
In terms of ''raw'' damage, the longsword has {{+|{{%|(7.96/7.01)-1 round 2}} }} more base DPS than the [[mace]] as well as better {{AP}}. However, enemies lack significant Blunt armor - e.g., a [[flak vest]] has 100% Sharp armor but only 40% Blunt armor - so the mace has an &amp;quot;armor-piercing&amp;quot; effect. Breakpoints vary by material and quality. &lt;br /&gt;
* A [[plasteel]] longsword beats the same quality [[uranium]] mace against lightly armored humans, like those wearing [[flak jacket]]s without a vest, and small mechs. &lt;br /&gt;
* The uranium mace would do better against flak vests and all sorts of [[power armor]], as well as larger mechs like [[centipede]]s. For example, when excluding handle attacks, a normal uranium mace deals  +{{%|((10.7/12.16) * (1/0.74)) &amp;lt;!--Centipedes have 72% sharp - 37.4% AP from plasteel longsword's 2 sharp attacks. This results in 34.5% &amp;quot;real&amp;quot; armor, and each armor% reduces avg dmg by %0.75. This results in 26% dmg reduction.---&amp;gt; -1 round 3}} {{DPS}} to a centipede when compared to a normal plasteel longsword. (In raw DPS, before intricacies documented below.) &lt;br /&gt;
&lt;br /&gt;
Similar comparisons can be made between steel longswords vs steel maces.&lt;br /&gt;
&lt;br /&gt;
===Obsidian and bioferrite===&lt;br /&gt;
[[Obsidian]]{{OdysseyIcon}} longswords have higher damage and {{AP}}. Against a centipede when ignoring handle/fist attacks, a normal obsidian longsword actually beats a normal uranium mace against centipedes. (While the handleless uranium mace deals +{{%|((10.7/12.38) * (1/0.817)) -1 round 3}} more DPS on paper than a handleless longsword, longswords get a hidden bonus due to Cleave damage, so the longsword is better.)&lt;br /&gt;
&lt;br /&gt;
Legendary obsidian longswords in particular can benefit from the melee verb selection mechanic. Without any [[melee damage factor]] boosts, a legendary obsidian longsword is by and away better than a uranium mace, with enough {{AP}} to ignore any mech's armor and greater DPS. With a melee damage factor boost, the legendary obsidian longsword will have enough {{AP}} to ignore nearly any armor in the game, although the mace benefits better overkill mechanics, resulting in it being better against non-tough non-robust humans.&lt;br /&gt;
&lt;br /&gt;
[[Bioferrite]]{{AnomalyIcon}} is worse as a weapon than plasteel unless it is legendary quality and the pawn has no melee damage factor boosts, where it benefits from the melee verb selection described above. However, bioferrite also provides [[psychic sensitivity]] while other weapons do not. In addition, bioferrite is worth less [[wealth]] than a uranium mace.&lt;br /&gt;
&lt;br /&gt;
====Sharp vs Blunt====&lt;br /&gt;
While raw DPS and {{AP}} are the most important factors, there are a large amount of mechanics surrounding the [[damage type]]s of the longsword and mace. For their &amp;quot;Best&amp;quot; attack, maces deal ''[[Damage types#Blunt|Blunt]]'' damage. Longswords deal either ''[[Damage types#Stab|Stab]]'' or ''[[Damage types#Cut|Cut]]'' damage. Best attacks are the most likely to hit (75%); for sake of simplicity, &amp;quot;Mid&amp;quot; attacks are ignored. They are listed in rough order of importance.&lt;br /&gt;
&lt;br /&gt;
*'''Cut damage deals bonus damage.''' If a Cut damage activates a ''cleave'', total damage is multiplied by 140%, then split between body parts. While this reduces the chance to destroy large body parts, cleaving attacks inflict more [[pain]] (causing [[pain shock]], the most common way to down a pawn) and reduce the pawn's total HP pool, making them more effective on action.&lt;br /&gt;
&lt;br /&gt;
: The chance to cleave is 40%. This improves cut DPS by 116% on average (for good sword attacks this results in 108% average damage), and the sword already is better in terms of raw DPS.&lt;br /&gt;
&lt;br /&gt;
*'''Blunt weapons have superior overkill damage mechanics.''' If a Stab would destroy a body part, then any further damage is wasted. If a Blunt attack would destroy a body part, damage is spread to the parent part. In other words: if a sword would stab off a finger, the mace would smash the finger and damage the arm in the process. This is unlikely to matter at all below masterwork quality, as weapons aren't strong enough to one-shot limbs. It is also unlikely to matter if no [[melee damage factor]] boosts are in effect. However, if stacking the [[strong melee damage]] [[gene]]{{BiotechIcon}} and [[juggernaut serum]],{{AnomalyIcon}} then overkill damage does matter ''a lot'' against human-sized pawns.&lt;br /&gt;
&lt;br /&gt;
*'''Blunt weapons can stun enemies,''' though the chance is small. If a blunt weapon hits the torso or a equivalent body part (a [[scyther]]'s thorax, a [[centipede]] ''1st'' body ring...), then the target has a chance to be stunned for a short time. This is completely independent from [[EMP]] and mechanoid adaptation. Stun chance depends on the target's health scale and the damage done. A normal uranium mace hitting a human would have a 2.7% chance to stun per hit to the torso. Blunt weapons can also stun if they hit the brain, but brain damage from a mace is usually fatal anyway.&lt;br /&gt;
&lt;br /&gt;
*'''Sharp weapons cause bleeding.''' However, bleeding is unlikely to help the player, since melee engagements are usually over long before combat penalties due to blood loss can kick in. This may even be a disadvantage, as it makes it harder to save [[prisoner]]s and causes [[infection]]s.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Texture recreated with higher quality.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Longsword Old.png|Texture prior to 1.5&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Medieval Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Swords]]&lt;/div&gt;</summary>
		<author><name>Adve-nyan</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Starjack&amp;diff=170869</id>
		<title>Starjack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Starjack&amp;diff=170869"/>
		<updated>2025-10-20T04:36:49Z</updated>

		<summary type="html">&lt;p&gt;Adve-nyan: /* Usefulness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Odyssey}}&lt;br /&gt;
{{Infobox main|xenotype&lt;br /&gt;
| name = Starjack&lt;br /&gt;
| image = Starjack.png&lt;br /&gt;
| description = Engineered for life among the stars, starjack are built to withstand the unforgiving conditions of deep space living. Their reflective pressure-adaptive skin provides insulation against extreme temperatures and allows them to survive brief exposure to hard vacuum. These adaptations make them invaluable for spacewalk repairs and emergency decompression scenarios.&amp;lt;br/&amp;gt;Most starjack spend their lives beyond planetary gravity, leading to lower muscle mass and reduced physical strength compared to baseline humans. However, their resilience in zero-gravity environments makes them essential for maintaining orbital platforms and working aboard long-haul vessels.&amp;lt;br/&amp;gt;As one of humanity's oldest xenotypes, starjack played a crucial role in the colonization of space. They are a common sight on deep-space stations and interstellar ships, where genetic modification is often a more cost-effective solution than upgrading spacecraft to support unaltered human physiology.&lt;br /&gt;
| short description = Engineered for life among the stars, starjack are built to withstand the unforgiving conditions of deep space living. Their reflective pressure-adaptive skin provides insulation against extreme temperatures and allows them to survive brief exposure to hard vacuum.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Human&lt;br /&gt;
| type2 = Xenotypes&lt;br /&gt;
&amp;lt;!-- Xenotypes --&amp;gt;&lt;br /&gt;
| can generate as combatant = true&lt;br /&gt;
| factionless generation weight = &lt;br /&gt;
| combat power factor = 1&lt;br /&gt;
| genes = No hair, Facial Ridges, Sheer white skin, Cold super-tolerant, Heat tolerant, Vacuum resistant, Low gravity adapted, Weak melee damage, Indoor dweller, Great Construction, Awful Melee, Awful Mining, Awful Animals&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Starjack&lt;br /&gt;
| label = starjack&lt;br /&gt;
| iconPath = UI/Icons/Xenotypes/Starjack&lt;br /&gt;
}}&lt;br /&gt;
'''Starjack''' are a [[Xenotypes|xenohuman]] breed engineered to be more effective space crew maintenance workers. They are well suited for construction work outside the safety of space stations in the vacuum of space where heat and cold tend to fluctuate. However, due to being more adapted for zero-gravity environments, they make for terrible melee fighters.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Starjack are one of humanity's oldest xenotypes and played a crucial role in the colonization of space. They are commonly seen on deep-space stations and interstellar ships, where genetic modification is cheaper than designing spacecraft that better support the unaltered human physiology,&lt;br /&gt;
&lt;br /&gt;
Starjack are designed for stellar living, thus are able withstand the conditions of deep space. Their reflective pressure-adaptive skin provides insulation against extreme temperatures and allows them to survive brief exposure to hard vacuum. These adaptations make them invaluable for spacewalk repairs and emergency decompression scenarios. Most starjack spend their lives beyond planetary gravity, leading to lower muscle mass and reduced physical strength compared to baseline humans. However, their resilience in zero-gravity environments makes them essential for maintaining orbital platforms and working aboard long-haul vessels.&amp;lt;ref&amp;gt;[[Starjack]] [[xenotype]] description&amp;lt;/ref&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
The table below describes the chance for a given pawn from each [[faction]] being a starjack. Note that this value does not account for chances in xenotype chance from [[ideoligion]]{{IdeologyIcon}} or from pawn kind, it only shows the base value before those factors.&lt;br /&gt;
{{Xenotype Faction Table|Starjack}}&lt;br /&gt;
== Summary == &lt;br /&gt;
&lt;br /&gt;
=== Genes ===&lt;br /&gt;
Starjack have a gene complexity of 11[[File:Complexity.png|20px|Complexity|link=Complexity]] [[complexity]].  With a '''0'''[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] [[metabolic efficiency]], they have a hunger rate of '''x100%'''.&lt;br /&gt;
&lt;br /&gt;
All starjack have these xenogenes:&lt;br /&gt;
&lt;br /&gt;
'''Assorted:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene MinTemperatureLargeDecrease.png|64|Cold super-tolerant|cold super-tolerant}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene MaxTemperatureSmallIncrease.png|64|Heat tolerant|Heat tolerant}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene VacuumResistance.png|64|Vacuum resistant|Vacuum resistant}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene WeakMeleeDamage.png|64|Weak melee damage|Weak melee damage}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene CaveDweller.png|64|Indoor dweller|Indoor dweller}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene LowGravityAdapted.png|64|Low gravity adapted|Low gravity adapted}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Cold super-tolerant]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Heat tolerant]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Vacuum resistant]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Weak melee damage]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Indoor dweller]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Low gravity adapted]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Cosmetic:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene HairStyleBaldOnly.png|64|No hair|No hair}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene FacialRidges.png|64|Facial ridges|Facial ridges}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|FanGene SkinColor White.png|64|Sheer white skin|Sheer white skin}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;[[No hair]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Facial ridges]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Sheer white skin]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Skills:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene AwfulMelee.png|64|Awful melee|Awful melee}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene GreatConstruction.png|64|Great construction|Great construction}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene AwfulMining.png|64|Awful mining|Awful mining}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene AwfulAnimals.png|64|Awful animals|Awful animals}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Awful melee]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Great construction]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Awful mining]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Awful animals]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Rewrite|section =1|reason=Lacking analysis on low gravity gene}}&lt;br /&gt;
=== Usefulness ===&lt;br /&gt;
&lt;br /&gt;
Starjack are not necessarily better at combat or work in space than other pawns.&lt;br /&gt;
* The starjack's [[Vacuum resistant]] gene is less impactful than one might expect. While it does allow starjack to reach 100% vacuum resistance with just a helmet, avoiding the heavy speed penalty of wearing a [[vacsuit]] which theoretically makes them excellent at working and [[kiting]] enemies in space, clothing with a significant [[Insulation - Cold]] offset is required to prevent hypothermia in space, even with [[Cold super-tolerant]].&lt;br /&gt;
* Hypothermia decreases the utility of not wearing a [[vacsuit]] to work outside of the confines of the gravship, as it leads to unconsciousness, frostbite, and death. This makes at least 56°C of [[Insulation - Cold]] essential for starjacks in space.&lt;br /&gt;
* Masterwork [[thrumbofur]] [[duster]] + [[tribalwear]] are exactly enough to prevent hypothermia in space for starjack. The resulting minimal comfort temperature will be around -70°C. Excellent quality on any of these items is not enough. Other option is wearing less protective [[parka]].&lt;br /&gt;
* [[Marine armor]] or other similar suits will solve both hypothermia and vacuum resistance problems. This limits usefulness of [[Vacuum resistant]] gene to early-mid game.&lt;br /&gt;
* While [[Great construction]] is generally an incredibly useful gene, it is comparatively less useful in space than on the surface due to gravship components not having minimum construction requirements, compared to surface-only buildings such as the [[geothermal generator]] which has a minimum construction skill of 8.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their combat utility is further decreased by the close-quarters nature of space combat.&lt;br /&gt;
* Space maps have a smaller maximum size and the environments often consist of close-quarters of space stations, ruined buildings, or the gravship interior, which is less conducive to hit-and-run tactics. This makes any benefit they might gain from increased kiting ability notably less effective.&lt;br /&gt;
* Their [[Awful melee]] and [[Weak melee damage]] genes are potentially more detrimental for combat in space than they would be for combat on the surface, as the tighter environments make [[melee]] combat more likely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They have some redeeming features that could make them useful, especially as part of a colony with other xenotypes.&lt;br /&gt;
* [[Great construction]] is a very useful gene that is only found endogenously on the starjack.&lt;br /&gt;
* [[Indoor dweller]] is a gene that synergizes well with [[gravship]] travel, whether on space or surface maps.&lt;br /&gt;
* Although the starjack's temperature resistance genes are generally insufficient to allow for spacewalking without a [[vacsuit]] or [[parka]], they are marginally useful in keeping the colonist alive in the event that the gravship's climate control is insufficient to fully handle the extreme cold of space. Alternatively, they help make the starjack more survivable in the extreme climates one will encounter looking for [[gravcore]]s on the surface, allowing for less temperature-resistant pawns to take priority in being assigned more temperature-protective clothing.&lt;br /&gt;
&lt;br /&gt;
=== Gene extraction ===&lt;br /&gt;
&lt;br /&gt;
Starjack are a great source of genes. They are the only xenotype with [[great construction]] and [[awful melee]]. Awful melee is the only negative melee skill gene that spawns on default xenotypes, and pairs well with [[weak melee damage]]. They also have two other awful skill genes, which while more common (with default faction settings) are still excellent to have.  While temperature, vacuum and indoors genes are generally less useful, starjack still have a relatively low amount of rarely used genes and any extraction has odds to immediately be useful to any colony or gravship. &lt;br /&gt;
&lt;br /&gt;
Remember that [[xenogerm]]s replace '''all''' xenogenes. If you implant a xenogerm into a starjack, all of their genes will be replaced. This also applies to certain other xenotypes. Don't install unstoppable onto a [[genie]] as part of an elaborate joke, unless you ''want'' to erase their other genes (or are prepared to replace them).&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] release - Added.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Starjack Gene adjustments, added low gravity adapted gene.&lt;br /&gt;
** Removed Cold tolerant, Poor melee, Awful Plants genes.&lt;br /&gt;
** Added Cold super-tolerant, Awful melee, Low gravity adapted genes.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Xenotypes]]&lt;/div&gt;</summary>
		<author><name>Adve-nyan</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Starjack&amp;diff=170843</id>
		<title>Starjack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Starjack&amp;diff=170843"/>
		<updated>2025-10-19T00:44:43Z</updated>

		<summary type="html">&lt;p&gt;Adve-nyan: /* Usefulness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Odyssey}}&lt;br /&gt;
{{Infobox main|xenotype&lt;br /&gt;
| name = Starjack&lt;br /&gt;
| image = Starjack.png&lt;br /&gt;
| description = Engineered for life among the stars, starjack are built to withstand the unforgiving conditions of deep space living. Their reflective pressure-adaptive skin provides insulation against extreme temperatures and allows them to survive brief exposure to hard vacuum. These adaptations make them invaluable for spacewalk repairs and emergency decompression scenarios.&amp;lt;br/&amp;gt;Most starjack spend their lives beyond planetary gravity, leading to lower muscle mass and reduced physical strength compared to baseline humans. However, their resilience in zero-gravity environments makes them essential for maintaining orbital platforms and working aboard long-haul vessels.&amp;lt;br/&amp;gt;As one of humanity's oldest xenotypes, starjack played a crucial role in the colonization of space. They are a common sight on deep-space stations and interstellar ships, where genetic modification is often a more cost-effective solution than upgrading spacecraft to support unaltered human physiology.&lt;br /&gt;
| short description = Engineered for life among the stars, starjack are built to withstand the unforgiving conditions of deep space living. Their reflective pressure-adaptive skin provides insulation against extreme temperatures and allows them to survive brief exposure to hard vacuum.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Human&lt;br /&gt;
| type2 = Xenotypes&lt;br /&gt;
&amp;lt;!-- Xenotypes --&amp;gt;&lt;br /&gt;
| can generate as combatant = true&lt;br /&gt;
| factionless generation weight = &lt;br /&gt;
| combat power factor = 1&lt;br /&gt;
| genes = No hair, Facial Ridges, Sheer white skin, Cold super-tolerant, Heat tolerant, Vacuum resistant, Low gravity adapted, Weak melee damage, Indoor dweller, Great Construction, Awful Melee, Awful Mining, Awful Animals&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Starjack&lt;br /&gt;
| label = starjack&lt;br /&gt;
| iconPath = UI/Icons/Xenotypes/Starjack&lt;br /&gt;
}}&lt;br /&gt;
'''Starjack''' are a [[Xenotypes|xenohuman]] breed engineered to be more effective space crew maintenance workers. They are well suited for construction work outside the safety of space stations in the vacuum of space where heat and cold tend to fluctuate. However, due to being more adapted for zero-gravity environments, they make for terrible melee fighters.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Starjack are one of humanity's oldest xenotypes and played a crucial role in the colonization of space. They are commonly seen on deep-space stations and interstellar ships, where genetic modification is cheaper than designing spacecraft that better support the unaltered human physiology,&lt;br /&gt;
&lt;br /&gt;
Starjack are designed for stellar living, thus are able withstand the conditions of deep space. Their reflective pressure-adaptive skin provides insulation against extreme temperatures and allows them to survive brief exposure to hard vacuum. These adaptations make them invaluable for spacewalk repairs and emergency decompression scenarios. Most starjack spend their lives beyond planetary gravity, leading to lower muscle mass and reduced physical strength compared to baseline humans. However, their resilience in zero-gravity environments makes them essential for maintaining orbital platforms and working aboard long-haul vessels.&amp;lt;ref&amp;gt;[[Starjack]] [[xenotype]] description&amp;lt;/ref&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
The table below describes the chance for a given pawn from each [[faction]] being a starjack. Note that this value does not account for chances in xenotype chance from [[ideoligion]]{{IdeologyIcon}} or from pawn kind, it only shows the base value before those factors.&lt;br /&gt;
{{Xenotype Faction Table|Starjack}}&lt;br /&gt;
== Summary == &lt;br /&gt;
&lt;br /&gt;
=== Genes ===&lt;br /&gt;
Starjack have a gene complexity of 11[[File:Complexity.png|20px|Complexity|link=Complexity]] [[complexity]].  With a '''0'''[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] [[metabolic efficiency]], they have a hunger rate of '''x100%'''.&lt;br /&gt;
&lt;br /&gt;
All starjack have these xenogenes:&lt;br /&gt;
&lt;br /&gt;
'''Assorted:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene MinTemperatureLargeDecrease.png|64|Cold super-tolerant|cold super-tolerant}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene MaxTemperatureSmallIncrease.png|64|Heat tolerant|Heat tolerant}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene VacuumResistance.png|64|Vacuum resistant|Vacuum resistant}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene WeakMeleeDamage.png|64|Weak melee damage|Weak melee damage}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene CaveDweller.png|64|Indoor dweller|Indoor dweller}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene LowGravityAdapted.png|64|Low gravity adapted|Low gravity adapted}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Cold super-tolerant]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Heat tolerant]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Vacuum resistant]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Weak melee damage]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Indoor dweller]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Low gravity adapted]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Cosmetic:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene HairStyleBaldOnly.png|64|No hair|No hair}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene FacialRidges.png|64|Facial ridges|Facial ridges}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|FanGene SkinColor White.png|64|Sheer white skin|Sheer white skin}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;[[No hair]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Facial ridges]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Sheer white skin]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Skills:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene AwfulMelee.png|64|Awful melee|Awful melee}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene GreatConstruction.png|64|Great construction|Great construction}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene AwfulMining.png|64|Awful mining|Awful mining}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene AwfulAnimals.png|64|Awful animals|Awful animals}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Awful melee]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Great construction]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Awful mining]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Awful animals]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Rewrite|section =1|reason=Not updated when genes changed}}&lt;br /&gt;
=== Usefulness ===&lt;br /&gt;
&lt;br /&gt;
Starjacks are not necessarily better at combat or work in space than other pawns.&lt;br /&gt;
* The Starjack's [[Vacuum resistant]] gene is less impactful than one might expect. While it does allow the Starjack to reach 100% vacuum resistance with only a helmet, avoiding the heavy speed penalty of wearing a [[vacsuit]], which theoretically makes Starjacks excellent at working and [[kiting]] enemies in space; clothing with a significant [[Insulation - Cold]] offset is required to prevent hypothermia in space, even with [[Cold super-tolerant]].&lt;br /&gt;
* Masterwork [[thrumbofur]] [[duster]] + [[tribalwear]] are exactly enough to prevent hypothermia in space for starjack. Resulting minimal comfort temperature will be around -70°C. Having any of excellent quality will not be enough.&lt;br /&gt;
* Hypothermia decreases the utility of not wearing a [[vacsuit]] to do work outside of the confines of the gravship, as this is likely to lead to unconsciousness, frostbite, and death.&lt;br /&gt;
* Hypothermia risk also limits the potential combat effectiveness of this gene for kiting enemies in space. By the time such insulating clothing can be fabricated, enemies will likely start being equipped with [[marine armor]], which has a significantly lower speed penalty, lowering the comparative speed bonus for not having to wear armor.&lt;br /&gt;
* While [[Great construction]] is generally an incredibly useful gene, it is comparatively less useful in space than on the surface due to gravship components not having minimum construction requirements, compared to surface-only buildings such as the [[geothermal generator]] which has a minimum construction skill of 8.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their combat utility is further decreased by the close-quarters nature of space combat.&lt;br /&gt;
* Space maps have a smaller maximum area of the maps and because the environment often consists of close-quarters of space stations, ruined buildings, or the gravship interior, which is less conducive to hit-and-run tactics. &lt;br /&gt;
* This makes any benefit they might gain from increased kiting ability is notably less effective.&lt;br /&gt;
* Their [[Poor melee]] and [[Weak melee damage]] genes are potentially more detrimental in for combat in space than they would be for combat on the surface, as the tighter environments make [[melee]] combat more likely, but not unavoidable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They have some redeeming features that could make them useful, especially part of a colony of other xenotypes.&lt;br /&gt;
* [[Great construction]] is a very useful gene that is only found endogenously on the Starjack.&lt;br /&gt;
* [[Indoor dweller]] is a gene that synergizes well with [[gravship]] travel, whether on space or surface maps.&lt;br /&gt;
* Although the Starjack's temperature resistance genes are generally insufficient to allow for spacewalking without a full [[vacsuit]], they are marginally useful in keeping the colonist alive in the event that the gravship's climate control is insufficient to fully handle the extreme cold of space. Alternatively, they help make the Starjack more survivable in the extreme climates one will encounter looking for [[gravcore]]s on the surface, allowing for less temperature-resistant pawns to take priority in being assigned more temperature-protective clothing.&lt;br /&gt;
&lt;br /&gt;
=== Gene extraction ===&lt;br /&gt;
&lt;br /&gt;
Remember that [[xenogerm]]s replace '''all''' xenogenes. If you implant a xenogerm into a starjack, all of their genes will be replaced. This also applies to certain other xenotypes. Don't install unstoppable onto a [[genie]] as part of an elaborate joke, unless you ''want'' to erase their other genes (or are prepared to replace them).&lt;br /&gt;
&lt;br /&gt;
Starjacks are a great source of genes. They are the only xenotype with [[great construction]] gene. They are also a source of [[awful plants]], otherwise obtainable only from rare Highmates and Hussars. They also have two other awful genes, which while more common (with default faction settings) are still excellent to have. [[Poor melee]] is the only negative melee skill gene that spawns on default xenogerms, and pairs well with [[weak melee damage]]. While temperature, vacuum and indoors genes are generally less useful, Starjacks still have a relatively low amount of rarely used genes and any extraction has odds to immediately be useful to any colony or gravship. &lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] release - Added.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Starjack Gene adjustments, added low gravity adapted gene.&lt;br /&gt;
** Removed Cold tolerant, Poor melee, Awful Plants genes.&lt;br /&gt;
** Added Cold super-tolerant, Awful melee, Low gravity adapted genes.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Xenotypes]]&lt;/div&gt;</summary>
		<author><name>Adve-nyan</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Raid_points&amp;diff=168904</id>
		<title>Raid points</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Raid_points&amp;diff=168904"/>
		<updated>2025-09-04T18:55:45Z</updated>

		<summary type="html">&lt;p&gt;Adve-nyan: /* Pawn points */ fixed graph for mechs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|Raids}}{{Verified|1.3.3101}}&amp;lt;!--If you are not User:MortalSmurph, please see Template; Verified before changing this value--&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Raid Points''' are a mechanic used to determine the size of [[raids]], other [[major threat]]s, [[quest]]s, and certain other events.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Raid Points are spent by the [[storyteller]] to purchase raiders. Each raider has a &amp;quot;cost&amp;quot;, or Combat Power, associated with them. Every 1 raid point roughly equates to 1 combat power. For example, if the storyteller has 180 raid points, then it can potentially send out 3 &amp;quot;Warrior&amp;quot; raiders worth 60 combat power each. The combat power of each enemy type can be seen in tables on the [[Raider]] page. Raid points are also used to calculate the extra loot carried by raiders. For an explanation of that system, see [[Raider#Loot|Raider loot]].&lt;br /&gt;
&lt;br /&gt;
The minimum Raid Points value is 35. The maximum is 10,000. The size of 10,000 Raid Point raids is approximately 250 [[Tribes#Pawns|Tribals]], 100 [[Pirates#Pawns|Pirates]], 66 [[Scyther]]s, or 25 [[Centipede]]s. [[Quest]]s and the storyteller [[Randy Random]] multiply raid size after the point cap is applied; both can allow raids to be larger in size.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Raid Points = ([[#Wealth points|Wealth Points]] + [[#Pawn points|Pawn Points]]) * ([[#Difficulty|Difficulty]]) * ([[#Starting factor|Starting Factor]]) * ([[#Adaption factor|Adaption Factor]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Raid Points are calculated using a formula based on your colony's wealth, colonist count and combat animals, threat scale, starting factor, and adaption factor. While simple at first glance, each variable, in turn, has its own process of calculation which significantly complicates the outcome.  Despite this complexity, the two most significant player-controlled factors can be identified as total colony wealth and total colonist count. This is the motivation behind [[wealth management]] strategies.&lt;br /&gt;
&lt;br /&gt;
Each map and [[caravan]] is calculated mostly independently.  Once a caravan leaves the map tile those colonists and items no longer count towards the Raid Points of the map tile.  Separate colonies have separate and independently calculated Raid Point totals.  The &amp;quot;Adaption Factor&amp;quot; is an exception and is shared across multiple settlements.&lt;br /&gt;
&lt;br /&gt;
== Viewing raid points ==&lt;br /&gt;
Players on PC version of the game can view their raid points by turning on [[Development mode]].  Hit the 4th button, &amp;quot;Open the View Settings&amp;quot;, and check &amp;quot;Write Storyteller&amp;quot;.  Then, back on the game screen, hit the Magnifying Glass button.  &amp;quot;Base Points&amp;quot; is the Raid Point total. &lt;br /&gt;
[[File:Raid base points.png|frameless|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Wealth points ==&lt;br /&gt;
A player can view their Wealth by hitting the [[History]] menu and going to the [[History#Statistics|Statistics]] tab. The game considers &amp;quot;Colony Wealth (buildings)&amp;quot; at only 50% for the purpose of calculating Raid Points.  Instead of using &amp;quot;Colony Wealth (this map)&amp;quot;, the game uses &amp;quot;Storyteller Wealth&amp;quot;. Note that pawns count for their wealth values in addition to their pawn points. Temporary colonists from [[quest]]s count towards neither.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Storyteller Wealth&amp;quot; = (Colony Wealth Items + Colony Wealth Creatures + (Colony Wealth Buildings * 0.5))&lt;br /&gt;
|}&lt;br /&gt;
&amp;quot;Storyteller Wealth&amp;quot; is linearly interpolated on a graph to create &amp;quot;Wealth Points&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Graph || Points || Storyteller Wealth&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{GraphChart|width=400|height=100|xAxisTitle=Storyteller Wealth (1000's) |yAxisTitle=Points|type=line|x= 0, 14, 400, 700, 1000 |y1=0, 0, 2400, 3600, 4200}} || style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 14,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 2,400 || style=&amp;quot;text-align:right&amp;quot; | 400,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 3,600 || style=&amp;quot;text-align:right&amp;quot; | 700,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 4,200 || style=&amp;quot;text-align:right&amp;quot; | 1,000,000&lt;br /&gt;
|}  &lt;br /&gt;
{{Clear}}&lt;br /&gt;
At 14,000 &amp;quot;Storyteller Wealth&amp;quot; and below, there are &amp;quot;0 Wealth Points&amp;quot;.  At 400,000 &amp;quot;Storyteller Wealth&amp;quot; there are &amp;quot;2,400 Wealth Points&amp;quot;. Between 14k and 400k wealth, every $1 of storyteller wealth increases &amp;quot;Wealth Points&amp;quot; by &amp;lt;code&amp;gt;(2,400 - 0) / (400,000 - 14,000)&amp;lt;/code&amp;gt; points. &lt;br /&gt;
&lt;br /&gt;
At the 14k to 400k threshold, 1 raid point would be worth ~ 160.83 storyteller wealth from wealth points. Wealth also has an impact on pawn points; see below for details.&lt;br /&gt;
&lt;br /&gt;
At 1 million &amp;quot;Storyteller Wealth&amp;quot;, and all values over 1 million, there are 4,200 Raid Points. Further wealth has no effect on Raid Points.&lt;br /&gt;
&lt;br /&gt;
== Pawn points ==&lt;br /&gt;
&amp;quot;Pawn Points&amp;quot; is a points total given based on your Colonist count, Slaves, Children, Trainable [[Animals]], and player controlled Mechs. Rimworld's code labels these creatures as &amp;quot;pawns.&amp;quot; &amp;quot;Pawn Points&amp;quot; is an addition to any &amp;quot;Wealth Points&amp;quot; given by the [[Market Value#Pawn value|pawn's Market Value]].&lt;br /&gt;
&lt;br /&gt;
Only living, free, pawns of the player's faction on the map tile count. [[Prisoner]]s, even those from the player faction that can be released back into the colony at anytime, do not count for Pawn Points.  Temporary colonists, called &amp;quot;Quest Lodgers&amp;quot;, from other factions also do not count.  &lt;br /&gt;
&lt;br /&gt;
Human pawn points are determined using the following chart. The result may be modified based on a few additional factors.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Graph || Points || Storyteller Wealth&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{GraphChart|width=400|height=100|xAxisTitle=Storyteller Wealth (1000's) |yAxisTitle=Points|type=line|x= 0, 10, 400, 1000 |y1=15, 15, 140, 200}}&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 15 || style=&amp;quot;text-align:right&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 15 || style=&amp;quot;text-align:right&amp;quot; | 10,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 140 || style=&amp;quot;text-align:right&amp;quot; | 400,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 200 || style=&amp;quot;text-align:right&amp;quot; | 1,000,000&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
From 0 to 10,000 &amp;quot;Storyteller Wealth&amp;quot;, each full colonist counts for 15 pawn points. At 400,000 &amp;quot;Storyteller Wealth&amp;quot;, each colonist counts for 140 points. Between 10k to 400k Storyteller Wealth, each colonist gives &amp;lt;code&amp;gt;15 + [ (140 - 15) * (wealth - 10,000) / (400,000 - 10,000) ]&amp;lt;/code&amp;gt; points. This can be simplified into &amp;lt;code&amp;gt;15 + (wealth - 10,000) / (3,120)&amp;lt;/code&amp;gt; points per colonist.&lt;br /&gt;
&lt;br /&gt;
Between 10k to 400k Storyteller Wealth, every $1 of wealth gives &amp;lt;code&amp;gt;1 / 3,120&amp;lt;/code&amp;gt; pawn points ''per effective colonist''. So at the 10k to 400k threshold, 1 pawn point is worth &amp;lt;code&amp;gt;3,120 / (effective colonist count)&amp;lt;/code&amp;gt; storyteller wealth. &lt;br /&gt;
&lt;br /&gt;
Assuming the same 10k to 400k wealth threshold:&lt;br /&gt;
* At 10 healthy colonists, 3,120 storyteller wealth would give 10 raid points through pawn points.&lt;br /&gt;
* At 10 healthy colonists, 1 pawn point would be worth 312 storyteller wealth. &lt;br /&gt;
* Going from 10 to 11 colonists would add &amp;lt;code&amp;gt;15 + (wealth - 10,000) / 3,120&amp;lt;/code&amp;gt; raid points.&lt;br /&gt;
Remember that storyteller wealth also increases wealth points. &lt;br /&gt;
&lt;br /&gt;
Certain factors can modify the effective colonist count. See below for details.&lt;br /&gt;
&lt;br /&gt;
'''Modifiers:'''&lt;br /&gt;
* [[Slaves]]{{IdeologyIcon}} have a 75% multiplier to pawn points. &lt;br /&gt;
* Pawns in [[cryptosleep casket|cryptosleep]] have a 30% multiplier. &lt;br /&gt;
* [[Babies]]{{BiotechIcon}} have a 0% modifier and thus add no pawn points.&lt;br /&gt;
* [[Children]]{{BiotechIcon}} have a multiplier based on age. The multiplier rises linearly from 0% at age 3 to 50% at age 13. Then, from 50% at 13 it rises linearly until 100% at age 18.&lt;br /&gt;
* Health: The Pawn Point value of all applicable pawns, including animals and mechs, is scaled based on their Health Bar. The most prominent visualization of the Health Bar is found when selecting a pawn and looking below their name in the bottom left information card. When at full health, the bar will display &amp;quot;Healthy&amp;quot; and be fully colored. While at full health bar, Pawns contribute 100% of their Pawn Points. Dead pawns do not count for pawn points, even when unburied and still showing in the colonist bar.&lt;br /&gt;
&lt;br /&gt;
:When below full health, Pawns have reduced Pawn Points. The shading of the displayed Health Bar will be changed. The Health Bar is only changed due to temporary wounds. For example, a colonist with a damaged and bruised leg will displayed a reduced Health bar and thus have reduced Pawn Points. A colonist with a missing leg and no other injuries is considered at &amp;quot;Full Health&amp;quot; and contributes full Pawn Points.&lt;br /&gt;
&lt;br /&gt;
:The exact calculation of Pawn Points based on the Health Bar is not fully known. The applicable code with num3 being the variable for &amp;quot;Pawn Points&amp;quot;: num3 = Mathf.Lerp(num3, num3 * pawn.health.summaryHealth.SummaryHealthPercent, 0.65f);&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
The following factors add to pawn points, but are separate to colonist count.&lt;br /&gt;
&lt;br /&gt;
'''Animals:'''&lt;br /&gt;
* Tamed animals that can learn &amp;quot;Attack&amp;quot; count for 8% of their Combat Power; this value is not scaled by Storyteller Wealth.  Attack doesn't have to be trained, only possible to be trained. &amp;quot;Combat Power&amp;quot; is not affected by the age of the animal: baby animals that can attack count as adults for &amp;quot;Pawn Points&amp;quot;.  Downed animals do not count.&lt;br /&gt;
&lt;br /&gt;
'''Player-controlled Mechs and Entities:'''&lt;br /&gt;
* [[Friendly mechanoids]]{{BiotechIcon}} and [[entities]]{{AnomalyIcon}} count for 20% to 40% of their Combat Power; this value is scaled by Storyteller Wealth. Dormant mechs count. Recharging mechs count. Downed, dead or destroyed mechs and entities do not count. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Graph || Points || Storyteller Wealth&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{GraphChart|width=400|height=100|xAxisTitle=Storyteller Wealth (1000's) |yAxisTitle=Points|type=line|x= 0, 10, 400, 1000 |y1=20, 20, 30, 40}}&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 20% || style=&amp;quot;text-align:right&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 20% || style=&amp;quot;text-align:right&amp;quot; | 10,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 30% || style=&amp;quot;text-align:right&amp;quot; | 400,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 40% || style=&amp;quot;text-align:right&amp;quot; | 1,000,000&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
Mechanoid combat power can be seen [[Mechanoid hive#Pawns|here]]. The only entity capable of being friendly is the [[ghoul]].&lt;br /&gt;
&lt;br /&gt;
== Difficulty ==&lt;br /&gt;
{{See also|AI Storytellers}}&lt;br /&gt;
Difficulty is solely the &amp;quot;Threat Scale&amp;quot; number.  Threat Scale is determined by the Storyteller settings. The Threat Scales for the pre-set difficulties are listed below, however choosing &amp;quot;Custom&amp;quot; difficulty allows Threat Scale to range from 0% to 500%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty !! Threat Scale&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful|| 0.10&lt;br /&gt;
|-&lt;br /&gt;
| Community builder|| 0.30&lt;br /&gt;
|-&lt;br /&gt;
| Adventure story|| 0.60 &lt;br /&gt;
|-&lt;br /&gt;
| Strive to survive|| 1.00&lt;br /&gt;
|-&lt;br /&gt;
| Blood and dust|| 1.55 	&lt;br /&gt;
|-&lt;br /&gt;
| Losing is fun|| 2.20 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Starting factor ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Starting Factor&amp;quot; factor means that the start of the game is made easier.  After 40 days, there is essentially no &amp;quot;Days Passed&amp;quot; factor because the factor is 1.  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Days Passed&amp;quot; factor is a defined chart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Days Passed || Starting Factor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 10 || style=&amp;quot;text-align:right&amp;quot; | 0.7&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 40 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|}&lt;br /&gt;
		&lt;br /&gt;
At 10 Days, and earlier, the factor is 0.7.  At 40 Days, and all dates after, the factor is 1.&lt;br /&gt;
&lt;br /&gt;
== Adaption factor ==&lt;br /&gt;
&lt;br /&gt;
Roughly, the Adaption Factor means Rimworld tries to make the game harder if it thinks the player is doing well, and easier if it thinks the player is doing poorly.  Time passed since the deaths of colonists, and time passed since the downing of colonists are the major aspects that Adaption Factor considers.  &lt;br /&gt;
&lt;br /&gt;
Slaves and quest lodgers are considered colonists for the purposes of the Adaption Factor. [[Friendly mechanoids|Player-controlled mechs]] do not count for the Adaption Factor. [[Children]] that can walk do fully count towards the Adaption factor. It does not matter how a pawn is downed / killed, so violently killing your own colonists will impact adaptation (as opposed to executing or banishing them).&lt;br /&gt;
&lt;br /&gt;
Think of the &amp;quot;Adaption Factor&amp;quot; like the classic workplace sign that says &amp;quot;Days Since Last Injury: 10&amp;quot;.  The differences from this analogy to the &amp;quot;Adaption Factor&amp;quot; is that the &amp;quot;Adaption Factor&amp;quot; does not reset entirely on injuries.  Instead, a number of days are subtracted from the total and how many days are subtracted gets quite complicated.  In Rimworld, in this analogy, the sign can read &amp;quot;Days Since Last Injury: Negative 30&amp;quot;.  Also, the &amp;quot;Days Since Last Injury&amp;quot; don't necessarily go up 1 per day in Rimworld.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Adaption Impact&amp;quot; in the custom Storyteller Settings adjusts how much the game considers the &amp;quot;Adaption Factor&amp;quot;.  If &amp;quot;Adaption Impact&amp;quot; is set to 0% the &amp;quot;Adaption Factor&amp;quot; is effectively turned off.  The Adaption Factor has a maximum range of 0.4 to 1.47.  By default &amp;quot;Losing is Fun&amp;quot; has &amp;quot;Adaption Impact&amp;quot; set to 40%.  At &amp;quot;40% Adaption Impact&amp;quot; has an effective minimum and maximum range of the Adaption Factor is 0.75 to 1.19.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Adaption Growth Rate&amp;quot; in the custom difficulty options controls how fast the &amp;quot;Adaption Factor&amp;quot; grows over time.  On &amp;quot;Losing is Fun&amp;quot;, the &amp;quot;Adaption Growth Rate&amp;quot; is set to the maximum speed.  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Adaption Factor&amp;quot; starts at 0.8.  The &amp;quot;AdaptDays&amp;quot; starts at 0.  There is a grace period of 30 days before the &amp;quot;AdaptDays&amp;quot; can go above 0.  Every 12 hours (or 30,000 game ticks), the game checks how many &amp;quot;AdaptDays&amp;quot; to add.  The game takes the current &amp;quot;AdaptDays&amp;quot; and looks at the following chart.  Each value shown is halved.  The halving occurs because the check is done every 12 hours, which means it happens twice a day.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Graph || Current AdaptDays || AdaptDays Added&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | {{GraphChart|width=400|height=100|xAxisTitle=Current AdaptDays |yAxisTitle=AdaptDays Added|type=line|x= -30, -0.01, 0, 59.99, 60, 119.99, 120  |y1= 3, 3, 1, 1, 0.5, 0.5, 0.25}} || style=&amp;quot;text-align:right&amp;quot; | -30 || style=&amp;quot;text-align:right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | -0.01 || style=&amp;quot;text-align:right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 59.99 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 60 || style=&amp;quot;text-align:right&amp;quot; | 0.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 119.99 || style=&amp;quot;text-align:right&amp;quot; | 0.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 120 || style=&amp;quot;text-align:right&amp;quot; | 0.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a colonist dies an amount of &amp;quot;AdaptDays&amp;quot; are removed based on your population.  Here's the Chart:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Population || AdaptDays Removed&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 11 || style=&amp;quot;text-align:right&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 20 || style=&amp;quot;text-align:right&amp;quot; | 20&lt;br /&gt;
|}&lt;br /&gt;
		&lt;br /&gt;
When a colonist is downed a different amount of &amp;quot;AdaptDays&amp;quot; are removed based on your population.  Here's that chart:&lt;br /&gt;
	      &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Population || AdaptDays Removed&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 8&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 2 || style=&amp;quot;text-align:right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 3 || style=&amp;quot;text-align:right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 11 || style=&amp;quot;text-align:right&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 20 || style=&amp;quot;text-align:right&amp;quot; | 3.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Adapt Days&amp;quot; have a minimum value of -60 and a maximum value of 100.  &amp;quot;AdaptDays&amp;quot; are taken to a chart to determine &amp;quot;Adaption Factor&amp;quot;.  Here's that chart:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Current AdaptDays || Adaption Factor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | -30 || style=&amp;quot;text-align:right&amp;quot; | 0.4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 0.8&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 30 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 60 || style=&amp;quot;text-align:right&amp;quot; | 1.2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 120 || style=&amp;quot;text-align:right&amp;quot; | 1.6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 180 || style=&amp;quot;text-align:right&amp;quot; | 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The chart goes beyond the maximum potential &amp;quot;AdaptDays&amp;quot; value.   Even though the chart goes up to 180 &amp;quot;AdaptDays&amp;quot; and 2.0 &amp;quot;Adaption Factor&amp;quot;, &amp;quot;Adaption Factor&amp;quot; cannot reach that point.  At the maximum value of 100 &amp;quot;AdaptDays&amp;quot;, the &amp;quot;Adaption Factor&amp;quot; is 1.47.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Adaption Factor&amp;quot; is shared across multiple map tiles.&lt;br /&gt;
&lt;br /&gt;
== Other factors ==&lt;br /&gt;
Firstly, the raid point cap of 10,000 is applied. The following factors are applied after the cap:&lt;br /&gt;
&lt;br /&gt;
*Storytellers may have a &amp;quot;randomPointsFactorRange&amp;quot; to modify raid size. [[Randy Random]] will randomly increase or decrease the raid point value by 50% to 150% for each event. [[Cassandra Classic]] and [[Phoebe Chillax]] will not do any further modification.&lt;br /&gt;
&lt;br /&gt;
*Major threats caused by a [[quest]] may have more raid points than normal. The multiplier is dependent on the stars (1-3) that a quest has.&lt;br /&gt;
&lt;br /&gt;
*The type of major threat can modify raid size. [[Sapper]]s and center [[drop pod]] raids will be smaller than expected.&lt;br /&gt;
&lt;br /&gt;
*Raids caused by the [[ship reactor]]'s activation or the [[Royal Ascent]] quest will always have a minimum of 500 raid points, regardless of threat scale (or any other factor to raid points).&lt;br /&gt;
&lt;br /&gt;
== Wealth independent mode ==&lt;br /&gt;
&amp;quot;Wealth Independent&amp;quot; mode is another option in the &amp;quot;custom&amp;quot; section of the &amp;quot;Storyteller Settings&amp;quot;.  Rather than tracking &amp;quot;StorytellerWealth&amp;quot;, an amount of wealth is assigned based on time passed on that specific map tile:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Days Passed || StorytellerWealth&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 10,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 180 || style=&amp;quot;text-align:right&amp;quot; | 180,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 720 || style=&amp;quot;text-align:right&amp;quot; | 1,000,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1,800 || style=&amp;quot;text-align:right&amp;quot; | 2,500,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This chart is for the default choice of &amp;quot;Years until Max Threat: 12&amp;quot;.  Changing the &amp;quot;Years Until Maximum Threat&amp;quot; slider sets the year that the 1,000,000 wealth value will be assigned.  For example, if 1 Year is chosen, then on day 60 (end of year 1), 1 Million Wealth will be assigned.  If the year 20 is chosen, on day 1,200 (end of year 20), 1 million wealth will be assigned.&lt;br /&gt;
&lt;br /&gt;
All other factors, such as pawn count and adaptation, are applied as normal.&lt;br /&gt;
&lt;br /&gt;
The Wealth Independent Mode timer is exclusive to each map tile.  Each map tile starts the timer at 0.  Changing map tiles will reset the Wealth Independent mode timer.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Storyteller now ignores Hit Points of buildings for purposes of wealth calculation.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Added a 0.75x factor to pawn points for colony slaves when calculating threat point (wealth points was already adjusted for slaves). This means having slaves won't attract larger threats as much as colonists.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - [[Friendly mechanoids]] now count towards pawn points, in addition to wealth points. Slightly reduce the impact that player mechanoids have on raid points.&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Adve-nyan</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Power_claw&amp;diff=168309</id>
		<title>Power claw</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Power_claw&amp;diff=168309"/>
		<updated>2025-08-27T00:06:14Z</updated>

		<summary type="html">&lt;p&gt;Adve-nyan: /* Analysis */ moved comparison to swords to separate section and changed it according to scratch damage type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main&lt;br /&gt;
| name = Power claw&lt;br /&gt;
| image = Health item prosthetic.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| description = A combat-oriented hand replacement consisting of a mechanical hand with a hooked claw on each finger. It cuts deep, and it is strong enough to crush a skull like a hand crushes an egg. The claws can be retracted, making it as useful as a natural hand for non-combat tasks, however its overall ungainliness slows down movement slightly.&lt;br /&gt;
| class = Spacer&lt;br /&gt;
| meleeattack1dmg = 22&lt;br /&gt;
| meleeattack1type = scratch&lt;br /&gt;
| meleeattack1part = claw&lt;br /&gt;
| meleeattack1cool = 2&lt;br /&gt;
| meleeattack1ap = 33&lt;br /&gt;
| body part = Hand&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Specialized limbs&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 8&lt;br /&gt;
| work to make = 15000&lt;br /&gt;
| damage type = Sharp&lt;br /&gt;
| mass base = 4&lt;br /&gt;
| marketvalue = 385&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| tradeTags = TechHediff&lt;br /&gt;
| techHediffsTags = Advanced, AdvancedWeapon&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Power claws''' are [[Artificial body part|artificial hand replacements]] that also function as moderately powerful melee [[weapons]] at the expense of slowing a pawn's [[moving]].}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
In the core game, the power claws cannot be crafted. Instead they can only be obtained via [[trade]], given as a [[quest]] reward, found in quest item stashes. or found in [[ancient shrine]]s.&lt;br /&gt;
&lt;br /&gt;
With the [[Royalty DLC]], {{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
=== Body part ===&lt;br /&gt;
Power claws replace the user's organic hand, including the fingers. They are universal and can be installed on either the left or right. The power claw has a part efficiency of 100%. This fully replaces the functionality of a normal hand but provides no enhancement - when coupled with the hand body part having a [[Manipulation]] importance of 50%, it results in an increase in manipulation of up to 50% when replacing a missing or totally inoperable hand. Manipulation, in turn, affects a great many [[stats]]. For a full list of affected stats, see [[Manipulation#Affected stats|Manipulation]]&lt;br /&gt;
&lt;br /&gt;
=== Other effects ===&lt;br /&gt;
Each power claw inflicts a {{--|8%}} [[Moving]] penalty. Moving, in turn, affects the following [[stats]]: {{#ask: [[Moving Importance::+]]}}. This results in a directly proportional change to a pawn's [[move speed]], and a reduction in [[melee dodge chance]] equivalent to losing {{--|{{#expr: {{Q|Melee Dodge Chance|Moving Importance}}*0.08}}}} levels of [[Melee]] skill per hand replaced.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
A power claw replaces the natural &amp;quot;Fist&amp;quot; attack of the replaced hand with a significantly more powerful [[Damage Types#{{P|Attack 1 Type}}|{{P|Attack 1 Type}}]] attack. When social fighting, colonists will not use the power claw to attack their opponent.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt; &lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !! Damage !! DPS !! AP !! Damage Type&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Heart|32}}&lt;br /&gt;
! style='text-align: left !important;'| Human Fist&lt;br /&gt;
| {{Q|Human|Attack 1 Damage}}&lt;br /&gt;
| {{Q|Human|Attack 1 DPS}}&lt;br /&gt;
| {{Q|Human|Attack 1 AP}}%&lt;br /&gt;
| [[Damage Types#{{Q|Human|Attack 1 Type}}|{{Q|Human|Attack 1 Type}}]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|{{PAGENAME}}|32}}&lt;br /&gt;
! {{PAGENAME}}&lt;br /&gt;
| {{P|Attack 1 Damage}}&lt;br /&gt;
| {{P|MeleeDPS}}&lt;br /&gt;
| {{P|Attack 1 AP}}%&lt;br /&gt;
| [[Damage Types#{{P|Attack 1 Type}}|{{P|Attack 1 Type}}]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
A power claw can only be installed on a natural arm. It cannot be installed on artificial body parts that replace the entire arm, such as the [[bionic arm]], and will cause the removal of any parts installed into the hand, such as the [[hand talon]] {{RoyaltyIcon}}. It also will replace or be replaced by any other part that replaces the hand, such as the [[field hand]] {{RoyaltyIcon}}. If a power claw is installed on an arm which then gets replaced with an artificial arm, the claw will be removed for later reuse.&lt;br /&gt;
&lt;br /&gt;
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 4.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires {{Ticks|2000}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and has no [[Skills#Medical|Medical skill]] requirements.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part will be destroyed, like other prosthetics.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
In terms of {{DPS}}, the power claw is the strongest [[body part weapon]] in the game, and the only dedicated example available without the [[Royalty DLC]].  Overall, the power claw offers a way for ranged pawns to defend themselves in melee, at the cost of their Moving. It can also be used as a dedicated melee weapon during the early game.&lt;br /&gt;
&lt;br /&gt;
If a pawn is already holding a stronger melee weapon, adding a power claw would offer a marginal benefit. Because of the [[melee verb selection]] mechanic, pawns will use their &amp;quot;Best&amp;quot; attacks 75% of the time, and &amp;quot;Mid&amp;quot; attacks the rest of the time. The power claw falls into the &amp;quot;Mid&amp;quot; category alongside fist and/or handle attacks even when wielded with relatively accessible melee weapons such as Normal quality plasteel longswords or Good quality uranium maces. The end result in a {{DPS}} improvement of only {{+|{{%|11.312/10.714-1 round 3}}}} and {{+|{{%|11.05/10.52-1 round 3}}}} respectively, and the relative improvement only shrinks with higher qualities. And this still comes at the cost of Moving and Melee Dodge Chance. &lt;br /&gt;
&lt;br /&gt;
The melee verb system also means that installing 2 claws is essentially never beneficial. If it is the &amp;quot;Best&amp;quot; category, it either won't improve DPS or it will improve DPS ''more'' to drop the equipped weapons. If its in &amp;quot;Mid&amp;quot;, the actual effect on DPS of further diluting the handle attacks is tiny. &lt;br /&gt;
&lt;br /&gt;
One of the key advantages of body part weapons is that they can be &amp;quot;wielded&amp;quot; with a ranged weapon, allowing a gunner to also be effective in melee. [[Shooting Accuracy]] also doesn't benefit from bionic arms, and Moving is less important to ranged fighters, reducing the tradeoffs associated with the power claw. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Compared to swords and knifes ===&lt;br /&gt;
Because of [[scratch]] damage type power claw deals on average 30% more damage then listed in stats. This places power claw DPS just below legendary [[steel]] or excellent [[plasteel]]/[[bioferrite]] [[longsword]]/[[knife]].&lt;br /&gt;
You need good [[monosword]] to outDPS power claw but even awful [[persona monosword]] will be better.&lt;br /&gt;
This makes power claw quite powerful even compared to weapons from good materials.&lt;br /&gt;
&lt;br /&gt;
In terms if armor penetration power claw is worse then longswords but better then most knifes.&lt;br /&gt;
&lt;br /&gt;
It may be easier to obtain power claw then excellent+ [[plasteel]]/[[bioferrite]] [[longsword]]/[[knife]] by trade or quests early on.&lt;br /&gt;
On other hand swords don't require surgery to install which can be risky before you get good doctor and hospital.&lt;br /&gt;
&lt;br /&gt;
In terms of wealth management power claw cost much less then similar strength [[longsword]] but about same as [[knife]]. [[Bioferrite]] weapons are exception from this rule because of [[bioferrite]] low cost.&lt;br /&gt;
&lt;br /&gt;
=== Compared to other artificial body parts ===&lt;br /&gt;
In the [[Royalty DLC]], there are many other options for a &amp;quot;sidearm&amp;quot; artificial body parts. The main differences between the various options are: {{DPS}}, {{AP}}, and which part it attaches to. In addition, the power claw is the only body part weapon that reduces [[Moving]], which has an impact on melee combat.&lt;br /&gt;
&lt;br /&gt;
* [[Hand talon]]s{{RoyaltyIcon}} provide very similar DPS, but at {{--|17%}} AP. However, they do not slow down the user at all. They are attached on the hand and require an organic hand to do so.&lt;br /&gt;
* [[Elbow blade]]s{{RoyaltyIcon}} attach to the organic arm, and is not incompatible with the [[field hand]].{{RoyaltyIcon}} They are weaker than the hand talon but offer slightly more {{AP}}.&lt;br /&gt;
* [[Knee spike]]s{{RoyaltyIcon}} attach to the organic leg. They are weaker than the hand talon but offer slightly more {{AP}}.&lt;br /&gt;
* [[Venom fangs]]{{RoyaltyIcon}} attach to the jaws, which no other body part weapon does. They are one of the weaker options, but do not impede the arm or leg. They also cause [[toxic buildup]]. &lt;br /&gt;
As the power claw incurs a Melee Dodge Chance penalty, other body part weapons may be worth considering. For a ranged fighter, raw DPS may not be a primary concern. Many ranged pawns will rarely need to melee, and the Moving penalty impedes [[kiting]]. So if a hand talon is ''sufficient'' to distract (and eventually defeat) a melee enemy, then there's no need to install a power claw that penalizes you.&lt;br /&gt;
&lt;br /&gt;
[[Bionic arm]]s and [[archotech arm]]s offer a &amp;quot;fist&amp;quot; attack, which are much weaker to the power claw. However, each bionic arm increases [[Melee Hit Chance]] by {{+|{{#expr: {{Q|Melee Hit Chance|Manipulation Importance}}*0.08}}}} Melee levels, and an archotech arm offers double the benefit. Both bionics also offer an increase in [[Manipulation]] and no decrease in Moving, which helps with general work tasks. &lt;br /&gt;
&lt;br /&gt;
Unlike hand talons, but like bionic/archotech arms, power claws replace the entire hand. This can be used to replace a missing hand. Compared to the [[wooden hand]], the power claw gives {{+|10%}} [[Manipulation]] for {{--|8%}} [[Moving]]. If you later install a [[bionic arm]] (or other hand/full arm replacement), then the power claw will be retrieved safely, so long as the surgery succeeds.&lt;br /&gt;
&lt;br /&gt;
=== Slaves ===&lt;br /&gt;
[[Slave]]s{{IdeologyIcon}} represent a unique use case for body part weapons. As proper melee weapons increase chance of rebellions, arming slaves is often inadvisable, but combat slaves can be very useful. Body part weapons do not have this downside - while they are still more dangerous when they do rebel, slaves implanted with these weapons are no more likely to rebel in the first place, and in the case of the power claw, they are slightly less likely to rebel, due to the moving malus. The easy acquisition and disposable nature of slaves also means that the power claw's inferiority to dedicated melee weapons is also less relevant.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Added&lt;br /&gt;
* B19 - Body part efficiency increased from 92% -&amp;gt; 100%.&lt;br /&gt;
* [[Royalty DLC]] Release - Crafting Recipe added.&lt;br /&gt;
* [[Version/1.1.2587|1.1.2587]] - DPS was buffed but it now slows movement.&lt;br /&gt;
&lt;br /&gt;
{{Nav|body parts|wide}}&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]&lt;br /&gt;
[[Kind::Weapons| ]]&lt;/div&gt;</summary>
		<author><name>Adve-nyan</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Longsword&amp;diff=168307</id>
		<title>Longsword</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Longsword&amp;diff=168307"/>
		<updated>2025-08-25T22:08:41Z</updated>

		<summary type="html">&lt;p&gt;Adve-nyan: /* Sharp vs Blunt */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|weapon&lt;br /&gt;
| name = Longsword&lt;br /&gt;
| image = Longsword.png&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Medieval&lt;br /&gt;
| description = The ancient weapon of kings, the longsword can be used for slashing or stabbing.&lt;br /&gt;
| class = Medieval&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = poke&lt;br /&gt;
| meleeattack1part = handle&lt;br /&gt;
| meleeattack1cool = 2&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 23&lt;br /&gt;
| meleeattack2type = stab&lt;br /&gt;
| meleeattack2part = point&lt;br /&gt;
| meleeattack2cool = 2.6&lt;br /&gt;
| meleeattack2ap = 34&lt;br /&gt;
| meleeattack3dmg = 23&lt;br /&gt;
| meleeattack3type = cut&lt;br /&gt;
| meleeattack3part = blade&lt;br /&gt;
| meleeattack3cool = 2.6&lt;br /&gt;
| meleeattack3ap = 34&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| production facility 1 = Fueled smithy&lt;br /&gt;
| production facility 2 = Electric smithy&lt;br /&gt;
| research = Long blades&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| stuff tags = Metallic, Woody&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| damage type = Sharp&lt;br /&gt;
| work to make = 18000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| mass base = 2&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = MedievalMeleeAdvanced, LongSword&lt;br /&gt;
| thingSetMakerTags = RewardStandardQualitySuper&lt;br /&gt;
}}&lt;br /&gt;
The '''longsword''' is a melee [[weapon]] that does a large amount of damage, has a long cooldown, and deals sharp damage.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Longswords can be purchased from any outlander and orbital combat suppliers, or obtained from outlander and pirate [[raider]]s.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Bioferrite handle attack quirk and it's effect - see [[persona monosword]] as example}}&lt;br /&gt;
The longsword has the highest base DPS out of any melee weapon in Core RimWorld. &lt;br /&gt;
&lt;br /&gt;
In the [[Royalty DLC]]{{RoyaltyIcon}}, they are surpassed by the [[monosword]] and other ultratech weapons, though those can't be crafted by your colony. A masterwork plasteel longsword beats a normal [[persona monosword]] and excellent [[monosword]], at least before considering {{AP}}.&lt;br /&gt;
&lt;br /&gt;
==Comparisons==&lt;br /&gt;
===Comparison to maces===&lt;br /&gt;
The longsword is naturally compared to the [[mace]] - the mace is the strongest craftable ''Blunt'' weapon in Core RimWorld, while the longsword is the strongest ''Sharp'' weapon. Maces cost {{Icon Small|stuff}} 50, half as much as the sword. They require only [[Research#Smithing|Smithing]] research, rather than Long Blades. In addition, blunt weapons are best with [[uranium]], while sharp weapons are best with [[plasteel]]. Uranium is a cheaper material, and generally less useful throughout the game.&lt;br /&gt;
&lt;br /&gt;
In terms of ''raw'' damage, the longsword has {{+|{{%|(7.96/7.01)-1 round 2}} }} more base DPS than the [[mace]]. However, most enemies with armor will have ''much'' more Sharp armor than Blunt armor. For example, a [[flak vest]] has 100% Sharp armor, but only 40% Blunt armor. While the mace has less {{AP}}, most enemies have little blunt armor, resulting in an &amp;quot;armor-piercing&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
Breakpoints for when each weapon is better vary by [[quality]] and material.&lt;br /&gt;
* In general, a [[plasteel]] longsword beats the same quality [[uranium]] mace against unarmored humans and lightly armored humans, such as [[flak jacket]]s without the corresponding vest. The sword is also better against light mechs like [[scyther]]s and [[lancer]]s.&lt;br /&gt;
* The uranium mace would do better against flak vests and all sorts of [[power armor]], as well as larger mechs like [[centipede]]s. For example, a normal uranium mace deals  +{{%|((9.56/10.71) * (1/0.74)) &amp;lt;!--Centipedes have 72% sharp - 37.4% AP from plasteel longsword's 2 sharp attacks. This results in 34.5% &amp;quot;real&amp;quot; armor, and each armor% reduces avg dmg by %0.75. This results in 26% dmg reduction.---&amp;gt; -1 round 3}} {{DPS}} to a centipede when compared to a normal plasteel longsword. (In raw DPS, before intricacies documented below) &lt;br /&gt;
Similar comparisons can be made between steel longswords vs steel maces.&lt;br /&gt;
&lt;br /&gt;
Damage and AP are easily the most important factors for performance, especially at lower qualities. Regardless, this comparison can get significantly more complicated, even without factoring material cost. These details are documented below.&lt;br /&gt;
----&lt;br /&gt;
====Sharp vs Blunt====&lt;br /&gt;
There are a large amount of mechanics surrounding the [[damage type]]s of the longsword and mace. For their &amp;quot;Best&amp;quot; attack, maces deal ''[[Damage types#Blunt|Blunt]]'' damage. Longswords deal either ''[[Damage types#Stab|Stab]]'' or ''[[Damage types#Cut|Cut]]'' damage. Best attacks are the most likely to hit (75%); for sake of simplicity, &amp;quot;Mid&amp;quot; attacks are ignored. They are listed in rough order of importance.&lt;br /&gt;
&lt;br /&gt;
*'''Cut damage deals bonus damage.''' Specifically, if a Cut damage activates a ''cleave'', then total damage is multiplied by 140%, then split between body parts. This means that a Cut attack inflicts more [[pain]] on a pawn, causing [[pain shock]]. Pain shock is the most common way to down / kill enemies in combat. Even with painless [[mechanoid]]s, dealing enough HP of damage will cause a pawn to die, even if you never destroy a vital body part. &lt;br /&gt;
&lt;br /&gt;
: The chance to cleave is 40%. This improves cut DPS by 116% on average (for good sword attacks this results in 108% average damage), and the sword already is better in terms of raw DPS.&lt;br /&gt;
&lt;br /&gt;
: Spreading the damage between body parts may prevent outright destroying body parts, which could be more devastating than extra damage.&lt;br /&gt;
&lt;br /&gt;
*'''Blunt weapons have superior overkill damage mechanics.''' If a Stab would destroy a body part, then any further damage is wasted. If a Blunt attack would destroy a body part, damage is spread to the parent part. In other words: if a sword would stab off a finger, the mace would smash the finger and damage the arm in the process.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile, Cut damage has a chance to ''cleave'' an opponent. If cut damage happens to get a part to 0 HP, then it is much more likely to destroy it. The mace remains superior - it is more likely to cripple/destroy larger body parts whilst not wasting damage.&lt;br /&gt;
&lt;br /&gt;
:Overkill is unlikely to matter for weapons below masterwork [[quality]]. Plasteel / uranium weapons at excellent quality will barely be able to destroy larger body parts, like the arms, in 1 hit, meaning overkill damage is almost nonexistent. Lower qualities won't be able to destroy large parts in 1 hit. With lower qualities, overkill is only relevant if a body part is hit twice in a row. This is much less important than DPS and the [[pain]] it inflicts.&lt;br /&gt;
&lt;br /&gt;
*'''Blunt weapons can stun enemies,''' though the chance is small. If a blunt weapon hits the torso or a equivalent body part (a [[scyther]]'s thorax, a [[centipede]] ''1st'' body ring...), then the target has a chance to be stunned for a short time. This is completely independent from [[EMP]] and mechanoid adaptation. Stun chance depends on the target's health scale and the damage done. A normal uranium mace hitting a human would have a 2.7% chance to stun per hit to the torso.&lt;br /&gt;
&lt;br /&gt;
: Blunt weapons can also stun if they hit the brain. But a uranium mace of at least Poor quality will always one-shot a human brain (unless it is fully negated by armor, in which case it wouldn't stun).&lt;br /&gt;
&lt;br /&gt;
*'''Sharp weapons cause bleeding.''' However, bleeding is unlikely to help the player, since melee engagements are usually over long before combat penalties due to blood loss can kick in. This may even be a disadvantage, as it makes it harder to save [[prisoner]]s and causes [[infection]]s.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Texture recreated with higher quality.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Longsword Old.png|Texture prior to 1.5&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Medieval Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Swords]]&lt;/div&gt;</summary>
		<author><name>Adve-nyan</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Damage_Types&amp;diff=168306</id>
		<title>Damage Types</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Damage_Types&amp;diff=168306"/>
		<updated>2025-08-25T22:05:33Z</updated>

		<summary type="html">&lt;p&gt;Adve-nyan: /* Scratch */ Tested scratch from Power claw for 1.6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Stub|reason=Need breakdown of remaining damage types}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;{{Main|Damage Types}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Damage is split into many different types, with different descriptors and [[death]] messages for injuries, different interactions with different targets and armor types, and different default stats. Not to be confused with [[Health Difficulties|health difficulties]].&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Name !! Label !! Category !! Armor Category !! Overkill Percent To Destroy Part&amp;lt;ref&amp;gt;See [[Damage_Types#Overkill prevention|Overkill prevention]]&amp;lt;/ref&amp;gt; !! [[Death]] Message&amp;lt;ref&amp;gt;{0} represents a pawn's name.&amp;lt;/ref&amp;gt; !! Hediffs (General / Skin / Solid / Additional) !! Harms Outer Layers&amp;lt;ref&amp;gt;Surgery doesn't hurt your outside bits, but getting shot and stuff will.&amp;lt;/ref&amp;gt; !! Affects [[shield belt|shields]] !! Stun duration !! Source&lt;br /&gt;
|- id=&amp;quot;Cut&amp;quot;&lt;br /&gt;
! Cut&lt;br /&gt;
| cut || Melee Weapon || Sharp || 0% - 10% || {0} has been cut to death. || [[Hediffs#Cut|Cut]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Crush&amp;quot;&lt;br /&gt;
! Crush&lt;br /&gt;
| crush || Melee Weapon || Blunt || 40% - 100% || {0} has been crushed to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Cut|Cut]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Blunt&amp;quot;&lt;br /&gt;
! Blunt&lt;br /&gt;
| blunt || Melee Weapon || Blunt || 40% - 100% || {0} has been beaten to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Bruise|Bruise]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Poke&amp;quot;&lt;br /&gt;
! Poke&lt;br /&gt;
| blunt || Melee Weapon || Blunt || 40% - 100% || {0} has been beaten to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Bruise|Bruise]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Demolish&amp;quot;&lt;br /&gt;
! Demolish&lt;br /&gt;
| blunt || Melee Weapon || Blunt || 40% - 100% || {0} has been beaten to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Bruise|Bruise]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Stab&amp;quot;&lt;br /&gt;
! Stab&lt;br /&gt;
| stab || Melee Weapon || Sharp || 40% - 100% || {0} has been stabbed to death. || [[Hediffs#Stab|Stab]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table RangedStab&amp;quot;&lt;br /&gt;
! RangedStab&lt;br /&gt;
| stab || Ranged Weapon || Sharp || 40% - 100% || {0} has been stabbed to death. || [[Hediffs#Stab|Stab]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Bullet&amp;quot;&lt;br /&gt;
! Bullet&lt;br /&gt;
| bullet || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death. || [[Hediffs#Gunshot|Gunshot]] / - / - / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Arrow&amp;quot;&lt;br /&gt;
! Arrow&lt;br /&gt;
| arrow || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death by an arrow. || [[Hediffs#Cut|Cut]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;ArrowHighVelocity&amp;quot;&lt;br /&gt;
! ArrowHighVelocity&lt;br /&gt;
| arrow || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death by an arrow. || [[Hediffs#Stab|Stab]] / - / - / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Scratch&amp;quot;&lt;br /&gt;
! Scratch&lt;br /&gt;
| scratch || Melee Weapon || Sharp || 0% - 70% || {0} has been torn to death. || [[Hediffs#Scratch|Scratch]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Toxic scratch&amp;quot;&lt;br /&gt;
! ScratchToxic&lt;br /&gt;
| toxic scratch || Melee Weapon || Sharp || 0% - 70% || {0} has been torn to death. || [[Hediffs#Scratch|Scratch]] / - / [[Hediffs#Crack|Crack]] / [[Hediffs#Toxic buildup|Toxic buildup]] || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Bite&amp;quot;&lt;br /&gt;
! Bite&lt;br /&gt;
| bite || Melee Weapon || Sharp || 0% - 10% || {0} has been bitten to death. || [[Hediffs#Bite|Bite]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Toxic bite&amp;quot;&lt;br /&gt;
! BiteToxic&lt;br /&gt;
| toxic bite || Melee Weapon || Sharp || 0% - 10% || {0} has been bitten to death. || [[Hediffs#Bite|Bite]] / - / [[Hediffs#Crack|Crack]] / [[Hediffs#Toxic buildup|Toxic buildup]] || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Bomb&amp;quot;&lt;br /&gt;
! Bomb &lt;br /&gt;
| bomb || Misc || Sharp || ? || {0} has died in an explosion. || [[Hediffs#Shredded|Shredded]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;BombSuper&amp;quot;&lt;br /&gt;
! BombSuper &lt;br /&gt;
| bomb || Misc || Sharp || ? || {0} has died in an explosion. || [[Hediffs#Shredded|Shredded]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Flame&amp;quot;&lt;br /&gt;
! Flame&lt;br /&gt;
| flame || Environmental || Heat || ? || {0} has burned to death. || [[Hediffs#Burn|Burn]] / - / - / - || {{Bad|false}}&amp;lt;ref name = burn&amp;gt;Fire currently doesn't burn your organs out or anything - ironically good for preserving them.&amp;lt;/ref&amp;gt; || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Burn&amp;quot;&lt;br /&gt;
! Burn&lt;br /&gt;
| burn || Environmental || Heat || ? || {0} has burned to death. || [[Hediffs#Burn|Burn]] / - / - / - || {{Bad|false}}&amp;lt;ref name = burn /&amp;gt; || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Thump&amp;quot;&lt;br /&gt;
! Thump&lt;br /&gt;
| thump || Misc || Sharp || ? || {0} has been shot to death. || [[Hediffs#Crush|Crush]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Tornado&amp;quot;&lt;br /&gt;
! TornadoScratch&lt;br /&gt;
| scratch || Environmental || Sharp || 0% - 70% || {0} has been killed by a tornado. || [[Hediffs#Scratch|Scratch]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Frostbite&amp;quot;&lt;br /&gt;
! Frostbite&lt;br /&gt;
| frostbite || Environmental || - || ? || {0} has succumbed to frostbite. || [[Hediffs#Frostbite|Frostbite]] / - / - / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Surgical cut&amp;quot;&lt;br /&gt;
! Surgical cut&lt;br /&gt;
| surgical cut || Medical || - || ? || {0} has died during surgery. || - / - / - / - || {{Bad|false}}&amp;lt;ref&amp;gt;Able to remove organs without harming outer body parts.&amp;lt;/ref&amp;gt; || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Execution cut&amp;quot;&lt;br /&gt;
! Execution cut&lt;br /&gt;
| execution cut || Medical || - || - || {0} has been executed by cutting. || [[Hediffs#Cut|Cut]] / - / - / - || {{Bad|false}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table EMP&amp;quot;&lt;br /&gt;
! EMP &amp;lt;ref name=&amp;quot;stun&amp;quot;&amp;gt;Does not deal physical damage so does not show up on body parts. &amp;lt;/ref&amp;gt;&lt;br /&gt;
| - || Stun || - || - || {0} has been EMPed to death. || - / - / - / - || {{Good|true}} || {{Good|true}} || 0.25 s &amp;lt;ref name = duration&amp;gt;Per point of damage.&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt; Only applies to mechanoids or turrets. &amp;lt;/ref&amp;gt; || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Stun&amp;quot;&lt;br /&gt;
! Stun &amp;lt;ref name=&amp;quot;stun&amp;quot;/&amp;gt;&lt;br /&gt;
| - || Stun || - || - || {0} has been stunned to death. || - / - / - / - || {{Bad|false}} || {{Good|true}} || 0.33 s &amp;lt;ref name = duration&amp;gt;&amp;lt;/ref&amp;gt; || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Smoke&amp;quot;&lt;br /&gt;
! Smoke &amp;lt;ref name=&amp;quot;stun&amp;quot;/&amp;gt;&lt;br /&gt;
| smoke || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Deterioration&amp;quot;&lt;br /&gt;
! [[Deterioration]]&lt;br /&gt;
| - || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Rotting&amp;quot;&lt;br /&gt;
! Rotting&lt;br /&gt;
| - || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Mining&amp;quot;&lt;br /&gt;
! [[Mining]]&lt;br /&gt;
| - || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Extinguish&amp;quot;&lt;br /&gt;
! Extinguish &amp;lt;ref name=&amp;quot;stun&amp;quot;/&amp;gt;&lt;br /&gt;
| - || Misc || - || - || - || [[Hediffs#Covered in firefoam|Covered in firefoam]] / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;AcidBurn&amp;quot;&lt;br /&gt;
! AcidBurn&lt;br /&gt;
| acid burn || Misc || Sharp || - || {0} has burned to death. || [[Hediffs#Acid burn|Acid burn]] / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;DecayedOrgan&amp;quot;&lt;br /&gt;
! Decayed&lt;br /&gt;
| decayed organ || Misc || - || - || {0} died from metabolic disruptions caused by organ decay. || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Table Vaporize&amp;quot;&lt;br /&gt;
! Vaporize&lt;br /&gt;
| vaporize || Misc || Heat || - || {0} has been vaporized by extreme heat. || [[Hediffs#Burn|Burn]] / - / - / - || {{Good|true}} || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;MechBandShockwave&amp;quot;&lt;br /&gt;
! MechBandShockwave&lt;br /&gt;
| mech-band shockwave || Stun || - || - || {0} has been shocked to death. || - / - / - / - || - || ? || {{Ticks|1200}} || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;ToxGas&amp;quot;&lt;br /&gt;
! ToxGas&lt;br /&gt;
| tox gas || Misc || - || - || - || - / - / - / - || - || ? || - || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Beam&amp;quot;&lt;br /&gt;
! Beam&lt;br /&gt;
| beam || Misc || Heat || 0% - 70% || {0} has been beamed to death. || - / - / - / - || {{Good|true}} || ? || - || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;BulletToxic&amp;quot;&lt;br /&gt;
! BulletToxic&lt;br /&gt;
| toxic bullet || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death. || [[Hediffs#Gunshot|Gunshot]] / - / - / [[Hediffs#Toxic buildup|Toxic buildup]] || {{Good|true}} || ? || - || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;ElectricalBurn&amp;quot;&lt;br /&gt;
! ElectricalBurn&lt;br /&gt;
| electrical burn || Environmental || Heat || - || {0} has died from electrical burns. || [[Hediffs#Electrical burn|Electrical burn]] / - / - / - || - || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Digested&amp;quot;&lt;br /&gt;
! Digested&lt;br /&gt;
| digestion || Misc || - || - || {0} died from being digested. || - / - / - / - || - || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;EnergyBolt&amp;quot;&lt;br /&gt;
! EnergyBolt&lt;br /&gt;
| energy bolt || Misc || Sharp || 0% - 70% || {0} has been killed by an energy bolt. || [[Hediffs#Energy bolt|Energy bolt]] / - / - / - || {{Good|true}} || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Table Nerve&amp;quot;&lt;br /&gt;
! Nerve&lt;br /&gt;
| nerve || Misc || Sharp || 0% - 70% || {0} has been killed by nerve shock. || [[Hediffs#Cut|Cut]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;NerveStun&amp;quot;&lt;br /&gt;
! NerveStun&lt;br /&gt;
| nerve stun || Misc || - || - || - || - / - / - / - || - || ? || {{Ticks|240}} || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Psychic&amp;quot;&lt;br /&gt;
! Psychic&lt;br /&gt;
| psychic || Misc || - || - || {0} has been killed by a psychic attack. || [[Hediffs#Psychic burn|Psychic burn]] / [[Hediffs#Psychic skin burn|Psychic burn (skin)]] / [[Hediffs#Psychic solid burn|Psychic burn (solid)]] / - || - || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;DeadlifeDust&amp;quot;&lt;br /&gt;
! DeadlifeDust&lt;br /&gt;
| deadlife dust || Misc || - || - || - || - / - / - / - || - || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;NociosphereVaporize&amp;quot;&lt;br /&gt;
! NociosphereVaporize&lt;br /&gt;
| vaporize || Misc || Heat || - || {0} has been vaporized by extreme heat. || [[Hediffs#Burn|Burn]] / - / - / - || {{Good|true}} || ? || - || {{AnomalyIcon}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
| - || - || - || - || - || - / - / - / - || - || - || - || -&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== General mechanics == &lt;br /&gt;
Each damage type applies its damage in its own way - in the armor type it opposes, in the body parts it can target, in how damage is split between body parts, the multipliers it gets against certain target types, and a multitude of other effects. Most melee damage types have their hit damage multiplied by a random factor of .8-1.15 before application.&lt;br /&gt;
&lt;br /&gt;
This often makes comparisons of pure damage and {{DPS}} poor determining factors when comparing weapons of different damage types, even after accounting for the different armor types the attack opposes. &lt;br /&gt;
&lt;br /&gt;
=== Overkill prevention ===&lt;br /&gt;
Overkill prevention is mechanic by which the destruction of body parts that would reduced to 0 {{HP}} or below, is occasionally prevented.&lt;br /&gt;
&lt;br /&gt;
Overkill prevention works as follows: If the damage would be insufficient to reduce the HP of the body part in question to 0 or below, full damage is dealt. If the damage would be sufficient, two outcomes are possible - either the part is destroyed or the part is reduced to 1 HP and any remaining damage is lost. First, the amount of damage over the current HP of the part is determined. This is then divided by the maximum health of the body part when completely healthy. This is the &amp;quot;Overkill Percentage&amp;quot;. For example, a body part is totally health and has a maximum {{HP}} of 10. It is dealt 15 damage by a single attack, which would reduce it to -5. That results in an Overkill Percentage of 50%. &lt;br /&gt;
&lt;br /&gt;
This overkill percentage is then compared to the &amp;quot;overkillPctToDestroyPart&amp;quot; range unique to the damage type. For example, Scratch has a range of 0~0.7, or 0 to 70%. An inverse lerp is then performed using the Overkill Percentage and this range. This then provides the final chance for this attack to destroy the body part.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Chance to Destroy = (OVERKILL PERCENTAGE - LOWER)/(UPPER - LOWER) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This result is the chance that the body part is destroyed by the attack. For example, if the attack deals 70% of the parts maximum health as Scratch Type Overkill Damage, then there is a 100% chance the body part would be destroyed. If the chance is failed, the part is not destroyed and instead reduced to 1 HP.&lt;br /&gt;
&lt;br /&gt;
The end result is that weapons that deal high single attack damage are more likely to result in body part destruction than lower damage attacks of their damage type, and that the chance of a body part getting destroyed by a single attack goes up as its HP goes down. It also makes the overkillPctToDestroyPart of each damage type an important factor in the combat performance of weapons that use it. &lt;br /&gt;
&lt;br /&gt;
== Damage types ==&lt;br /&gt;
&lt;br /&gt;
=== Blunt ===&lt;br /&gt;
If a strike from an attack dealing blunt damage is sufficient to destroy the struck [[body parts|body part]], damage can propagate to the parent part of the destroyed part, if and only if that parent part is considered an outside part. How the damage is divided between the two attacks is currently unclear. This allows blunt damage to deal significant damage to important body parts even if they were not the part directly targeted.&lt;br /&gt;
&lt;br /&gt;
Additionally, if a blunt attack hits the parentless body part of a target, e.g. the torso on [[human]]s and most other pawns, there is a small chance to [[#Stun|Stun]] the target. This chance depends on the percentage of the body part's maximum HP that the attack inflicted as damage. It is determined by the following curve. I.e. if a single strike does 90% of the maximum, not remaining, HP of the torso to the torso of a pawn, it has a 15% chance to be stunned.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if a blunt attack hits a body part of a target that a is source of consciousness, e.g. the brain on [[human]]s and most other pawns, there is a larger chance to [[#Stun|Stun]] the target. This chance depends on the percentage of the body part's maximum HP that the attack inflicted as damage. It is determined by the following curve. I.e. if a single strike does 50% of the maximum, not remaining, HP of the brain to the brain of a pawn, it has a 100% chance to be stunned.&lt;br /&gt;
&lt;br /&gt;
In both cases the stun duration appears to be 0.66s&lt;br /&gt;
&lt;br /&gt;
If neither the parentless body part nor a consciousness source are hit, no stun occurs.&lt;br /&gt;
&lt;br /&gt;
Eyes specifically have a 0% hit chance factor against blunt damage, meaning they will never be hit by a blunt attack.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stun Chance per Percentage of Torso's Maximum HP || Stun Chance per Percentage of Brain's Maximum HP&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=200|height=200|xAxisTitle=Damage/Maximum Torso HP (%)|yAxisTitle=Stun Chance (%)|type=line|x=0, 40, 90, 100 |y1=0.0, 0, 15 , 15}}&lt;br /&gt;
| {{Graph:Chart|width=200|height=200|xAxisTitle=Damage/Maximum Brain HP (%)|yAxisTitle=Stun Chance (%)|type=line|x=0, 4, 50, 100 |y1=0.0, 20, 100 , 100}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bomb ===&lt;br /&gt;
Bomb damage is done by a variety of explosive weapons and is additionally effective against buildings. The default damage is 50, with a default {{AP}} of 10% and stopping power of 0.5. It does 4x Damage to Plants and to impassable buildings such as Nutrient Paste Dispensers and 2x to passable buildings such as armchairs. Additionally, [[Wall]]s specifically have an additional 2x multiplier, stacking with the previous 4x, for a total of 8x damage. Each hit picks 1-4 random body part targets to affect (either internal or external, and can target the same part twice). Then split the total damage evenly across those parts. Then roll for armor penetration per each hit. For ''each'' internal part that takes damage, apply the hit damage to the parent part (even if the parent was already hit) (this is bonus damage).&lt;br /&gt;
&lt;br /&gt;
=== Bullet ===&lt;br /&gt;
Target a single random internal or external body part. Roll for AP. If an internal part takes damage, apply the hit damage to the parent part (this is bonus damage).&lt;br /&gt;
&lt;br /&gt;
=== Burn ===&lt;br /&gt;
Identical to [[#Flame|Flame]] except that it cannot ignite targets.&lt;br /&gt;
&lt;br /&gt;
=== Cut === &lt;br /&gt;
Each hit rolls 0-100 for how many parts the strike damages. Result 0 - 59 is 1 target.. 60-89 is 2.. 90-99 is 3.. exactly 100 is 4 parts hit. If it's more than 1 target, multiply the damage of the hit by 1.4. Target random internal or external body parts (if a single-hit, cannot target internal parts. otherwise, can) (all multi-hit targets must be adjacent to each other). The total damage of the hit is evenly split across all targets. Roll for AP only against the first picked target regardless of the rest, and apply that damage to all targets. If an internal part is damaged without it's parent part being damaged, deal the same hit damage onto the parent part as well (this is bonus damage) (doesn't apply to bones). &lt;br /&gt;
&lt;br /&gt;
=== Demolish ===&lt;br /&gt;
Demolish damage is done by [[breach axe]]s and is additionally effective against buildings. It applies a 10x Damage multiplier when attacking buildings, but applies an additional 0.75x multiplier when attacking the target is impassible such as [[walls]], for a net multiplier of 7.5x against that class of building. In all other ways, it is otherwise identical to Blunt damage.&lt;br /&gt;
&lt;br /&gt;
=== EMP ===&lt;br /&gt;
{{Image wanted|reason=Stun mote and electrical sparking effect}}&lt;br /&gt;
{{Stub|section=1|reason=Mech boss [[EMP resistance]], [[unique weapons]] with EMP sources}}&lt;br /&gt;
EMP damage is a fairly unique form of damage that does no direct harm to organic pawns, but temporarily stuns mechanical pawns and some objects.&lt;br /&gt;
&lt;br /&gt;
The weapons that deal EMP damage include:&lt;br /&gt;
* [[EMP grenades]]&lt;br /&gt;
* [[EMP launcher]]&lt;br /&gt;
* [[EMP shell]]&lt;br /&gt;
* [[IED EMP trap]]&lt;br /&gt;
* [[Zeushammer]] {{RoyaltyIcon}} &lt;br /&gt;
* [[Persona zeushammer]] {{RoyaltyIcon}}&lt;br /&gt;
Additionally, when destroyed the [[Condition causer#Defoliator|Defoliator]] condition causer will release a EMP blast with a 9 tile radius.&lt;br /&gt;
&lt;br /&gt;
EMP mainly serves to stun [[mechanoid]]s, [[revenant]]s,{{AnomalyIcon}} [[metalhorror]]s,{{AnomalyIcon}} [[nociosphere]]s,{{AnomalyIcon}} [[turret]]s, and [[mortar]]s. Every stun &amp;quot;damage&amp;quot; inflicts {{Ticks|30}} of stun. Most items do 50 EMP damage, or 25 seconds of stun.&lt;br /&gt;
&lt;br /&gt;
After being stunned, targets become 'Adapted', gaining immunity from further stuns for {{Ticks|2200}}. The immunity starts ticking down as soon as the stun is applied; stun duration or future stuns have no effect on adaptation. The post-stun Adapted duration is {{Ticks|2200-(30*50)}} for most items. Some pawns such as command mechanoids{{BiotechIcon}} and nociospheres{{AnomalyIcon}} have EMP resistance, so are stunned for less time. Metalhorrors{{AnomalyIcon}} are incapable of adapting and can be stun locked.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Damage !! Sources !! Stun Duration !! Post-Stun Adaption Duration !! Ideal Stun Uptime&lt;br /&gt;
|-&lt;br /&gt;
| 9    || [[Zeushammer]], [[Persona zeushammer]]  ||  {{Ticks|30*9}}   || {{Ticks|2200-(30*9)}}     || {{%|(30*9) / ((30*9)+(2200-(30*9))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 45   || Awful [[quality]] [[EMP launcher]]      || {{Ticks|30*45}}   || {{Ticks|2200-(30*45)}}    || {{%|(30*45) / ((30*45)+(2200-(30*45))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 50   || ''All other sources''                   || {{Ticks|30*50}}   || {{Ticks|2200-(30*50)}}    || {{%|(30*50) / ((30*50)+(2200-(30*50))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 62.5 || Masterwork [[quality]] [[EMP launcher]] || {{Ticks|30*62.5}} || {{Ticks|2200-(30*62.5)}}  || {{%|(30*62.5) / ((30*62.5)+(2200-(30*62.5))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 75   || Legendary [[quality]] [[EMP launcher]]  || {{Ticks|30*75}}   || {{Ticks|0}} &amp;lt;!--{{Ticks|2200-(30*75)}} is less than 0 --&amp;gt; || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any amount of EMP damage will also:&lt;br /&gt;
* Inflict [[brain shock]] on pawns with brain implants ([[Learning assistant]] {{RoyaltyIcon}}, [[Neurocalculator]] {{RoyaltyIcon}}, [[Circadian assistant]] {{RoyaltyIcon}}, [[Circadian half-cycler]] {{RoyaltyIcon}},  [[Pilot assistant]] {{OdysseyIcon}} )&lt;br /&gt;
* Inflicts vomiting on pawns with certain stomach implants ([[Nuclear stomach]] {{RoyaltyIcon}}, [[Reprocessor stomach]] {{RoyaltyIcon}}, [[Sterilizing stomach]] {{RoyaltyIcon}})&lt;br /&gt;
* Break [[shield belt]]s, which will recharge as if they reached 0 HP normally.&lt;br /&gt;
* Disable the power generation of generators. &lt;br /&gt;
* Disable [[low-shield pack]]s {{RoyaltyIcon}} for {{Ticks|600}}; the burnout timer continues to run while stunned.&lt;br /&gt;
* Disable [[mech low-shield]]s {{RoyaltyIcon}} and [[mech high-shield]]s {{RoyaltyIcon}} for {{Ticks|1200}}. For mech high-shields, an [[EMP shell]] must impact the actual shield; the blast will not disable it.&lt;br /&gt;
* Reveal revenants and sightstealers.{{AnomalyIcon}}&lt;br /&gt;
* If an EMP attack does more EMP damage to a mortar than the remaining HP it has, the mortar will explode.&lt;br /&gt;
&lt;br /&gt;
Using EMP attacks against friendlies counts as an attack, even if they aren't hurt.&lt;br /&gt;
&lt;br /&gt;
=== RangedStab ===&lt;br /&gt;
{{Stub|section=1|reason=General}}&lt;br /&gt;
RangedStab's damage distribution is unlike other types, with 1/3rd of the damage being applied to internal parts when targeted, while the remaining 2/3rds are applied to the external parent part. &lt;br /&gt;
In comparison, melee stabs will split damage between equally internal and parent, while ranged attacks like bullets and arrows will duplicate the damage in its entirety for each part. &lt;br /&gt;
&lt;br /&gt;
Further investigation as to RangedStab's abnormally high probability of hitting internal parts is required as it may be similar to regular Stab.&lt;br /&gt;
&lt;br /&gt;
=== Flame ===&lt;br /&gt;
{{Rewrite|reason=[[Version/1.5.4062]] changed how flammability interacts with Flame damage. Needs to be updated on [[Flammability]], [[Damage Types#Flame]]/[[Damage Types#Burn]], and [[Fire]] - note changelog states that it only affects buildings but don't assume. Verify all mechanics with testing.}}&lt;br /&gt;
Flame damage has a default damage of 10 and typically has no armor penetration at all. If any damage is dealt by flame damage at all, i.e. it is not fully negated by [[Apparel#Protection|protective apparel]], there is a chance to [[Fire|ignite]] the pawn. &lt;br /&gt;
&lt;br /&gt;
This chance does not scale with the damage done i.e. a partial mitigation does not reduce the chance. However, it does scale with the [[Flammability]] of the target, and is defined by the following graph:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ignition Chance per Target Flammability&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=200|height=200|xAxisTitle=Target Flammability (%)|yAxisTitle=Ignition Chance (%)|type=line|x=0, 10, 30, 100 |y1=0, 7, 100, 100}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, a normal human has a flammability of 70% and so has a 100% chance to ignite if any flame damage is taken, while a human wearing [[phoenix armor]] {{RoyaltyIcon}} has a flammability of 2% and so has a 1.4% chance to ignite if any flame damage is taken. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Factors !! Flammability !! Ignition Chance upon&amp;lt;br&amp;gt;Flame Damage Taken&lt;br /&gt;
|-&lt;br /&gt;
! ''Default Human'' &lt;br /&gt;
| 70% || 100% (1 in 1)&lt;br /&gt;
|-&lt;br /&gt;
! [[Fire resistant]] {{BiotechIcon}} &lt;br /&gt;
| 10% || 7% (1 in 14.3)&lt;br /&gt;
|-&lt;br /&gt;
! [[Phoenix armor]] {{RoyaltyIcon}} &lt;br /&gt;
| 2% || 1.4% (1 in 71.4)&lt;br /&gt;
|-&lt;br /&gt;
! [[Phoenix armor]] {{RoyaltyIcon}} +&amp;lt;br&amp;gt;[[Fire resistant]] {{BiotechIcon}} &lt;br /&gt;
| 0.2% || 0.14% (1 in 714.3)&lt;br /&gt;
|-&lt;br /&gt;
! ''Default Mechanoid'' &lt;br /&gt;
| 0% || 0% (Never)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the pawn is ignited the size of the [[fire]] is randomly selected between 15% and 25%, which affects the difficulty of putting it out and the chance to spread.&lt;br /&gt;
&lt;br /&gt;
In addition to weapons that deal flame damage, [[lightning]] also deals 10 flame damage its area of effect.&lt;br /&gt;
&lt;br /&gt;
=== Scratch ===&lt;br /&gt;
Scratch damage does damage differently depending on what part is initially targeted.&lt;br /&gt;
&lt;br /&gt;
If the part targeted is internal, then a count is made of all parts from the targeted part, and that part's parent, and that part's parent, etc. until a part that is external is found. The damage dealt is then evenly divided among these parts, including the targeted part and the final outside part. Note that in testing, no scratch attack was seen initially targeting an internal part. It is unclear if this is even possible to occur in game.&lt;br /&gt;
&lt;br /&gt;
If the part targeted is external, then a list is created including: the originally targeted part, the children parts of the original part, the parent of the original part, and the children of the parent of the original part. Two parts are then selected from this list at random,{{Check Tag|Verify|Is it two parts are picked at random, or the chosen part and 1 random part}} and then between 50% and 80% of the original post-armor damage is dealt to both parts. Note that is usually result in {{DPS}} 30% higher than the weapon's nominal value, though damage may be also limited by [[#Overkill prevention|overkill prevention]].&lt;br /&gt;
&lt;br /&gt;
In this instance, Scratch has a overkillPctToDestroyPart range of 0~0.7, or 0% to 70%. This means there is a linear probability from 0% chance of destruction when the no damage over current HP is dealt, to 100% chance the body part would be destroyed when the attack deals 70% of the parts maximum health as Scratch Type Overkill Damage. If the chance is failed, the part is not destroyed and instead reduced to 1 HP.&lt;br /&gt;
&lt;br /&gt;
For example, a [[power claw]] deals {{Q|Power claw|Attack 1 Damage}} scratch damage. If the initial attack targets the nose, the head's child part, then an eye could be selected as it is also a child part of the head. If the initial attack was also halved by armor, then this attack would deal between {{#expr: 0.5*0.5*{{Q|Power claw|Attack 1 Damage}}}} and {{#expr: 0.8*0.5*{{Q|Power claw|Attack 1 Damage}}}} damage to nose and eye.&lt;br /&gt;
&lt;br /&gt;
=== Toxic bite ===&lt;br /&gt;
Identical to [[#Bite|Bite]], but also inflicts a 1.5% severity increase of [[toxic buildup]] for each point of Bite damage inflicted, multiplied by the [[Toxic Resistance]] of the target and inversely proportional to the [[body size]] of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.&lt;br /&gt;
&lt;br /&gt;
Animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type. This is to prevent them from rotting their prey with toxic buildup, and being left unable to eat, only to have to repeat the cycle.{{Check Tag|Wildmen?|Wildman pawn with the venom fangs implant hunting prey - do they apply it?}}&lt;br /&gt;
&lt;br /&gt;
=== Toxic bullet ===&lt;br /&gt;
Identical to [[#Bullet|Bullet]], but also inflicts a 0.65% severity increase of [[toxic buildup]] for each point of Bullet damage inflicted, multiplied by the [[Toxic Resistance]] of the target and inversely proportional to the [[body size]] of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.&lt;br /&gt;
&lt;br /&gt;
The tag is set such that animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type, however it is unclear if this is functional or merely a hold over from copying the standard set by [[#Toxic bite|toxic bite]] as that condition cannot occur in vanilla. It is also unclear whether it would apply to colonists hunting with such weapons.{{Check Tag|Verify|Have pawn hunt with dev mod spawned in toxic needle gun}}&lt;br /&gt;
&lt;br /&gt;
=== Toxic scratch ===&lt;br /&gt;
Identical to [[#Scratch|Scratch]], but inflicts a 1.5% severity increase of [[toxic buildup]] for each point of Scratch damage inflicted, multiplied by the [[Toxic Resistance]] of the target and inversely proportional to the [[body size]] of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.&lt;br /&gt;
&lt;br /&gt;
Animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type. This is to prevent them from rotting their prey with toxic buildup, and being left unable to eat, only to have to repeat the cycle.&lt;br /&gt;
&lt;br /&gt;
=== Thump ===&lt;br /&gt;
Thump damage is done by [[Thump cannon]], and is exceptionally effective against buildings. The default damage is only 5, with 0 AP, however it does 4x Damage to Plants, 15x damage to impassable buildings such as Nutrient Paste Dispensers, 7.5x to passable buildings such as armchairs. Additionally, both [[wall]]s and natural rock walls specifically have an additional 2x multiplier, stacking with the previous 15x, for a total of 30x damage.&lt;br /&gt;
&lt;br /&gt;
=== Vaporize ===&lt;br /&gt;
Vaporize damage is done by the [[hellsphere cannon]] of [[Diabolus]]{{BiotechIcon}} and the fleshmelter bolt of [[Nociosphere]]{{AnomalyIcon}}. The default damage is 800, with a default {{AP}} of 100% and stopping power of 1.5. It does 4x to impassable buildings such as Nutrient Paste Dispensers, 2x to Plants and  passable buildings such as armchairs, and 0.1x damage to corpses. &lt;br /&gt;
&lt;br /&gt;
It is resisted by heat armor and heats up the area in which it is fired.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
=== Decayed Organ ===&lt;br /&gt;
A result of [[Organ decay]], which can apply to the [[Heart]], [[Lung]]s, and [[Kidney]]s.&lt;br /&gt;
&lt;br /&gt;
=== Acid Burn ===&lt;br /&gt;
Can be received via the various acid spits: [[Fleshmass spitter]] acid, [[Corrosive heart]] acid, and [[Acid spray]] acid. [[Devourer]]s also inflict this damage to the swallowed pawn.&lt;br /&gt;
&lt;br /&gt;
=== Psychic ===&lt;br /&gt;
An awoken [[unnatural corpse]] will psychically incinerate the target's brain.&lt;br /&gt;
&lt;br /&gt;
=== Nerve ===&lt;br /&gt;
{{Stub|section=1|reason=Inadequate mechanical detail}}&lt;br /&gt;
Damage dealt from the [[Nerve spiker]].&lt;br /&gt;
&lt;br /&gt;
==== Nerve Stun ====&lt;br /&gt;
The stun ability of the nerve spiker.&lt;br /&gt;
&lt;br /&gt;
=== Mech-band Shockwave ===&lt;br /&gt;
From the Apocrition shockwave upon its death{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Energy Bolt ===&lt;br /&gt;
One of the projectiles fired by the [[Nociosphere]].&lt;br /&gt;
&lt;br /&gt;
=== Digestion ===&lt;br /&gt;
Inflicted to corpses by the [[Harbinger tree]], and to pawns swallowed by a Devourer{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Electrical Burn ===&lt;br /&gt;
Electrical burns are periodically received by [[entities]] connected to an [[Electroharvester]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Beta 19/1.0 - Bomb damage now does 2x damage vs plants. '''Note:''' this was increased in a later version to 4x, as noted above.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - New visual effects for the EMP state on mechs or turrets, with electrical arcs and sparks.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Thump damage multiplier versus [[wall]]s reduced from 4x to 2x. Demolish damage multiplier versus impassible buildings reduced from 1 to 0.75.&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Adve-nyan</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Plasmasword&amp;diff=168255</id>
		<title>Plasmasword</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Plasmasword&amp;diff=168255"/>
		<updated>2025-08-26T15:16:34Z</updated>

		<summary type="html">&lt;p&gt;Adve-nyan: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{For|the persona variant of this weapon|Persona plasmasword}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Plasmasword&lt;br /&gt;
| image = Plasmasword.png&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| description = A metal-cored sword with a cutting edge. Plasma is wrapped around the core, held in place by an energy field. Targets are both sliced by the metal core, as well as burned or ignited by the plasma sheath. &lt;br /&gt;
| tech level = Ultra&lt;br /&gt;
| class = Ultra&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| meleeattack1dmg = 12&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Handle&lt;br /&gt;
| meleeattack1cool = 2.0&lt;br /&gt;
| meleeattack1ap = 18&lt;br /&gt;
| meleeattack2dmg = 21&lt;br /&gt;
| meleeattack2type = stab&lt;br /&gt;
| meleeattack2part = Point&lt;br /&gt;
| meleeattack2cool = 2.6&lt;br /&gt;
| meleeattack2ap = 32&lt;br /&gt;
| meleeattack3dmg = 21&lt;br /&gt;
| meleeattack3type = cut&lt;br /&gt;
| meleeattack3part = edge&lt;br /&gt;
| meleeattack3cool = 2.6&lt;br /&gt;
| meleeattack3ap = 32&lt;br /&gt;
| marketvalue = 2000&lt;br /&gt;
| damage type = Sharp&lt;br /&gt;
| mass base = 2&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = UltratechMelee&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq&lt;br /&gt;
}}&lt;br /&gt;
The '''Plasmasword''' is a [[Weapons#Melee Weapons|melee weapon]] added by the [[Royalty DLC]] that does a decent amount of [[damage]], has a medium cooldown, and deals sharp damage with the bonus of frequently setting the opponent on fire.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Plasmaswords cannot be crafted, instead they can only be [[trade|purchased]] from [[Outlander]] and [[Empire]] combat suppliers and [[faction base]]s, or received as a quest reward.&lt;br /&gt;
&lt;br /&gt;
They can also be obtained from the following raider types:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Raider Kind !! Chance !! Average Quality !! Health&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Champion|Champion]] || ?% || ? || 70-230%&lt;br /&gt;
|-&lt;br /&gt;
| [[Empire#Yeoman|Nobles]] (All) || ?% || Excellent || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Plasmaswords perform largely the same as any other melee weapon, with one primary difference. When performing the [[Damage Types#Cut|Cut]] and [[Damage Types#Stab|Stab]] attacks, a successful strike has a 50% chance to do an extra 10 [[Damage Types#Flame|Flame]] damage. As with all Flame damage, this damage has no AP and if it successfully damages the target, there is a chance to set them on [[fire]].&lt;br /&gt;
&lt;br /&gt;
{{Pyromaniac Weapon Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The plasmasword will often set enemies on fire. Enemies on fire will run around wildly and are unable to fight back. This makes the plasmasword dominant in a 1v1 fight, or in any melee fight out in the open. However, the fire can end up being a major drawback. Enemies on fire will ignore ''collision'', meaning that they will run right past a [[defense tactics#Melee blocking|melee block]], end up behind your colonists, attack from the back, and ruin your formation.&lt;br /&gt;
&lt;br /&gt;
[[Mechanoid]]s are completely immune to fire or heat, so other ultratech weapons or even a [[steel]] [[longsword]] of same quality are superior in those situations. In addition, outlanders and pirates will often carry [[firefoam pop pack]]s. Firefoam packs will activate when its user is set on fire, immediately extinguishing them.  Any pawn inside the leftover [[firefoam]] is immune to ignition.&lt;br /&gt;
&lt;br /&gt;
If you have the option, buying any of the other ultratech melee weapons tends to be more ''generally'' useful.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
Note that DPS does not take the chance of Flame damage into account.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Damage increased from 19 to 20, extra flame damage chance increased from 30% to 50%. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Now provides pyromaniacs a mood buff, like other incendiary weapons.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Texture recreated with higher quality.&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Ultra Weapons]] [[Category:Flame Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Swords]]&lt;/div&gt;</summary>
		<author><name>Adve-nyan</name></author>
	</entry>
</feed>