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	<updated>2026-07-21T15:56:59Z</updated>
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		<id>https://rimworldwiki.com/index.php?title=Thoughts/Situation_Traits&amp;diff=182173</id>
		<title>Thoughts/Situation Traits</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Situation_Traits&amp;diff=182173"/>
		<updated>2026-07-10T04:51:23Z</updated>

		<summary type="html">&lt;p&gt;Balenar: Updating all references to &amp;quot;transhumanist&amp;quot; to &amp;quot;body modder&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Source (A16): Mods\Core\Defs\ThoughtDefs\Thoughts_Situation_Traits.xml --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Verified|1.2.2723}}{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Masochist in a little pain| Masochist in a little pain]]&lt;br /&gt;
| Ow... Heh heh heh... I could get used to this!&amp;lt;br /&amp;gt; ''Applicable [[traits]]: Masochist || +5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Masochist in moderate pain| Masochist in moderate pain]]&lt;br /&gt;
| Ughhh... It hurts, but I love it! Keep it coming!&amp;lt;br /&amp;gt; ''Applicable [[traits]]: Masochist || +10 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Masochist in acute pain| Masochist in acute pain]]&lt;br /&gt;
| Ouch... I think something's broken... But what an exquisite feeling!&amp;lt;br /&amp;gt; ''Applicable [[traits]]: Masochist || +15 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Masochist in exceptional pain| Masochist in exceptional pain]]&lt;br /&gt;
| Ahhh... Am I in heaven?&amp;lt;br /&amp;gt; ''Applicable [[traits]]: Masochist || +20 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body modder frustrated]]&lt;br /&gt;
| Flesh is so limiting. I wish I had some kind of artificial body part.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: Body Modder || -4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body modder pleased]]&lt;br /&gt;
| This artificial part is cool. I want more.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: Body modder || +4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body modder quite pleased]]&lt;br /&gt;
| Two artificial parts are better than one. I wish I had more.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: Body modder || +7 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body modder delighted]]&lt;br /&gt;
| Three artificial parts, and my weak human flesh is receding. But I still want more machine power.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: Body modder || +9 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body modder enchanted]]&lt;br /&gt;
| Four artificial body parts and I am becoming more than human. But there's still some flesh that needs replacing.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: Body modder || +11 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body modder overjoyed]]&lt;br /&gt;
| Five artificial body parts! How could an enhanced being like me ever feel sad?&amp;lt;br /&amp;gt; ''Applicable [[traits]]: Body modder || +12 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Machine body is complete]]&lt;br /&gt;
|I asked for this.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: Body modder || +13 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body purist squeamish]]&lt;br /&gt;
| I hate having this unnatural thing attached to me. It feels so filthy! &amp;lt;br /&amp;gt; ''Applicable [[traits]]: Body purist || -10 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body purist disgusted]]&lt;br /&gt;
| Two artificial parts are sullying my natural, pure body. It makes me sick to think of it. &amp;lt;br /&amp;gt; ''Applicable [[traits]]: Body purist || -15 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body purist violated]]&lt;br /&gt;
| Three artificial parts violate my body's pure flesh. I shudder when I think of it... and these objects shudder with me. &amp;lt;br /&amp;gt; ''Applicable [[traits]]: Body purist || -20 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body purist horrified]]&lt;br /&gt;
| I have four artificial body parts; it's like I'm becoming a robot. What a horrifying sensation. &amp;lt;br /&amp;gt; ''Applicable [[traits]]: Body purist || -25 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| Body purist nightmare]]&lt;br /&gt;
| Five artificial body parts... Is there anything left of me? Or am I just a robot that thinks it's human? &amp;lt;br /&amp;gt; ''Applicable [[traits]]: Body purist || -30 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bionics| I have become what I hate]]&lt;br /&gt;
| I asked for the exact opposite of this! &amp;lt;br /&amp;gt; ''Applicable [[traits]]: Body purist || -35 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Brawler has ranged weapon| Brawler has ranged weapon]]&lt;br /&gt;
| I hate shooting from a distance. I want to get up close and personal!&amp;lt;br /&amp;gt; ''Applicable [[traits]]: Brawler || -20 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Pyromaniac has incendiary weapon| Pyromaniac has incendiary weapon]]&lt;br /&gt;
| It makes me think of flame and fire. I'm so happy. &amp;lt;br /&amp;gt;''Applicable [[traits]]: Pyromaniac || +5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Constraining clothes| Constraining clothes]]&lt;br /&gt;
| I'm a nudist but I have to wear these clothes. It's not unbearable - but I still feel constrained and uncomfortable.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: Nudist || -3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Happily nude| Happily nude]]&lt;br /&gt;
| I'm nude and loving it! I feel so free and unconstrained and in touch with my surroundings!&amp;lt;br /&amp;gt; ''Applicable [[traits]]: Nudist || +20 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Undergrounder indoors| Undergrounder indoors]]&lt;br /&gt;
| I like working or simply being indoors.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: Undergrounder || +3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Underground| Underground]]&lt;br /&gt;
|  I love working or simply being in the underground.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: Undergrounder || +4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Undergrounder outdoors| Undergrounder outdoors]]&lt;br /&gt;
| I don't like being outside. I want to get back to the underground.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: Undergrounder || -3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Night owl in daytime| Night owl in daytime]]&lt;br /&gt;
| I don't like working during the day.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: Night Owl || -10 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Night owl at night| Night owl at night]]&lt;br /&gt;
| I feel much better at night.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: Night Owl || +16 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Greedy for impressive bedroom| Greedy for impressive bedroom]]&lt;br /&gt;
| I'm greedy. I want a really impressive bedroom.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: Greedy || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Greedy for impressive bedroom| Greedy for impressive bedroom]]&lt;br /&gt;
| I'm greedy. My room is pathetic! I want a really impressive bedroom.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: Greedy || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Greedy for impressive bedroom| Greedy for impressive bedroom]]&lt;br /&gt;
| I'm greedy. My room isn't nearly good enough. I want a really impressive bedroom.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: Greedy || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Greedy for impressive bedroom| Greedy for impressive bedroom]]&lt;br /&gt;
| I'm greedy. My room isn't good enough. I want a really impressive bedroom.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: Greedy || -6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Greedy for impressive bedroom| Greedy for impressive bedroom]]&lt;br /&gt;
| I'm greedy. My room isn't quite good enough. I want a really impressive bedroom.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: Greedy || -4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Jealous of &amp;lt;name&amp;gt;'s bedroom| Jealous of &amp;lt;name&amp;gt;'s bedroom]]&lt;br /&gt;
| I need to have the best one!&amp;lt;br /&amp;gt; ''Applicable [[traits]]: Jealous || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Ascetic has awful bedroom| Ascetic has awful bedroom]]&lt;br /&gt;
| My bedroom is just how I want it to be. Very humble and simple.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: Ascetic || +5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Ascetic has dull bedroom| Ascetic has dull bedroom]]&lt;br /&gt;
| My bedroom is very humble and simple. I like it.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: Ascetic || +4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Ascetic has mediocre bedroom| Ascetic has mediocre bedroom]]&lt;br /&gt;
| My bedroom is just how I want it to be. Very humble and simple.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: Ascetic || +3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Ascetic has impressive bedroom| Ascetic has impressive bedroom]]&lt;br /&gt;
| I don't like having an impressive bedroom.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: Ascetic || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Balenar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Traits&amp;diff=181975</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Traits&amp;diff=181975"/>
		<updated>2026-07-10T05:12:40Z</updated>

		<summary type="html">&lt;p&gt;Balenar: Removing the claim that alternative meditation traits replace artistic&lt;/p&gt;
&lt;hr /&gt;
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[[File:traits_preview.png|right]]'''Traits''' personalize and add flavor to your colonists by granting a wide variety of special bonuses or conditions to their day to day activities, and so encourage more complex player-conceived stories based on those individual characters.  Traits provide physical or psychological abilities or limitations, likes/dislikes, behavior tendencies, personality quirks, and so on.  Some are beneficial, some are harmful to the colonist or your colony as a whole.  Some are constant, some only rarely triggered.  Some can be more or less easily negated or manipulated to your advantage by catering to them (or denying them), others are more problematic or outright dangerous.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Only humans have traits. Most humans have 1-3 traits, with the possibility of an &amp;quot;extra&amp;quot; sexuality trait. Adults cannot gain new traits, and there is no way to remove traits.&lt;br /&gt;
&lt;br /&gt;
[[Children]]{{BiotechIcon}} usually only have a number of traits no higher than the number of [[growth moment]]s they have reached, and babies have none. Children can attain a new trait every time they reach a new growth moment (birthdays 7, 10, and 13).&lt;br /&gt;
&lt;br /&gt;
=== Trait acquisition ===&lt;br /&gt;
&lt;br /&gt;
When a human is generated, it acquires traits according to this process:&lt;br /&gt;
&lt;br /&gt;
* First, the pawn gains any traits that its &amp;quot;pawn kind&amp;quot; requires. ''For example, the titular mechanitor{{BiotechIcon}} of [[Scenario_system#Default_Scenarios|The Mechanitor]] start scenario always has the [[Recluse]] trait.''&lt;br /&gt;
* Second, if the pawn is being generated for a quest, it gains any traits required by the quest. ''For example, the imperiled noble from the [[Quests#Noble_Wimp|Noble Wimp]]{{RoyaltyIcon}} quest always has the [[Wimp]] trait.''&lt;br /&gt;
* Traits from the pawn's [[backstories]] are then acquired, unless they would conflict with the pawn's &amp;quot;pawn kind&amp;quot;. ''For example, a pawn with a backstory composed of the [[Backstories/Tribal_Child|Cave Child]] childhood and the [[Backstories/Tribal_Adult|Scout]] adulthood would have the [[Undergrounder]] and [[Jogger]] traits. However, a hypothetical backstory that grants the Brawler trait will not grant it if the pawn is a &amp;quot;tribal archer&amp;quot;, as that pawn kind specifically prohibits the Brawler trait.''&lt;br /&gt;
* A trait count limit is chosen, based on the pawn's age. [[Babies]]{{BiotechIcon}} and [[children]] under seven years of age have a limit of 0 traits; children with 7-9 birthdays, 1 trait; children with 10-12 birthdays, 1-2 traits; and anyone older, 1-3 traits, with no bias towards any particular number. If the pawn's current number of traits is lower than the trait limit, each 'missing' trait is filled in by a random trait, weighed based on each trait's commonality. The randomly gained traits cannot be any of the following:&lt;br /&gt;
** Any sexuality trait ([[Asexual]], [[Bisexual]], or [[Gay]])&lt;br /&gt;
** [[Wimp]], but only if the pawn is from a [[faction]] hostile to the player's faction&lt;br /&gt;
** Any that the pawn already has&lt;br /&gt;
** Any that conflict with a trait the pawn already has&lt;br /&gt;
** Any prohibited by the pawn's &amp;quot;pawn kind&amp;quot; or backstories&lt;br /&gt;
** Any that would disable a work type required by the pawn's &amp;quot;pawn kind&amp;quot;&lt;br /&gt;
** Any that requires a work type disabled for the pawn&lt;br /&gt;
** Any that would cause the pawn's minor [[mental break threshold]] to rise above 50%&lt;br /&gt;
* If the pawn is at least 13 years old, their sexuality is then determined. If the pawn has any romantic or ex-romantic relationship with someone of the same gender, they acquire the Gay trait. Otherwise, they may be Asexual, Bisexual, Gay, or straight (which is not a trait, merely an absence of the three sexuality traits). The random choice is weighted by each sexuality trait's commonality, or in the case of 'straight/no sexuality trait', weighted by the sum commonality of every non-sexuality trait that the pawn does not currently have. Note that since the [[Biotech DLC]] adds two traits with non-zero commonalities, sexuality traits are marginally rarer if Biotech is enabled.&lt;br /&gt;
* Afterward, the pawn's [[xenotype]]{{BiotechIcon}} (if any) is determined. If [[Traits#Trait-affecting_genes|certain genes]] are present, this can affect the pawn's trait set, either adding or suppressing traits.&lt;br /&gt;
* If the [[Scenario_system#Voluntary_parts|starting scenario forces any traits]], the pawn gains any such traits. The &amp;quot;Forced trait&amp;quot; scenario part can be configured to apply to all pawns in the game, only the player's starting pawns, or only non-player pawns; it can also be configured to have a chance to trigger per pawn between 0-100%.&lt;br /&gt;
* Finally, if the pawn is a [[creepjoiner]],{{AnomalyIcon}} it gains any traits granted by its benefit and/or downside.&lt;br /&gt;
&lt;br /&gt;
=== Starting possessions ===&lt;br /&gt;
{{Move|section=1|destination = Pawn selection|reason=While some of this info can likely be kept in this page, most of it should move to [[Game_Creation|Pawn selection]] once that page has been created}}&lt;br /&gt;
Certain traits may influence the initial possessions of your colonists in the Pawn selection menu (either for [[Game_Creation|creating a new game]] or [[Endings#Colony_End|selecting new colonists after a game over]]). Unless you have chosen the [[Scenario_system#Default_Scenarios|Naked Brutality]] start scenario or used the Scenario Editor to add the &amp;quot;no possessions&amp;quot; scenario part, each such colonist may have up to two possessions in their inventory. A stack of items counts as 1 possession. Possessions for each colonist are generated in the following order, ending prematurely if the colonist has two possessions:&lt;br /&gt;
&lt;br /&gt;
* [[Ghoul]]s{{AnomalyIcon}} never have possessions.&lt;br /&gt;
* [[Babies]]{{BiotechIcon}} have between 30-40 units of baby food.&lt;br /&gt;
* If the colonist is addicted to a drug, they have enough of the drug to satiate the addiction for roughly 25-35 days.&lt;br /&gt;
* If the colonist has a [[Genes#Drugs|genetic drug dependency]],{{BiotechIcon}} they have enough of the drug to satiate the dependency for roughly 25-35 days.&lt;br /&gt;
* If the colonist has [[hemogenic]] gene,{{BiotechIcon}} they have 8-12 [[hemogen pack]]s.&lt;br /&gt;
* If the colonist has an adulthood backstory that can grant possessions, there is a 25% chance for them to have those possessions. Note that, should a backstory be capable of granting multiple possessions, this process will still stop once the colonist has two possessions, and the backstory's possessions are always granted in the order they are defined in the backstory.&lt;br /&gt;
* '''Traits are accounted for only after all the above steps have been performed'''. There is a 25% chance for a colonist to receive possessions based on their [[Traits#Trait-affecting_genes|non-suppressed traits]]. As with backstories, it is possible for this step to stop midway through once the colonist has two possessions; possessions are always granted in the order the traits present themselves, and per-trait they are granted in the order they are defined in the trait. ''For example, a pawn with the Psychopath trait has a 25% chance to gain a skull and a heart, but a pawn who already has a prior stack of [[flake]] due to a flake addiction would have a 25% chance to only gain a skull.''&lt;br /&gt;
* If the colonist still has less than two possessions, there is a 6% chance for them to have a random possession. The list of possible possessions is lengthy, but does not include every possible item in the game.&lt;br /&gt;
&lt;br /&gt;
=== Trait-affecting genes ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Certain genes can modify a pawn's traits, either by forcing a trait to be added or suppressing a trait. Forced traits function as normal, though they are visible in the pawn's Bio tab in pale blue text. Suppressed traits do not have any effects, but are still visible in the pawn's Bio tab in dark grey text.&lt;br /&gt;
&lt;br /&gt;
If a forced trait would ordinarily conflict with non-genetically forced trait(s) the pawn already has, the latter is/are suppressed. If it would ordinarily conflict with genetic trait(s) the pawn already has, the latter is/are removed. If a trait-granting gene is removed, the trait will also be removed (unless the pawn already has the trait independent of genes); this un-suppresses any traits it had suppressed which are not suppressed by another gene or trait, and restores any genetically-forced traits that were removed by that gene and which do not conflict with any other trait the pawn has (including suppressed traits). This almost always leads to intuitive results, with one exception: if a pawn has the psychically hyper/sensitive trait, also has the psychically dull/deaf gene in their germline (e.g. due to being a [[Yttakin]]), and then has the other psychic sensitivity trait gene in their xenogenes... removal of the xenogene will remove the trait it forces, but it will also not result in the restoration of the other gene's trait and will not un-suppress the psychically hyper/sensitive trait.&lt;br /&gt;
&lt;br /&gt;
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{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Tooltip&lt;br /&gt;
! Effect on traits&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
! [[Pyrophobia]]&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have an intense fear of fire. When fires are close, there is a chance they will have a mental breakdown at any moment.&lt;br /&gt;
| {{Bad|Suppresses}} the [[Pyromaniac]] trait&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Kind instinct]]&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are high in trait agreeableness and are very conscientious. They rarely insult others or starts fights, and will sometimes offer kind words to brighten the moods of those around them. They also never judge people by their appearance.&lt;br /&gt;
| {{Up|Forces}} the [[Kind]] trait&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Inbred]]&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.&lt;br /&gt;
| {{Up|Forces}} the [[Slow learner]] trait&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychically deaf]]&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are deaf to all psychic energy and influence outside their own minds. They cannot be affected by psychic influence, nor can they ever wield psychic power. &lt;br /&gt;
| {{Up|Forces}} the [[Psychically deaf]] trait&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychically dull]]&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others. &lt;br /&gt;
| {{Up|Forces}} the [[Psychically dull]] trait&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Delicate]]&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene take greater injuries than others from the same damage. They have thin, brittle bones and less binding molecules in joints and flesh.&lt;br /&gt;
| {{Up|Forces}} the [[Delicate]] trait&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Extra pain]]&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| ''Carriers of this gene feel more pain than others given the same injuries. Neuron activity in the brain's nociception center is amplified, so pain feels extra-intense and fiery. This can be protective, but overall it's considered a negative and makes it hard to push through difficult situations.&lt;br /&gt;
| {{Up|Forces}} the [[Wimp]] trait&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General traits ==&lt;br /&gt;
These traits are generalized into groups, organized roughly by topic but there are no such groupings laid out formally in the game. There are no relations or prohibitions between traits grouped together here unless noted (e.g. a colonist cannot be both &amp;quot;ascetic&amp;quot;, wanting a minimal bedroom, ''and'' &amp;quot;jealous&amp;quot; of those with better bedrooms).&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle ===&lt;br /&gt;
One likes what one likes...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Commonality&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Night owl&amp;quot;&lt;br /&gt;
! Night owl&lt;br /&gt;
| NAME likes to work at night. S/He gets a mood bonus if awake at night and mood loss if awake during the day. S/He doesn't get a mood penalty for being in the dark.&lt;br /&gt;
| {{Good|+}} ''':''' Negates the {{Thought|desc=I've been in the dark for a while. I don't like it.|label=Darkness|value=-5|stack=1}} penalty from being in the dark&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I feel much better at night.|label=Night owl at night|value=+16|stack=1}} if awake during night (23:00 - 06:00)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I don't like working during the day.|label=Night owl in daytime|value=-10|stack=1}} if awake during day (11:00 - 18:00)&amp;lt;br&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| 1.3&lt;br /&gt;
| 5-10 [[wake-up]]&lt;br /&gt;
|- id=&amp;quot;Undergrounder&amp;quot;&lt;br /&gt;
! Undergrounder&lt;br /&gt;
| NAME has no need to experience the outdoors or light. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays inside, and is not bothered by darkness.&lt;br /&gt;
| {{Good|+}} ''':''' Negates the {{Thought|desc=I've been in the dark for a while. I don't like it.|label=Darkness|value=-5|stack=1}} penalty from being in the dark&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' No [[Outdoors]] or Space [[need]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Added [[Indoors (need)|Indoors]] need&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I like working or simply being indoors.|label=Undergrounder indoors|value=+3|stack=1}} when indoors / {{Thought|desc=I love working or simply being in the underground.|label=Underground|value=+4|stack=1}} when underground&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I don't like being outside. I want to get back to the underground.|label=Undergrounder outdoors|value=-3|stack=1}} when outdoors&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type. {{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.2&lt;br /&gt;
| 30-60 [[raw fungus]]&lt;br /&gt;
|- id=&amp;quot;Nudist&amp;quot;&lt;br /&gt;
! Nudist&lt;br /&gt;
| NAME enjoys the feeling of freedom that comes from being nude. They can handle clothing, but will be happier without it.&lt;br /&gt;
| {{Thought|desc=I'm nude and loving it! I feel so free and unconstrained and in touch with my surroundings!|label=Happily nude|value=+20|stack=1}} when naked&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I'm a nudist but I have to wear these clothes. It's not unbearable - but I still feel constrained and uncomfortable.|label=Constraining clothes|value=-3|stack=1}} mood penalty for wearing any apparel, except headgear, [[utility]] items, and certain nudist-friendly items like [[sash]]es{{BiotechIcon}} and [[heavy bandolier]]s.{{BiotechIcon}}&lt;br /&gt;
{{Good|+}} ''':''' No {{--|10}} [[opinion]] loss of someone who has any uncovered body parts {{IdeologyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.7&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Masochist&amp;quot;&lt;br /&gt;
! Masochist&lt;br /&gt;
| For NAME, there's something exciting about getting hurt. S/He doesn't know why, S/He's just wired differently.&lt;br /&gt;
| {{Thought|desc=Ow... heh heh heh... I could get used to this!/Ughhh... it hurts, but I love it! Keep it coming!/Ouch... I think something's broken... but what an exquisite feeling!/Ahhh... am I in heaven?|label=masochist in pain|value=+5|value2=+10|value3=+15|value4=+20}} for being in a minor/serious/intense/mind-shattering [[pain]], replacing default {{--|5}}/{{--|10}}/{{--|15}}/{{--|20}} and {{+|3}}{{+|5}}{{+|7}}{{+|9}} from [[Ideoligion#Pain|Pain:Idealized]].{{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=The straps press in and calm my soul.|label=Masochist body strapped|value=+3|stack=1}} while wearing a [[slave body strap]]{{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Such restrictive discomfort... delightful.|label=Masochist collared|value=+2|stack=1}} while wearing a [[slave collar]]{{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Negates all mood effects for both [[Ideoligion#Skullspike|Skullspike:Desired and Disapproved]]{{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Negates the {{Thought|desc=I was violated by a bloodfeeder like some kind of livestock.|label=Fed on by OTHER|value=-5|stack=1}} penalty and {{--|20}} [[opinion]] malus from being fed on by a [[Bloodfeeder]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type. {{RoyaltyIcon}}&lt;br /&gt;
| [[#Wimp|Wimp]]&lt;br /&gt;
| 0.5&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot; id=&amp;quot;Body modder&amp;quot;&lt;br /&gt;
! Body modder&lt;br /&gt;
| NAME feels limited in POSSESSIVE feeble human body. NAME often dreams of being enhanced by artificial body parts.&lt;br /&gt;
| {{Thought|desc=This artificial enhancement is cool. I want more./Two artificial enhancements are better than one. I wish I had more./Three artificial enhancements, and my weak human flesh is receding. But I still want more machine power./Four artificial enhancements and I am becoming more than human. But there's still some flesh that needs replacing./Five artificial enhancements! How could an enhanced being like me ever feel sad?/I asked for this.|label=body modder pleased|value=+4|value2=+7|value3=+9|value4=+11|value5=+12|value6=+13}} for having [[artificial body parts]] and [[xenogenes]].{{BiotechIcon}} Each artificial body part grants 1 stage, and having any xenogenes also grants 1 stage.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Flesh is so limiting. I wish I had some kind of artificial body part.|label=Body modder frustrated|value=-4|stack=1}} if lacking any artificial body parts or xenogenes{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|8}} opinion of other pawns per artificial body part they have, capped at {{+|40}}. Any number of xenogenes{{BiotechIcon}} counts as one artificial body part.&lt;br /&gt;
| [[#Body purist|Body purist]]&lt;br /&gt;
| 0.9&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Body purist&amp;quot;&lt;br /&gt;
! Body purist&lt;br /&gt;
| NAME believes the human body is limited for a reason. To her/him, artificial body parts are unethical and disgusting.&lt;br /&gt;
| {{Thought|desc=I hate having this unnatural enhancement. I feel filthy!/Two artificial enhancements are sullying my natural, pure body. It makes me sick to think of it./Three artificial enhancements violate my body's pure flesh. I shudder when I think of it... and these objects shudder with me./I have four artificial enhancements; it's like I'm becoming a robot. What a horrifying sensation./Five artificial enhancements... Is there anything left of me? Or am I just a robot that thinks it's human?/I asked for the exact opposite of this!|label=body purist squeamish|value=-10|value2=-15|value3=-20|value4=-25|value5=-30|value6=-35}} for having [[artificial body parts]] and [[xenogenes]].{{BiotechIcon}} Each artificial body part grants 1 stage, and having any xenogenes also grants 1 stage.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|8}} opinion of other pawns per artificial body part they have, capped at {{--|40}}. Any number of xenogenes{{BiotechIcon}} counts as one artificial body part.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I'm a body purist; I would never take luciferium by choice. But I was forced! I feel unclean.|label=Forced to take luciferium|value=-20|stack=1|duration=6}} when administered [[luciferium]] and {{--|30}} opinion of the doctor who did the operation for 120 days. Despite the description of this thought, body purists can administer luciferium to themselves and do not lose mood for doing so.&lt;br /&gt;
| [[#Body modder|Body modder]]&lt;br /&gt;
| 0.7&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Gourmand&amp;quot;&lt;br /&gt;
! Gourmand&lt;br /&gt;
| NAME's life revolves around food. S/He gets hungry quickly, and if s/he is in a bad mood, s/he will often satisfy her/his-self by eating.&lt;br /&gt;
| {{+|4}} [[Cooking]] skill&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' So long as there is &amp;gt;10 human-edible nutrition worth of food in storage, the only possible minor mental break is food binge&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{++|50%}} hunger rate&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Food binges randomly occur with an MTB of 50 days&lt;br /&gt;
| [[#Ascetic|Ascetic]]&lt;br /&gt;
| 1&lt;br /&gt;
| 1-3 [[fine meal]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Living space ===&lt;br /&gt;
How a colonist perceives the walls that they call &amp;quot;home&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Commonality&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Ascetic&amp;quot;&lt;br /&gt;
! Ascetic&lt;br /&gt;
| NAME has forsaken physical comforts and enjoyments in favor of a simple, pure lifestyle. S/He will become unhappy if s/he has a bedroom that's too impressive. S/He also dislikes fancy food and prefers to eat raw. S/He never judges others by their appearance.&lt;br /&gt;
| {{Good|+}} ''':''' Negates the {{Thought|desc=I had to eat a meal off the ground. Can't we get a table around here?|label=Ate without table|value=-3|stack=1}} penalty&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=My bedroom is just how I want it to be. Very humble and simple./My bedroom is just how I want it to be. Very humble and simple./My bedroom is very humble and simple. I like it.|label=Ascetic has awful-mediocre bedroom|value=+5|value2=+4|value3=+3|stack=1}} for having an [[Impressiveness|Awful/Dull/Mediocre]] bedroom&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I don't like having an impressive bedroom.|label=Ascetic has impressive bedroom|value=-5|stack=1}} for having a [[Impressiveness|Somewhat Impressive]] or better bedroom&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt; '''+/- :''' Mood not affected by quality of [[meal]], including [[raw food]], [[nutrient paste meal]]s, [[baby food]]{{BiotechIcon}}, and any form of [[twisted meat]]{{AnomalyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Pawn beauty of others does not change pawn's social opinion on that pawn&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by quality of crib (as a baby){{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by gaining a royal title; losing a title; or, if currently titled, whether or not apparel, bedroom, and/or throneroom is appropriate to the title {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Minimal|Minimal]] meditation focus type{{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|-}} ''':''' Loses the [[Psyfocus#Artistic|Artistic]] meditation focus type, if they had it{{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|x50%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Greedy|Greedy]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Gourmand|Gourmand]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Jealous|Jealous]]&lt;br /&gt;
| 0.7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Greedy&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Greedy&lt;br /&gt;
| NAME needs a really impressive bedroom. S/He gets a mood loss if they don't get what they want.&lt;br /&gt;
| {{Thought|desc=I'm greedy. I want a really impressive bedroom.|label=Greedy for impressive bedroom|value=-8|stack=1}} for not having a bedroom&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I'm greedy. My room is pathetic! I want a really impressive bedroom./I'm greedy. My room isn't nearly good enough. I want a really impressive bedroom./I'm greedy. My room isn't good enough. I want a really impressive bedroom./I'm greedy. My room isn't quite good enough. I want a really impressive bedroom.|label=Greedy for impressive bedroom|value=-8|value2=-8|value3=-6|value4=-4|stack=1}} for having an [[Impressiveness|Awful/Dull/Mediocre/Decent]] bedroom&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|-}} ''':''' [[Titles#Conceited_pawns|Conceited]] {{RoyaltyIcon}}&lt;br /&gt;
| [[#Ascetic|Ascetic]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Jealous|Jealous]]&lt;br /&gt;
| 1&lt;br /&gt;
| 10-20 [[gold]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Jealous&amp;quot;&lt;br /&gt;
! Jealous&lt;br /&gt;
| For NAME, it's degrading to have a [[Impressiveness|less impressive]] bedroom than someone else. NAME gets a mood loss if any colonist has a more impressive bedroom.&lt;br /&gt;
| {{Thought|desc=I need to have the best one!|label=Jealous of OTHER's bedroom|value=-8|stack=1}} for not having the most [[Impressiveness|impressive]] bedroom.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type. {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|-}} ''':''' [[Titles#Conceited_pawns|Conceited]] {{RoyaltyIcon}}&lt;br /&gt;
| [[#Ascetic|Ascetic]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Greedy|Greedy]]&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyromaniac&amp;quot;&lt;br /&gt;
! Pyromaniac&lt;br /&gt;
| NAME loves fire. S/He will never extinguish fires, and will occasionally go on random fire starting sprees. S/He will be happy around flames, and happier when wielding an incendiary weapon.&lt;br /&gt;
| {{Thought|desc=It makes me think of flame and fire. I can't wait to use it.|label=Pyromaniac has incendiary weapon|value=+2|stack=1}} while wielding a weapon from the following list: [[incendiary launcher]], [[molotov cocktails]], [[plasmasword]],{{RoyaltyIcon}} [[persona plasmasword]],{{RoyaltyIcon}}[[flamebow]],{{BiotechIcon}} [[hellcat rifle]],{{AnomalyIcon}} [[incinerator]],{{AnomalyIcon}} or [[unique weapons]]{{OdysseyIcon}} with certain traits.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt; {{Thought|desc=The searing heat will make my foes beautiful!|label=Used flame weapon|value=+8|stack=1|duration=0.33}} mood bonus for using a flame weapon either directly on a visible, non-downed enemy of the player faction who is not in a fogged region of the map, or attacking with it when such a pawn is in range of the attack anyways. This includes any weapon from the list above except for the {{AnomalyIcon}}hellcat rifle.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=The sinuous flame dances, warm like love, bright like freedom, all-consuming.|label=beautiful fire|value=+2|stack=4}}: grants 1 stack per [[fire]] or lit building capable of having a 'fire overlay' ([[torch lamp]], [[campfire]], [[blood torch]],{{BiotechIcon}} [[darktorch]],{{IdeologyIcon}} [[fungus darktorch]],{{IdeologyIcon}} [[effigy]],{{IdeologyIcon}} [[pyre]],{{IdeologyIcon}} [[sacrificial flag]],{{IdeologyIcon}} [[brazier]],{{RoyaltyIcon}} or [[darklight brazier]]{{IdeologyIcon}}{{RoyaltyIcon}}) within 8 cells, within the same room, and not in a 'fogged' region of the map invisible to the player. Fire not from a lit building, and not on a pawn, grants 2 stacks of this mood bonus; each cell occupied by a lit pyre counts as 1 fire, granting up to 4 stacks in total.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!-- &lt;br /&gt;
--&amp;gt;{{Bad|Incapable of firefighting}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Only possible [[Extreme break|extreme mental break]] is [[fire starting spree]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Fire starting sprees randomly occur with an MTB of 50 days&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|-20%}} [[Market Value]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Flame]] meditation focus type. {{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.8&lt;br /&gt;
| [[Molotov cocktails]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;10-20 [[chemfuel]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social views ===&lt;br /&gt;
In a brutal world, what otherwise might be socially unacceptable or even unthinkable can be a positive survival trait for both you and your fellow colonists... See [[Human resources]] for comparative analysis. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Commonality&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Bloodlust&amp;quot;&lt;br /&gt;
! Bloodlust&lt;br /&gt;
| NAME gets a rush from hurting people, and never minds the sight of blood or death.&lt;br /&gt;
| {{Good|+}} ''':''' Negates all mood penalties for: Observing fresh corpses, Observing rotting corpses, Human butchering, Organ harvesting, Executions, Colonist/innocent prisoner deaths, Wearing tainted clothes; {{IdeologyIcon}}Blinding ceremonies from [[Ideoligion#Blindness|Blindness:Horrible]], or Scarification ceremonies from [[Ideoligion#Scarification|Scarification:Horrible]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' No opinion loss of someone who Harvests an organ, Executes a prisoner, or {{BiotechIcon}}Kills a child&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I enjoy wearing the suffering of others./This will scare them. All will know my power./The faces on my clothes aren't smiling, but they make *me* happy./The flesh! The flesh signals my triumph!|label=Human leather APPAREL_NAME|value=+2|value2=+4|value3=+6|value4=+8|stack=1}} for wearing 1/2/3/4+ apparel items made out of human skin.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Extracting the flesh from their bodies is so bloody and satisfying.|label=Bloodlust organ harvested|value=+4|stack=1|duration=4}} on harvesting an organ.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I saw someone die! That was intense!|label=Witnessed death with bloodlust|value=+8|multi=0.75|stack=5|duration=4}} on witnessing a human death. Witnessing means being awake, sighted, and either in the same caravan as the deceased or having line of sight within 12 cells of the deceased.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I killed someone! What a rush!|label=Killed someone|value=+12|multi=0.75|stack=5|duration=4}} on killing a human.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Four times as likely to start a social fight&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from executing prisoners {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type. {{RoyaltyIcon}}&lt;br /&gt;
| ''Requires pawn to be [[Incapable|capable of Violence]]''&lt;br /&gt;
| 0.8&lt;br /&gt;
| [[Axe]]{{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[Longsword]]&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
! Cannibal&lt;br /&gt;
| NAME was taught that eating human meat is wrong and horrible. But one time, long ago, S/He tried it... and S/He liked it.&lt;br /&gt;
| {{Good|+}} ''':''' No mood penalty for: Observing fresh corpses, Human butchering, Guest or guilty prisoner deaths, Cannibalism; {{BiotechIcon}}Ingesting hemogen packs; or {{IdeologyIcon}}Eating meat from [[Ideoligion#Meat_eating|Abhorrent, Horrible, or Disapproved]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I enjoy wearing the suffering of others./This will scare them. All will know my power./The faces on my clothes aren't smiling, but they make *me* happy./The flesh! The flesh signals my triumph!|label=Human leather APPAREL_NAME|value=+2|value2=+4|value3=+6|value4=+8|stack=1}} for wearing 1/2/3/4+ apparel items made out of human skin.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I ate a meal made from the meat of another human. So pleasurable. If only I had some fava beans and a nice chianti.|label=Cooked cannibalism|value=+15|stack=1|duration=1}} on eating a meal made with human flesh&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I ate the meat of another human, raw, like an animal. It was so... succulent.|label=Raw cannibalism|value=+20|stack=1|duration=1}} on eating raw [[human meat]] (including human corpses, although this may still trigger the {{Thought|desc=I had to eat the flesh of a dead creature without even butchering or cooking it.|label=Ate corpse|value=-12|stack=1|duration=1}} penalty)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' No opinion loss of someone who Eats meat ([[Ideoligion#Meat_eating|Abhorrent, Horrible, or Disapproved]]) {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type. {{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.6&lt;br /&gt;
| 30-60 [[human meat]]&lt;br /&gt;
|- id=&amp;quot;Psychopath&amp;quot;&lt;br /&gt;
! Psychopath&lt;br /&gt;
| NAME has no empathy. The suffering of others doesn't bother them at all. They don't mind if others are butchered, left unburied, imprisoned, or sold to slavery - unless it affects them. NAME also feels no mood boost from socializing.&lt;br /&gt;
| {{Good|+}} ''':''' No mood penalty for: Observing fresh corpses, Human butchering, Organ harvesting, Executions, Unburied colonists, Prisoners sold into slavery, Relative/colonist/friend/innocent prisoner deaths, Not being a bonded animal's master, Loss/death/release of bonded pets, Wearing [[human leather]] or [[dread leather]]{{AnomalyIcon}}; [[Child]]{{BiotechIcon}} killing, Being in a colony with sad youngsters, Having a sad/enslaved/sick/growth vat-interred child, Not having had enough play (as a baby); {{IdeologyIcon}}Blinding ceremonies from [[Ideoligion#Blindness|Blindness:Horrible]], Scarification ceremonies from [[Ideoligion#Scarification|Scarification:Horrible]], or Killing innocent animals from [[Ideoligion#Killing_innocent_animals|Killing innocent animals:Abhorrent, Horrible, or Disapproved]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' No opinion loss of someone who {{BiotechIcon}}Kills a child or {{IdeologyIcon}}Kills an innocent animal ([[Ideoligion#Killing_innocent_animals|Killing innocent animals:Abhorrent, Horrible, or Disapproved]])&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' No mood bonuses from: Being nuzzled, Being a bonded animal's master; {{BiotechIcon}}Being in a colony with happy youngsters, Having happy children, Having happy parents (as a child), or Having had lots of play (as a baby)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' No opinion gain from Chitchat, Deep talk (still loses opinion from hostile interactions); {{BiotechIcon}}Teaching a child, or Taking a lesson (as a child)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Prevents bonding with animals&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from executing prisoners or attacking innocent animals {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Morbid|Morbid]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|x50%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Kind|Kind]]&lt;br /&gt;
| 1&lt;br /&gt;
| 1 [[skull]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;1 [[heart]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When it's us or them...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Commonality&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Nimble&amp;quot;&lt;br /&gt;
! Nimble&lt;br /&gt;
| NAME has remarkable kinesthetic intelligence. S/He seems to dance around danger with preternatural grace.&lt;br /&gt;
| {{+|15}} [[Melee Dodge Chance]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|x10%}} [[Trap Spring Chance]]&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brawler&amp;quot;&lt;br /&gt;
! Brawler&lt;br /&gt;
| NAME likes to fight up close and personal. S/He's accuracy is greatly increased in melee combat, but s/he'll be very unhappy if asked to carry a ranged weapon.&lt;br /&gt;
| {{+|4}} [[Melee]] skill&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|10}} [[Shooting]] skill&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|4}} [[Melee Hit Chance]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I hate shooting from a distance. I want to get up close and personal!|label=Brawler has ranged weapon|value=-10|stack=1}} while wielding a ranged weapon&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Disallows [[shooting]] [[passion]]s&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Disallows Shoot Frenzy [[Inspiration]]&lt;br /&gt;
| [[#Trigger-happy|Trigger-happy]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Careful shooter|Careful Shooter]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Wimp|Wimp]]&lt;br /&gt;
| 1&lt;br /&gt;
| 1 [[knife]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tough&amp;quot;&lt;br /&gt;
! Tough&lt;br /&gt;
| NAME has thick skin, dense flesh, and durable bones. S/He takes much less damage than other people from the same blows. S/He is extremely hard to kill.&lt;br /&gt;
| {{Good|x50%}} [[Incoming Damage Multiplier]]&lt;br /&gt;
* Stacks multiplicatively with other Incoming Damage Multiplier factors. See that page for further details.&lt;br /&gt;
| [[#Delicate|Delicate]]&lt;br /&gt;
| 1.1&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wimp&amp;quot;&lt;br /&gt;
! Wimp&amp;lt;ref&amp;gt;With the exception of [[Genies]] (who have a gene which forces the Wimp trait), hostiles cannot spawn with the Wimp trait.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| NAME is weak and cowardly. Even a little pain will immobilize her/him.&lt;br /&gt;
| {{--|50%}} [[Pain Shock Threshold]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|-15%}} [[Market Value]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Up|x200%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Negates [[Pain]] mood buffs from [[Ideoligion#Pain|Pain:Idealized]] ,{{IdeologyIcon}} reverting mood from pain to the default values.&lt;br /&gt;
&lt;br /&gt;
| [[#Brawler|Brawler]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Masochist|Masochist]]&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate {{BiotechIcon}}&lt;br /&gt;
| NAME has fragile skin and bones. She/He takes more damage than other people from the same blows.&lt;br /&gt;
| {{Bad|x115%}} [[Incoming Damage Multiplier]]&lt;br /&gt;
* Stacks multiplicatively with other Incoming Damage Multiplier factors. See that page for further details. Note that the [[Delicate (gene)|Delicate]] gene that can add this trait is incompatible with the [[Robust]] gene.{{BiotechIcon}} &lt;br /&gt;
| [[#Tough|Tough]]&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
* See also [[Trigger-happy]] and [[Careful shooter]], below.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
When your colonists are ''not'' fighting for their lives...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | Commonality&lt;br /&gt;
! style=&amp;quot;width: 80px;&amp;quot; | [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Too smart&amp;quot;&lt;br /&gt;
! Too smart&lt;br /&gt;
| NAME is too smart for her/his own good. S/He learns everything much faster than everyone, but can be quite eccentric.&lt;br /&gt;
| {{+|75%}} [[Global Learning Factor]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{++|12%}} [[Mental Break Threshold]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|x50%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Nerves|Nerves spectrum traits]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;''Requires pawn to be capable of [[Skills|Intellectual]]''&lt;br /&gt;
| 1&lt;br /&gt;
| 1 [[schematic]]&lt;br /&gt;
|- id=&amp;quot;Fast learner&amp;quot;&lt;br /&gt;
! Fast learner&lt;br /&gt;
| NAME has a knack for learning. S/He picks things up much faster than others.&lt;br /&gt;
| {{+|75%}} [[Global Learning Factor]]&lt;br /&gt;
| [[#Slow learner|Slow Learner]]&lt;br /&gt;
| 1&lt;br /&gt;
| 1 [[textbook]]&lt;br /&gt;
|- id=&amp;quot;Slow learner&amp;quot;&lt;br /&gt;
! Slow learner&lt;br /&gt;
| NAME is slow on the uptake. S/He picks things up much slower than others.&lt;br /&gt;
| {{--|75%}} [[Global Learning Factor]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|x50%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Fast learner|Fast Learner]]&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Quick sleeper&amp;quot;&lt;br /&gt;
! Quick sleeper&lt;br /&gt;
| NAME doesn't need as much sleep as the average person. Whether s/he's sleeping on a bed or on the ground, s/he will be fully rested in about two thirds the usual time.&lt;br /&gt;
| {{+|50%}} [[Rest Rate Multiplier]]&lt;br /&gt;
| -&lt;br /&gt;
| 1.1&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Great memory&amp;quot;&lt;br /&gt;
! Great memory&lt;br /&gt;
| NAME has a fantastic memory for detail. S/He will lose unused skills at half the rate of other people.&lt;br /&gt;
| {{Good|x50%}} Skill loss rate&lt;br /&gt;
| -&lt;br /&gt;
| 1.1&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Tortured artist&amp;quot;&lt;br /&gt;
! Tortured artist&lt;br /&gt;
| NAME feels alienated and misunderstood by other human beings. S/He will get a constant mood debuff, but gain a chance (50%) to get a creativity inspiration after a mental break.&lt;br /&gt;
| {{Good|50%}} chance of receiving the [[mental inspiration]] &amp;quot;[[Inspired Creativity]]&amp;quot; after a mood-caused [[mental break]] other than [[Mental_break#Catatonic_breakdown|Catatonia]] or [[Run wild]] ends.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Natural penalty from 'tortured artist' trait.|label=Tortured artist|value=-8|stack=1}} (permanent)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type.{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
NOTE: Inspirations from this trait cannot be triggered by mental breaks caused by any reason other than mood, e.g. [[psychic insanity lance]]s, [[psycasts]],{{RoyaltyIcon}} [[genes]],{{BiotechIcon}} or even randomly-induced mental breaks from other traits. [[Golden_cube#Cube_sculptures|Cube sculpting]]{{AnomalyIcon}} and [[tome]]s{{AnomalyIcon}} are the sole exceptions to this rule.&lt;br /&gt;
| -&lt;br /&gt;
| 0.6&lt;br /&gt;
| 10-20 [[dye]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Relationships ===&lt;br /&gt;
So... are you new on this rimworld?...&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Kind&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
| NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. S/He also never judges people by their appearance.&lt;br /&gt;
| {{Good|+}} ''':''' Can use a unique 'Kind Words' social interaction, inflicting {{Thought|desc=I've been bestowed with kind words! What a nice person!|label=Kind words|value=+5|multi=0.9|stack=10|duration=2}} and gaining {{+|15}} opinion from the recipient for 20 days. The opinion boost can stack up to 10 times from the same Kind pawn with 0.9x stacked effect multiplier (for a potential opinion bonus of up to +97.7), and up to 300 stacks can be present overall. When choosing what social interaction to perform, Kind Words has a weighting of 0.01 (as opposed e.g. to chitchat's weighting of 1.00).&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Will not Slight or Insult others&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Opinion of other pawns not changed by [[Beauty (pawn)|beauty]], Annoying voice, Creepy breathing or [[disfigurement]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Up|x200%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Abrasive|Abrasive]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Psychopath|Psychopath]]&lt;br /&gt;
| 2&lt;br /&gt;
|- id=&amp;quot;Abrasive&amp;quot;&lt;br /&gt;
! Abrasive&lt;br /&gt;
| NAME always says exactly what's on their mind, especially if it's bugging him/her. That tends to rub people the wrong way.&lt;br /&gt;
| {{Bad|−}} ''':''' 2.3x as likely to Slight or Insult others&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|-15%}} [[Market Value]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|x50%}} [[Global Certainty Loss Factor]] {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|-}} ''':''' [[Titles#Conceited_pawns|Conceited]] {{RoyaltyIcon}}&lt;br /&gt;
| [[#Kind|Kind]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;''Requires pawn to be capable of [[Skills#Social|Social]]'' &lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Annoying voice&amp;quot;&lt;br /&gt;
! Annoying voice&lt;br /&gt;
| NAME's voice has a particularly grating, nasal quality to it, and tends to talk in barked, garbled phrases. This predisposes others to dislike them.&lt;br /&gt;
| {{--|25}} [[opinion]] from non-Kind, non-[[hearing|deaf]] pawns&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|-20%}} [[Market Value]]&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|- id=&amp;quot;Creepy breathing&amp;quot;&lt;br /&gt;
! Creepy breathing&lt;br /&gt;
| NAME breathes heavily all the time, and sweats constantly. People find it creepy.&lt;br /&gt;
| {{--|25}} [[opinion]] from non-Kind, non-[[hearing|deaf]] pawns&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Down|-10%}} [[Market Value]]&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|- id=&amp;quot;Misandrist&amp;quot;&lt;br /&gt;
! Misandrist&lt;br /&gt;
| NAME really dislikes and distrusts men.&lt;br /&gt;
| {{--|25}} [[opinion]] of men&lt;br /&gt;
| &lt;br /&gt;
| 0.3 for men&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;1.7 for women&lt;br /&gt;
|- id=&amp;quot;Misogynist&amp;quot;&lt;br /&gt;
! Misogynist&lt;br /&gt;
| NAME really dislikes and distrusts women.&lt;br /&gt;
| {{--|25}} [[opinion]] of women&lt;br /&gt;
| &lt;br /&gt;
| 1.7 for men&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;0.3 for women&lt;br /&gt;
|- id=&amp;quot;Asexual&amp;quot;&lt;br /&gt;
! Asexual&lt;br /&gt;
| NAME has no sexual attraction to anyone at all.&lt;br /&gt;
| '''+/- :''' Will not have romantic relationships with people.&lt;br /&gt;
| [[#Gay|Gay]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Bisexual|Bisexual]]&lt;br /&gt;
| 0.2&lt;br /&gt;
|- id=&amp;quot;Gay&amp;quot;&lt;br /&gt;
! Gay&lt;br /&gt;
| NAME is romantically attracted to people of their own gender.&lt;br /&gt;
| '''+/- :''' Will only have romantic relationships with people of the same gender.&lt;br /&gt;
| [[#Asexual|Asexual]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Bisexual|Bisexual]]&lt;br /&gt;
| 0.3&lt;br /&gt;
|- id=&amp;quot;Bisexual&amp;quot;&lt;br /&gt;
! Bisexual&lt;br /&gt;
| NAME is romantically attracted to both men and women.&lt;br /&gt;
| '''+/- :''' Will have romantic relationships with people from either gender.&lt;br /&gt;
| [[#Asexual|Asexual]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Gay|Gay]]&lt;br /&gt;
| 0.2&lt;br /&gt;
|- id=&amp;quot;Recluse&amp;quot;&lt;br /&gt;
! Recluse {{BiotechIcon}}&lt;br /&gt;
| The fewer people in NAME's faction, the happier she/he is. Being alone is best of all.&lt;br /&gt;
| {{Good|+}} ''':''' Negates the {{Thought|desc=We just denied someone's request to join us. I hope they make it.|label=Denied joining|value=-3|multi=0.75|stack=5|duration=6}} penalty from rejecting a pawn that wants to join the colony&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood based on the number of human pawns (including children, guests, and prisoners) in the colony. Humans on other maps, in caravans or inside a [[Cryptosleep casket]]/[[Transport pod]]/[[Biosculpter pod]] {{IdeologyIcon}}/[[Growth vat]] {{BiotechIcon}}/[[Gene extractor]] {{BiotechIcon}}/[[Subcore softscanner]] {{BiotechIcon}}/[[Subcore ripscanner]] {{BiotechIcon}} do not count. [[Ghoul]]s {{AnomalyIcon}} do not count.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Starting colonists in the [[Scenario_system#Default_Scenarios|The Mechanitor]] start scenario will always have this trait.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Human Count !! Mood  !! Human Count !! Mood&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{Good|+12}} || 11 || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
| 2 || {{Good|+8}} || 12 || {{--|3}}&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{Good|+6}} || 13 || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{Good|+4}} || 15 || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| 5-10 || 0 || 16+ || {{--|8}}&lt;br /&gt;
|}&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The Gay/Bisexual/Asexual sexuality traits are unique in that they are the only ones that can generate after the 3 trait limit, resulting in rare pawns with 4 traits. &lt;br /&gt;
* See also the [[#Beauty|Beauty]] category of traits, below.&lt;br /&gt;
&lt;br /&gt;
== Spectrum traits ==&lt;br /&gt;
Theses are groups of related traits, that are inter-related and grouped by degree, creating a &amp;quot;spectrum&amp;quot; of good/bad/better/worse in that specific sphere of behaviour. A colonist can only have one trait from any single related spectrum for these traits, defining whether they are notably outside the norm for, for example, movement speed, or drug interest, or their physical (un)attractiveness.&lt;br /&gt;
&lt;br /&gt;
=== Drug desire ===&lt;br /&gt;
These traits affect a colonist's likelihood to consume drugs.&lt;br /&gt;
&lt;br /&gt;
Note that despite the common misconception, chemical fascination and interest pawns no longer randomly go on [[mental break|drug binges]] independent of [[mood]]. &amp;lt;!-- Dated but important to clarify that it was previously true so reliable evidence in the past doesn't show it as wrong, just since outdated. --&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Chemical fascination&amp;quot;&lt;br /&gt;
! Chemical fascination&lt;br /&gt;
| NAME is utterly fascinated with chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possibly drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person.&lt;br /&gt;
| Has [[Chemical need]]: causes {{Thought|desc=I'm fascinated by drugs. I want to experience them more./I'm fascinated by drugs. I want to experience them a lot harder./I'm fascinated by drugs. I want them! More intensity!|label=Chemical hunger|value=-4|value2=-8|value3=-12|stack=1}} the longer it has gone unsatisfied, and up to {{Thought|desc=I'm fascinated by drugs, and I love satisfying my desires./I'm fascinated by drugs, and I am fully satisfied with my drug consumption.|label=Chemical satisfaction|value=+3|value2=+6|stack=1}} when satisfied&lt;br /&gt;
For [[Beer]], [[Smokeleaf joint]]s, and [[Ambrosia]] only: functions as if &amp;quot;Take for Recreation&amp;quot; and &amp;quot;Take for Addiction&amp;quot; are checked on the [[Drug policy|Drug Policies]] tab regardless of the players choices. They will otherwise follow the Drug Policy regarding drugs carried and scheduled.&lt;br /&gt;
&lt;br /&gt;
NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need&lt;br /&gt;
&lt;br /&gt;
Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from taking or administering drugs {{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
{{--|30}} [[opinion]] of any pawns with teetotaler&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Chemical interest&amp;quot;&lt;br /&gt;
! Chemical interest&lt;br /&gt;
| NAME has an unusual interest in chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possible drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person.&lt;br /&gt;
| Has [[Chemical need]]: causes {{Thought|desc=I'm interested in drugs. I want to try more./I'm interested in drugs. I want to experience a lot more./I'm interested in drugs. I want to consume drugs really badly.|label=Chemical hunger|value=-2|value2=-4|value3=-6|stack=1}} the longer it has gone unsatisfied, and up to {{Thought|desc=I'm interested in drugs. I enjoyed satisfying my desire./I'm interested in drugs. I am really satisfied with all the drugs I've gotten recently.|label=Chemical satisfaction|value=+1|value2=+3|stack=1}} when satisfied&lt;br /&gt;
For [[Beer]], [[Smokeleaf joint]]s, and [[Ambrosia]] only: functions as if &amp;quot;Take for Recreation&amp;quot; and &amp;quot;Take for Addiction&amp;quot; are checked on the [[Drug policy|Drug Policies]] tab regardless of the players choices. They will otherwise follow the Drug Policy regarding drugs carried and scheduled.&lt;br /&gt;
&lt;br /&gt;
NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from taking or administering drugs&lt;br /&gt;
&lt;br /&gt;
{{--|20}} [[opinion]] of any pawns with teetotaler&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Teetotaler&amp;quot;&lt;br /&gt;
! Teetotaler&lt;br /&gt;
| NAME abhors the idea of gaining pleasure from chemicals. S/He strictly avoids alcohol and recreational drugs.&lt;br /&gt;
| Will not go on drug binges&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Cannot be directed to take non-medical drugs unless they have a [[Genes#Alcohol dependency|genetic dependency]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=I'm a teetotaler; I would never take drugs by choice. But I was forced! I feel unclean.|label=Forced to take drugs|value=-20|stack=1|duration=6}} when administered a drug, and {{--|30}} opinion of the doctor who did the operation for 60 days.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{--|25}} [[opinion]] of any pawns with any addiction&lt;br /&gt;
&lt;br /&gt;
{{--|20}} [[opinion]] of any pawns with chemical interest&lt;br /&gt;
&lt;br /&gt;
{{--|30}} [[opinion]] of any pawns with chemical fascination&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industriousness ===&lt;br /&gt;
These traits affect the colonist's [[Global Work Speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Industrious&amp;quot;&lt;br /&gt;
! Industrious&lt;br /&gt;
| NAME has an easy time staying on-task and focused, and gets things done much faster than the average person.&lt;br /&gt;
| [[Global Work Speed]] {{+|35%}}&lt;br /&gt;
{{--|5}} [[opinion]] of any pawns without the same trait or hard worker&lt;br /&gt;
&lt;br /&gt;
{{--|20}} [[opinion]] of any pawns with lazy&lt;br /&gt;
&lt;br /&gt;
{{--|30}} [[opinion]] of any pawns with slothful&lt;br /&gt;
|- id=&amp;quot;Hard worker&amp;quot;&lt;br /&gt;
! Hard worker&lt;br /&gt;
| NAME is a natural hard worker and will finish tasks faster than most.&lt;br /&gt;
| [[Global Work Speed]] {{+|20%}}&lt;br /&gt;
{{--|5}} [[opinion]] of any pawns without the same trait or industrious&lt;br /&gt;
&lt;br /&gt;
{{--|20}} [[opinion]] of any pawns with lazy&lt;br /&gt;
&lt;br /&gt;
{{--|30}} [[opinion]] of any pawns with slothful&lt;br /&gt;
|- id=&amp;quot;Lazy&amp;quot;&lt;br /&gt;
! Lazy&lt;br /&gt;
| NAME is a little bit lazy.&lt;br /&gt;
| [[Global Work Speed]] {{--|20%}}&lt;br /&gt;
|- id=&amp;quot;Slothful&amp;quot;&lt;br /&gt;
! Slothful&lt;br /&gt;
|NAME loves idleness and hates anything productive. S/He moves slowly and rarely stays focused on a task.&lt;br /&gt;
| [[Global Work Speed]] {{--|35%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Speed traits ===&lt;br /&gt;
These traits affect a colonist's walk speed.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Jogger&amp;quot;&lt;br /&gt;
! Jogger&lt;br /&gt;
| NAME always moves with a sense of urgency - so much so that others often fail to keep up.&lt;br /&gt;
| [[Move speed]] {{+|0.4}} {{CS}}&lt;br /&gt;
|- id=&amp;quot;Fast walker&amp;quot;&lt;br /&gt;
! Fast walker&lt;br /&gt;
| NAME likes to be where s/he's going. S/He walks quicker than most people.&lt;br /&gt;
| [[Move speed]] {{+|0.2}} {{CS}}&lt;br /&gt;
|- id=&amp;quot;Slowpoke&amp;quot;&lt;br /&gt;
! Slowpoke&lt;br /&gt;
| NAME is always falling behind the group whenever s/he goes anywhere.&lt;br /&gt;
| [[Move speed]] {{--|0.2}} {{CS}}&lt;br /&gt;
Disallows [[inspiration#Go frenzy|Go Frenzy Inspiration]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base mood ===&lt;br /&gt;
These traits affect the colonist's natural, constant mood.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Sanguine&amp;quot;&lt;br /&gt;
! Sanguine&lt;br /&gt;
| NAME is just naturally upbeat about HER/HIS situation, pretty much all the time, no matter what it is.&lt;br /&gt;
| {{Thought|desc=Natural bonus from 'sanguine' trait.|label=Sanguine|value=+12|stack=1}} (permanent)&lt;br /&gt;
|- id=&amp;quot;Optimist&amp;quot;&lt;br /&gt;
! Optimist&lt;br /&gt;
| NAME is naturally optimistic about life. It's hard to get HER/HIM down.&lt;br /&gt;
| {{Thought|desc=Natural bonus from 'optimist' trait.|label=Optimist|value=+6|stack=1}} (permanent)&lt;br /&gt;
|- id=&amp;quot;Pessimist&amp;quot;&lt;br /&gt;
! Pessimist&lt;br /&gt;
| NAME tends to look on the bad side of life.&lt;br /&gt;
| {{Thought|desc=Natural penalty from 'optimist' trait.|label=Pessimist|value=-6|stack=1}} (permanent)&lt;br /&gt;
|- id=&amp;quot;Depressive&amp;quot;&lt;br /&gt;
! Depressive&lt;br /&gt;
| NAME is perennially unhappy. S/He has trouble sustaining a good mood even when everything is fine.&lt;br /&gt;
| {{Thought|desc=Natural penalty from 'optimist' trait.|label=Depressive|value=-12|stack=1}} (permanent)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nerves ===&lt;br /&gt;
These traits affect the colonist's mental break threshold. Mutually exclusive with [[Too smart]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Iron-willed&amp;quot;&lt;br /&gt;
! Iron-willed&lt;br /&gt;
| NAME's will is an iron shield. S/He keeps going through thick and thin, when others broke down long before.&lt;br /&gt;
| [[Mental Break Threshold]] {{---|18%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} {{Down|x25%}}&lt;br /&gt;
|- id=&amp;quot;Steadfast&amp;quot;&lt;br /&gt;
! Steadfast&lt;br /&gt;
| NAME is mentally tough and won't break down under stresses that would crack most people.&lt;br /&gt;
| [[Mental Break Threshold]] {{---|9%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} {{Down|x50%}}&lt;br /&gt;
|- id=&amp;quot;Nervous&amp;quot;&lt;br /&gt;
! Nervous&lt;br /&gt;
| NAME tends to crack under pressure.&lt;br /&gt;
| [[Mental Break Threshold]] {{++|8%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} {{Up|x200%}}&lt;br /&gt;
|- id=&amp;quot;Volatile&amp;quot;&lt;br /&gt;
! Volatile&lt;br /&gt;
| NAME is on a hair-trigger all the time. S/He is the first to break in any tough situation.&lt;br /&gt;
| [[Mental Break Threshold]] {{++|15%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} {{Up|x300%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Neurotic ===&lt;br /&gt;
These traits affect the colonist's [[Mental Break Threshold|mental break threshold]] and their [[Global Work Speed|global work speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Neurotic&amp;quot;&lt;br /&gt;
! Neurotic&lt;br /&gt;
| NAME likes to have things squared away. S/He will work harder than most to attain this state of affairs, but HER/HIS nerves can get the better of HER/HIM.&lt;br /&gt;
| [[Global Work Speed]] {{+|20%}}&lt;br /&gt;
[[Mental Break Threshold]] {{++|8%}}&lt;br /&gt;
|- id=&amp;quot;Very neurotic&amp;quot;&lt;br /&gt;
! Very neurotic&lt;br /&gt;
| NAME feels constantly nervous about everything that has to get done. S/He will work extremely hard to attain this state of affairs, but HER/HIS nerves can easily get the better of HER/HIM.&lt;br /&gt;
| [[Global Work Speed]] {{+|40%}}&lt;br /&gt;
[[Mental Break Threshold]] {{++|14%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shooting accuracy ===&lt;br /&gt;
These traits affect the colonist's [[Shooting Accuracy|accuracy]] in ranged combat, as well as [[Aiming Time|aiming time]]. Mutually exclusive with brawler.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
! [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Careful shooter&amp;quot;&lt;br /&gt;
! Careful shooter&lt;br /&gt;
| NAME takes more time to aim when shooting. S/He shoots less often than others, but with more accuracy.&lt;br /&gt;
| [[Aiming Time]] {{++|25%}}&lt;br /&gt;
[[Shooting Accuracy]] {{+|5}}&lt;br /&gt;
| 1 [[bolt-action rifle]]&lt;br /&gt;
|- id=&amp;quot;Trigger-happy&amp;quot;&lt;br /&gt;
! Trigger-happy&lt;br /&gt;
| Pew! Pew! Pew! NAME just likes pulling the trigger. S/He shoots faster than others, but less accurately.&lt;br /&gt;
| [[Aiming Time]] {{---|50%}}&lt;br /&gt;
[[Shooting Accuracy]] {{--|5}}&lt;br /&gt;
| 1 [[autopistol]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&lt;br /&gt;
{{Main|Beauty (Pawn)}}&lt;br /&gt;
These traits influence a colonist's appearance and how it affects other colonists' opinions of them - as well as sexual attractiveness.&lt;br /&gt;
&lt;br /&gt;
Each point of beauty corresponds to +20 opinion from other colonists, e.g. a colonist with 2 beauty will have +40 opinion, while another with -1 beauty will have -20.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width:100px&amp;quot; | Effect&lt;br /&gt;
|- id=&amp;quot;Beautiful&amp;quot;&lt;br /&gt;
! Beautiful&lt;br /&gt;
| NAME is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to her/him before s/he even opens her/his mouth.&lt;br /&gt;
| {{+|2}} Pawn Beauty&lt;br /&gt;
|- id=&amp;quot;Pretty&amp;quot;&lt;br /&gt;
! Pretty&lt;br /&gt;
| NAME has a pretty face, which predisposes people to like her/him.&lt;br /&gt;
| {{+|1}} Pawn Beauty&lt;br /&gt;
|- id=&amp;quot;Ugly&amp;quot;&lt;br /&gt;
! Ugly&lt;br /&gt;
| NAME is somewhat ugly. This subtly repels others during social interactions.&lt;br /&gt;
| {{--|1}} Pawn Beauty&lt;br /&gt;
|- id=&amp;quot;Staggeringly ugly&amp;quot;&lt;br /&gt;
! Staggeringly ugly&lt;br /&gt;
| NAME is staggeringly ugly. Her/His face looks like a cross between a drawing by an untalented child, a malformed fetus in a jar of formaldehyde, and a piece of modern art. Others must exert conscious effort to look at her/him while conversing.&lt;br /&gt;
| {{--|2}} Pawn Beauty&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic sensitivity ===&lt;br /&gt;
These traits influence how much a colonist is affected by psychic phenomena.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
! [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Psychically hypersensitive&amp;quot;&lt;br /&gt;
! Psychically hypersensitive&lt;br /&gt;
| NAME's mind is like a psychic tuning fork. S/He is extremely sensitive to psychic phenomena.&lt;br /&gt;
| {{Up|+80%}} [[Psychic Sensitivity]]&lt;br /&gt;
| 1 [[psychic foil helmet]]&lt;br /&gt;
|- id=&amp;quot;Psychically sensitive&amp;quot;&lt;br /&gt;
! Psychically sensitive&lt;br /&gt;
| NAME's mind is unusually sensitive to psychic phenomena.&lt;br /&gt;
| {{Up|+40%}} [[Psychic Sensitivity]]&lt;br /&gt;
| 1 [[psychic foil helmet]]&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&lt;br /&gt;
| NAME's mind is psychically out of tune with others. S/He isn't as affected by psychic phenomena.&lt;br /&gt;
| {{Down|-50%}} [[Psychic Sensitivity]]&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&lt;br /&gt;
| NAME's mind works on a psychic frequency different from everyone else. S/He just isn't affected by psychic phenomena.&lt;br /&gt;
| {{Down|-100%}} [[Psychic Sensitivity]]&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Immunity ===&lt;br /&gt;
These traits influence how often colonists are infected by a disease.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
! [[Traits#Starting_possessions|Possessions]]&lt;br /&gt;
|- id=&amp;quot;Super-immune&amp;quot;&lt;br /&gt;
! Super-immune&lt;br /&gt;
| NAME has a naturally powerful immune system. S/He will gain immunity much faster than a normal person would, and can survive illnesses that would kill others.&lt;br /&gt;
| [[Immunity Gain Speed]] {{+|30%}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Sickly&amp;quot;&lt;br /&gt;
! Sickly&lt;br /&gt;
| NAME has an awful immune system. S/He gets sick more often than usual, frequently with illnesses that nobody in the colony has been afflicted by.&lt;br /&gt;
| [[Medical|Medical skill]] {{+|4}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|Randomly catches diseases independently from rest of the colony}}, with an MTB of 30 days. The caught disease is one that can be randomly acquired in the current biome, using the same weighting system as normal random disease incidents.&lt;br /&gt;
| 2-5 [[medicine]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;5-10 [[penoxycyline]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creepjoiner traits ==&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
These traits are never randomly assigned to pawns. They are normally found on [[creepjoiner]]s, and therefore have powerful positive or negative effects to balance out the other strengths and weaknesses creepjoiners have.&lt;br /&gt;
&lt;br /&gt;
=== Positive traits ===&lt;br /&gt;
These traits are considered benefits, to compensate whatever mysterious downside haunts the creepjoiner.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Perfect memory&amp;quot;&lt;br /&gt;
! Perfect memory&lt;br /&gt;
| NAME has outstanding memory, both in terms of retaining information but also muscle memory. His/Her skills will never decay.&lt;br /&gt;
| Skills cannot decay&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Always and only spawns on creepjoiners with the &amp;quot;Perfect Human&amp;quot; benefit, which also comes with the Industrious trait and a starting level of 14-18 for each skill.&lt;br /&gt;
|- id=&amp;quot;Occultist&amp;quot;&lt;br /&gt;
! Occultist&lt;br /&gt;
| NAME has deep knowledge of the twisted patterns of dark psychic energy. S/He can study unnatural entities faster than others. S/He will also periodically teach this inhuman knowledge to others when s/he gets the chance.&lt;br /&gt;
| [[Study Efficiency]] {{+|100%}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[Entity Study Rate]] {{+|50%}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Can perform an &amp;quot;occult teaching&amp;quot; random social interactions, giving +1 dark research. This has a cooldown of 1 day; when off cooldown, it will always be the next random social interaction chosen.&lt;br /&gt;
|- id=&amp;quot;Joyous&amp;quot;&lt;br /&gt;
! Joyous&lt;br /&gt;
| NAME has the ability to make everyone feel better and inspire them to be the best version of themselves.&lt;br /&gt;
| {{+|20}} opinion from other pawns&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;While not imprisoned or enslaved, {{+|3}} mood to all other non-prisoner colonists on the same map who are not currently in a mental break. The effect does not stack even if there are multiple Joyous pawns present. Pawns not of the player's faction cannot receive the mood buff. A Joyous pawn will not grant its mood bonus to anyone it is currently hostile to.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Always and only spawns on creepjoiners with the &amp;quot;Joybringer&amp;quot; benefit, which precludes the &amp;quot;Disturbing&amp;quot; downside.&lt;br /&gt;
|- id=&amp;quot;Body mastery&amp;quot;&lt;br /&gt;
! Body mastery&lt;br /&gt;
| NAME doesn't have basic needs like eating, sleeping, or comfort. His/Her body is driven by some unknown mechanism, which has turned his/her eyes completely white.&lt;br /&gt;
| [[Saturation|Food]], [[Sleep]], and [[Comfort]] needs disabled.&lt;br /&gt;
* If all pawns in a [[caravan]] have either this trait, a [[circadian half-cycler]],{{RoyaltyIcon}} or the [[never sleep]] gene,{{BiotechIcon}} and they travel without animals, they don't need to [[Caravan#Caravan schedule|stop at night]].&lt;br /&gt;
Note: Because a pawn's mood is partially averaged by their needs, having less needs can render them more prone to mood swings. &amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Eyes are white&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative traits ===&lt;br /&gt;
These traits are downsides, meant to counterblance the creepjoiner's powerful benefits. Note that, unlike most other creepjoiner drawbacks, these traits are never hidden; as such, you be assured there are no other nasty surprises waiting for you.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Disturbing&amp;quot;&lt;br /&gt;
! Disturbing&lt;br /&gt;
| NAME is a peculiar person who seems fixated on horrendous ideas. Talking to him/her is often upsetting.&lt;br /&gt;
| {{Bad|-}} ''':''' Only ever selects the &amp;quot;strange chat&amp;quot; type when doing random social interactions, giving {{Thought|desc=OTHER is talking nonsense. Is s/he insane?|label=OTHER rambling|value=-2|multi=0.75|stack=20|duration=1}} to any non-[[hearing|deaf]], non-[[inhumanized]] pawns in 9.9 cells radius. Unlike most other interaction types, strange chats can be performed without an explicit recipient. Non-[[inhumanized]] recipients gain {{Bad|-3}} opinion of the initiator for 1 day. [[Talking]] capacity of 0% prevents rambling.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Morbid]] meditation focus type.{{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Always and only spawns on creepjoiners with the &amp;quot;Disturbing&amp;quot; downside, which is precluded by the &amp;quot;Joybringer&amp;quot; benefit.&lt;br /&gt;
|- id=&amp;quot;Void fascination&amp;quot;&lt;br /&gt;
! Void fascination&lt;br /&gt;
| NAME is strangely intrigued by unnatural entities and is easily enthralled by them.&lt;br /&gt;
| {{Good|+}} ''':''' Negates all mood penalties for: Imprisoned with entity, Monster by my bed&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Such a magnificent creature. So much mystery. So much power.|label=Captured entity|value=+6|stack=1}} while there is at least one captured entity in the colony&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Only possible [[Extreme break|extreme mental break]] is [[Mental_break#Entity_liberator|entity liberator]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Entity liberation breaks randomly occur with an MTB of 60 days&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psyfocus#Meditation|Void]] meditation focus type, replacing the Artistic meditation focus type if they had it {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Obsolete traits ==&lt;br /&gt;
These are no longer found as-is in the current game version, though many of them have been renamed or reworked into one of the traits found above.&lt;br /&gt;
{| {{STDT| sortable c_03 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Fate&lt;br /&gt;
|- id=&amp;quot;Prosthophile&amp;quot;&lt;br /&gt;
! Prosthophile&lt;br /&gt;
| NAME feels limited in their feeble human body. NAME often dreams of going bionic.&lt;br /&gt;
| {{+|14}} mood bonus for having a bionic body part&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|4}} mood penalty for not having a bionic body part&lt;br /&gt;
| Body purist&lt;br /&gt;
| Replaced by [[#Transhumanist|Transhumanist]]&lt;br /&gt;
|- id=&amp;quot;Prosthophobe&amp;quot;&lt;br /&gt;
! Prosthophobe&lt;br /&gt;
| NAME believes the human body is limited for a reason. To them, bionic body parts are unethical.&lt;br /&gt;
| {{--|10}} mood penalty for having a bionic body part&lt;br /&gt;
| body modder&lt;br /&gt;
| Replaced by [[#Body purist|Body purist]]&lt;br /&gt;
|- id=&amp;quot;Green thumb&amp;quot;&lt;br /&gt;
! Green thumb&lt;br /&gt;
| NAME has a passion for gardening. They get a mood bonus for every plant they sow.&lt;br /&gt;
| {{+|1}} mood bonus from sowing a plant. Stackable up to 20 times.&lt;br /&gt;
| -&lt;br /&gt;
| Removed in Beta 19&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
! Tunneler&lt;br /&gt;
| NAME has no need for space. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays indoors.&lt;br /&gt;
| {{Good|+}} ''':''' No Outdoors need&lt;br /&gt;
| -&lt;br /&gt;
| Replaced by [[#Undergrounder|Undergrounder]]&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot; &lt;br /&gt;
! Transhumanist&lt;br /&gt;
| NAME feels limited in their feeble human body. NAME often dreams of going bionic.&lt;br /&gt;
| {{+|4}} to {{+|13}} [[mood]] bonus for having [[artificial body parts]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|4}} mood penalty for not having an artificial body part&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|8}} to {{+|40}} opinion of other colonists for each part installed on them&lt;br /&gt;
| [[#Body purist|Body purist]]&lt;br /&gt;
| Replaced by [[#Body modder|Body modder]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Traits hidden as they did nothing.  &lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Brawler, prosthophile, and more added.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Teetotaller and Chemical Fascination traits added&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Greedy, Jealous, Ascetic, Night Owl traits added.&lt;br /&gt;
* [[Version/0.17.1546|0.17.1546]] - Wimp trait added.&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Undergrounder, Great memory, Tough, Gourmand, Sickly, Quick sleeper traits added&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Asexual trait added&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Psylink counts as an artificial part for a [[#Transhumanist|transhumanist]].&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Transhumanist trait renamed to Body Modder. Kind description changed &amp;quot;''NAME is a nice person. They have a tendency to brighten everyone else's day and never insult others.''&amp;quot; -&amp;gt; ''&amp;quot;NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. {PAWN_pronoun} also never judges people by their appearance.&amp;quot;''. Undergrounders have a new Need_Indoors, which is increased by spending time indoors, especially inside mountains.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Pyromaniacs are happier around fires and get a stacking (up to 4x) mood buff for nearby fires. This includes torches and campfires. “Wimp” trait’s pain shock threshold has been increased from 50% to 60%. [[Ascetic]]s no longer get a negative mood debuff when eating nutrient paste meals. [[Plasmasword]]s and [[persona plasmasword]]s now provide the mood bonus to [[pyromaniac]]s like other incendiary weapons.&lt;br /&gt;
* After [[Version/1.4.3542|1.4.3542]] but pre [[Version/1.5.4062|1.5.4062]] - Chemical Fascination and Interest now only randomly take beer, ambrosia and smokeleaf joints, instead of any drug &lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - [[Xenogenes]] count as artificial enhancements for [[body modder]]s and [[body purist]]s. Fix: Administer drug doesn't display that teetotalers will be unhappy if there is a chemical dependency gene present.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Fix typo: &amp;quot;yielding&amp;quot; -&amp;gt; &amp;quot;wielding&amp;quot; in pyromaniac trait description.&lt;br /&gt;
* 1.5 or prior - Pyromaniac thought mood effect reduced from {{+|5}} to {{+|2}} and description changed from ''&amp;quot;It makes me think of flame and fire. I'm so happy&amp;quot;'' to ''&amp;quot;It makes me think of flame and fire. I can't wait to use it.&amp;quot;'' New thought added for using a flame weapon.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Rebalance brawler trait to offset skill more than mood - mood penalty for using ranged weapon decreased from {{--|20}} to {{--|10}}, shooting accuracy penalty increased from {{--|4}} to {{--|10}}. Added “pyro used fire weapon” thought {{+|8}} mood. Ascetics ignore &amp;quot;Ate without table&amp;quot; thought. Fix: NRE related to pyromaniacs wielding fire weapons.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: [[Smoke launcher]], [[EMP launcher]], and [[toxbomb launcher]] were incorrectly marked as incendiary weapons for the purpose of [[pyromaniac]]s.&lt;br /&gt;
* [[Odyssey DLC]] Release- Added [[unique weapon]] traits that count as incendiary weapons for [[pyromaniac]]s.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Possible enumeration error with joyous thought.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Balenar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psyfocus&amp;diff=181974</id>
		<title>Psyfocus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psyfocus&amp;diff=181974"/>
		<updated>2026-07-10T05:15:33Z</updated>

		<summary type="html">&lt;p&gt;Balenar: Adding void fascination as a lockout for artistic. Removing note, no other lockouts exist.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Stub|section=1|reason=Order of operations for calculating meditation gain with base, focus, wakeup, and psymeditative persona weapon - wakeup and psymed are additive with each other, but are they additive or mutiplicative with the others.&lt;br /&gt;
&lt;br /&gt;
 Void psyfocus - see [[Meditation Psyfocus Bonus]] until this page is updated}}&lt;br /&gt;
{{Quote|Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates over time, and must be built by regular meditation. Losing all psyfocus makes someone unable to use psychics, but has no other consequences. Higher levels of psyfocus permit higher-level powers, but also increase the rate of psyfocus dissipation|In-game Description}}&lt;br /&gt;
&lt;br /&gt;
'''Psyfocus''' is a medium-term limitor of [[psycast]] usage. Psyfocus can be regenerated by meditating.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Psyfocus is a value ranging from 0% to 100%, obtained by any pawn with a [[psylink]]. Every [[psycast]] immediately consumes a certain percentage of psyfocus. All psyfocus costs are the same for every caster, and unlike [[neural heat]], these costs cannot be bypassed. &lt;br /&gt;
&lt;br /&gt;
Higher level psycasts require a minimum amount of psyfocus to be cast, regardless of their psyfocus cost:&lt;br /&gt;
* Level 3-4 psycasts require a minimum of 25% psyfocus&lt;br /&gt;
* Level 5-6 psycasts require a minimum of 50% psyfocus&lt;br /&gt;
&lt;br /&gt;
=== Degradation ===&lt;br /&gt;
In addition to spending it to use psycasts, psyfocus naturally falls a certain amount per day. The amount depends on current psyfocus:&lt;br /&gt;
* Below 25% psyfocus, the psyfocus falls at 3.5% per day,&lt;br /&gt;
* Between 25 and 50%, it falls at 5.5% per day&lt;br /&gt;
* Above 50%, it falls at 7.5% per day.&lt;br /&gt;
&lt;br /&gt;
== Meditation ==&lt;br /&gt;
With a few exceptions, psyfocus can only be gained through '''meditation'''. &lt;br /&gt;
&lt;br /&gt;
Pawns gain a base rate of +50% psyfocus per full day, or +2.08% per hour, of pure meditation. Meditation foci further improve these rates by their listed strength. For example, a wall with the ''Minmalist'' focus increases psyfocus gain by +22%/day, for a total of 72% psyfocus per day. Meditation also counts as Solitary recreation.&lt;br /&gt;
&lt;br /&gt;
Pawns in a caravan will also regenerate psyfocus while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
A pawn's target psyfocus level can be set using with gizmo on the toolbar while they are selected. The pawn will attempt to maintain that psyfocus level by meditating any time it drops below that value and the pawn is [[schedule]]d for &amp;quot;''Anything''&amp;quot;. Meditation can also be performed while scheduled to Recreation or Meditation, where the gizmo does not impact when pawns meditate.&lt;br /&gt;
&lt;br /&gt;
The rate of psyfocus gain from meditation can further be increased in the following ways:&lt;br /&gt;
* Using [[Wake-up]] increases the psyfocus gain from meditation by {{+|20%}} per day for the [[Wake-up#Wake-up high|duration of its high]].&lt;br /&gt;
* The [[Psy-meditative]] persona trait grants an additional {{+|10%}} psyfocus gain per day of meditation, while the weapon is held in hand.&lt;br /&gt;
* Each [[psychofluid pump]]{{BiotechIcon}} increases {{+|5%}} psyfocus per day of meditation from a completed [[deathrest]], up to a maximum of {{+|20%}} from 4 pumps. This bonus lasts until the next deathrest.&lt;br /&gt;
* [[Psy-sensitive]] and [[Super psy-sensitive]] genes{{BiotechIcon}} increase psyfocus gain per meditation day by {{+|10%}} and {{+|20%}} respectively. Note that these genes are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation psyfocus gain is therefore a non-tribal pawn meditating to a legendary sculpture surrounded by 8 other masterwork sculptures, wielding a Psy-meditative persona weapon, while high on wake-up, having deathrested with 4 psychofluid pumps and with the super psy-sensitive gene. This results in a psyfocus gain per day of meditation of {{#expr:50 + 44 + 10 + 20 + 20 + 20}}% or {{#expr:(50 + 44 + 10 + 20 + 20 + 20)/24 round 1}}% per hour.&lt;br /&gt;
&lt;br /&gt;
== List of meditation foci ==&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Meditation Focus !! Focus Type !! Base Strength !! Psyfocus/Hour&amp;lt;br/&amp;gt;@ Base|| Max Strength !! Psyfocus/Hour&amp;lt;br/&amp;gt;@ Max&lt;br /&gt;
|- &lt;br /&gt;
! [[Anima tree]]&lt;br /&gt;
| [[Psyfocus#Natural|Natural]]&lt;br /&gt;
| +28%&lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +36% &lt;br /&gt;
| {{#expr: (0.5+0.36)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]]&lt;br /&gt;
| [[Psyfocus#Natural|Natural]]&lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
| +42% &lt;br /&gt;
| {{#expr: (0.5+0.42)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Small nature shrine]]&lt;br /&gt;
| [[Psyfocus#Natural|Natural]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Large nature shrine]]&lt;br /&gt;
| [[Psyfocus#Natural|Natural]]&lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|- &lt;br /&gt;
! [[Grave]]&lt;br /&gt;
| [[Psyfocus#Morbid|Morbid]]&lt;br /&gt;
| +6%&lt;br /&gt;
| {{#expr: (0.5+0.06)/0.24 round 1}}% &lt;br /&gt;
| +34%&lt;br /&gt;
| {{#expr: (0.5+0.34)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Sarcophagus]]&lt;br /&gt;
| [[Psyfocus#Morbid|Morbid]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +38%&lt;br /&gt;
| {{#expr: (0.5+0.38)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Small sculpture]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large sculpture]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand sculpture]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Terror sculpture]] {{IdeologyIcon}}&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +12 - 28%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
| +44% &lt;br /&gt;
| {{#expr: (0.5+0.44)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large stele]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +15% &lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand stele]]&lt;br /&gt;
| [[Psyfocus#Artistic|Artistic]]&lt;br /&gt;
| +18%&lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Walls]]&lt;br /&gt;
| [[Psyfocus#Minimal|Minimal]]&lt;br /&gt;
| +22%&lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
| +22% &lt;br /&gt;
| {{#expr: (0.5+0.22)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Brazier]]&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +31% &lt;br /&gt;
| {{#expr: (0.5+0.31)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Darklight brazier]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +31% &lt;br /&gt;
| {{#expr: (0.5+0.31)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Campfire]]&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +12%&lt;br /&gt;
| {{#expr: (0.5+0.12)/0.24 round 1}}% &lt;br /&gt;
| +28% &lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Torch lamp]]&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Darktorch]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Fungus darktorch]]{{IdeologyIcon}}&lt;br /&gt;
| [[Psyfocus#Flame|Flame]]&lt;br /&gt;
| +10%&lt;br /&gt;
| {{#expr: (0.5+0.10)/0.24 round 1}}% &lt;br /&gt;
| +18% &lt;br /&gt;
| {{#expr: (0.5+0.18)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Meditation throne]]&lt;br /&gt;
| [[Psyfocus#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand meditation throne]]&lt;br /&gt;
| [[Psyfocus#Dignified|Dignified]]&lt;br /&gt;
| +15%&lt;br /&gt;
| {{#expr: (0.5+0.15)/0.24 round 1}}% &lt;br /&gt;
| +33%&lt;br /&gt;
| {{#expr: (0.5+0.33)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Void monolith]]{{AnomalyIcon}}&lt;br /&gt;
| [[Psyfocus#Void|Void]]&lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}%  &lt;br /&gt;
| +30%&lt;br /&gt;
| {{#expr: (0.5+0.30)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Harbinger tree]]{{AnomalyIcon}}&lt;br /&gt;
| [[Psyfocus#Void|Void]]&lt;br /&gt;
| +14%&lt;br /&gt;
| {{#expr: (0.5+0.14)/0.24 round 1}}%  &lt;br /&gt;
| +14%&lt;br /&gt;
| {{#expr: (0.5+0.14)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Holding platform]]{{AnomalyIcon}}&lt;br /&gt;
| [[Psyfocus#Void|Void]]&lt;br /&gt;
| +16%&lt;br /&gt;
| {{#expr: (0.5+0.16)/0.24 round 1}}%  &lt;br /&gt;
| +16%&lt;br /&gt;
| {{#expr: (0.5+0.16)/0.24 round 1}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[Psychic ritual spot]]{{AnomalyIcon}}&lt;br /&gt;
| [[Psyfocus#Void|Void]]&lt;br /&gt;
| +8%&lt;br /&gt;
| {{#expr: (0.5+0.08)/0.24 round 1}}%  &lt;br /&gt;
| +28%&lt;br /&gt;
| {{#expr: (0.5+0.28)/0.24 round 1}}% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each pawn has one or more meditation types. Each type allows the pawn to use different objects as a focus. A pawn with multiple types can use any type available to them.&lt;br /&gt;
&lt;br /&gt;
== Meditation types ==&lt;br /&gt;
=== Natural ===&lt;br /&gt;
----&lt;br /&gt;
Required: Most tribal Childhood [[Backstories]], including the Tribe Child backstory for any [[children]]{{BiotechIcon}} raised in a [[New Tribe]] start.&amp;lt;br/&amp;gt;Note that as of [[Version/1.3.3117|1.3.3117]], player created backstories do not gain the natural meditation focus even when found on tribal pawns or the backstory is tribal themed. It is unclear if this is intended or a bug. &lt;br /&gt;
The following backstories are affected: Accursed Child, Sole Survivor (n.b. '''not''' the generic backstory of the same name), Forest Child. &lt;br /&gt;
Additionally the following childhood backstories can be found on pawns that spawn as tribals, but also don't grant the focus: Mad Scientist, Youth Delinquent, Killer, Game Fanatic, Dusty Farm Hand, Ranger Child.&lt;br /&gt;
&lt;br /&gt;
Natural meditation is available to tribal pawns. Natural meditation objects and shrines are most effective when nothing is built nearby - buildings or furniture within 35 tiles will reduce their effectiveness.&lt;br /&gt;
&lt;br /&gt;
'''[[Anima tree]]:'''&lt;br /&gt;
[[{{Q|Anima tree|Image}}|64px|left|link=Anima tree]]&lt;br /&gt;
Anima trees have a base meditation focus strength of +28%. Each animus stone within 10 tiles increases the meditation effectiveness by +2%, while each small or large natural shrine within 10 tiles increases it by +1%. Up to 4 buildings can affect the tree, for a maximum bonus of +8% for 4 animus stones. Its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +36% for an anima tree with no artificial buildings within 35 tiles and surrounded by 4 animus stones. Also note that unlike other natural buildings, meditating at the anima tree also produces anima grass for additional psylink levels for pawns with the natural focus. &lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Artificial items in range&lt;br /&gt;
! 0&lt;br /&gt;
! 5&lt;br /&gt;
! 10&lt;br /&gt;
! 50&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -15%&lt;br /&gt;
| -30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Animus stone]]:'''&lt;br /&gt;
[[{{Q|Animus stone|Image}}|64px|left|link=Animus stone]]&lt;br /&gt;
Animus stones have a base meditation focus strength of +34%. Each animus stone within 10 tiles increases the meditation effectiveness by +2%, while each small or large natural shrine within 10 tiles have no effect. Up to 4 additional stones can affect one stone. Like the [[anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius (be aware that this is 7 tiles beyond the displayed range for the indicator). Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is +42% for a Animus stone with no artificial buildings within 35 tiles and surrounded by 4 additional animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Artificial items in range&lt;br /&gt;
! 0&lt;br /&gt;
! 5 &lt;br /&gt;
! 10&lt;br /&gt;
! 50&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Small nature shrine]]:'''&lt;br /&gt;
[[{{Q|Small nature shrine|Image}}|64px|left|link=Small nature shrine]]&lt;br /&gt;
Small nature shrines have a base meditation focus strength of +22%. While each animus stone within 10 tiles will increase the meditation effectiveness by +2% up to 4 stones, pawns will preferentially meditate at the animus stone assuming the meditation spot is in radius of both. Small nature shrines do not give a bonus to animus stones. Like the all natural foci, its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +40% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones as the small nature shrine would be ignored in this scenario. A pawn meditating too far from the animus stones that are on the other side of the shrine would receive a +30% bonus, but the player would be wasting animus stone bonuses.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Artificial items in range&lt;br /&gt;
! 0&lt;br /&gt;
! 5&lt;br /&gt;
! 10&lt;br /&gt;
! 50&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -6%&lt;br /&gt;
| -12%&lt;br /&gt;
| -22%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Large nature shrine]]:'''&lt;br /&gt;
[[{{Q|Large nature shrine|Image}}|64px|left|link=Large nature shrine]]&lt;br /&gt;
Large nature shrines have a base meditation focus strength of +30%. While each animus stone within 10 tiles will increase the meditation effectiveness by +2% up to 4 stones, pawns will preferentially meditate at the animus stone assuming the meditation spot is in radius of both. Large nature shrines do not give a bonus to animus stones. Like the all natural foci, its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +40% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones as the large nature shrine would be ignored in this scenario. A pawn meditating too far from the animus stones that are on the other side of the shrine would receive a +38% bonus, but the player would be wasting animus stone bonuses. &lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Artificial items in range&lt;br /&gt;
! 0&lt;br /&gt;
! 5&lt;br /&gt;
! 10&lt;br /&gt;
! 50&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Morbid ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Psychopath]], [[Bloodlust]], [[Cannibal (Trait)|Cannibal]], [[Masochist]], [[Jealous]], [[Undergrounder]], [[Tortured artist]]&lt;br /&gt;
&lt;br /&gt;
Morbid meditation is used by pawns with the appropriate traits and requires graves or sarcophagi. Filled graves or sarcophagi are more effective and bodies with a relationship to the meditator are more effective than strangers.&lt;br /&gt;
&lt;br /&gt;
'''[[Grave]]:'''&lt;br /&gt;
[[{{Q|Grave|Image}}|64px|left|link=Grave]]&lt;br /&gt;
Graves have a base Meditation Focus Strength of +6%. This increases by +10% if the grave is full, and a further +10% if the grave is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional graves or sarcophagi. Each of these 4 grants an additional +1%, or +2% if full, for a maximum bonus of +8%. Note that only the primary grave has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +34% for a grave occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Sarcophagus]]:'''&lt;br /&gt;
[[{{Q|Sarcophagus|Image}}|64px|left|link=Sarcophagus]]&lt;br /&gt;
Sarcophagi have a base Meditation Focus Strength of +10%. This increases by +10% if the sarcophagus is full, and a further +10% if the sarcophagus is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional Graves or Sarcophagi. Each of these 4 grants an additional +1%, or +2% if full, for a maximum bonus of +8%. Note that only the primary sarcophagus has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +38% for a sarcophagus occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Artistic ===&lt;br /&gt;
----&lt;br /&gt;
Required: Must have a '''non'''-Tribal childhood backstory. Must '''not''' have the [[Ascetic]] trait. Must '''not''' have the [[Void Fascination]] trait{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
Artistic focus is the default focus for non-tribal pawns. It uses artwork as a focus, with higher quality art being most effective.&lt;br /&gt;
&lt;br /&gt;
'''[[Small sculpture]] / [[Large sculpture]] / [[Grand sculpture]] / [[Terror sculpture]] {{IdeologyIcon}}:'''&lt;br /&gt;
[[{{Q|Small sculpture|Image}}|64px|left|link=Sculptures]]&lt;br /&gt;
All sculpture sizes have identical meditation statistics and mechanics. Sculptures have a base Meditation Focus Strength that is dependent on their [[quality]]. Higher quality sculptures have higher strengths, up to a maximum of +28% at legendary quality. Up to 8 additional sculpture of normal quality or better within 10 tiles will each increase this strength by a value dependent on its quality. 8 additional sculptures of masterwork or better can the maximum bonus of +16%. Note, as the focus sculpture's quality has a significantly larger effect than that of the supporting sculpture, it is always better to have the best quality sculpture as the focus.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Base Strength&lt;br /&gt;
| +12%&lt;br /&gt;
| +16%&lt;br /&gt;
| +20%&lt;br /&gt;
| +22%&lt;br /&gt;
| +24%&lt;br /&gt;
| +26%&lt;br /&gt;
| +28%&lt;br /&gt;
|- &lt;br /&gt;
! Strength Offset&lt;br /&gt;
| +0%&lt;br /&gt;
| +0%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +2%&lt;br /&gt;
| +2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Large stele]]:'''&lt;br /&gt;
[[{{Q|Large stele|Image}}|64px|left|link=Large stele]]&lt;br /&gt;
Large steles have a base Meditation Focus Strength of +15%.&lt;br /&gt;
&lt;br /&gt;
No modifiers exist for steles as they do for other foci.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Grand stele]]:'''&lt;br /&gt;
[[{{Q|Grand stele|Image}}|64px|left|link=Grand stele]]&lt;br /&gt;
Grand steles have a base Meditation Focus Strength of +18%.&lt;br /&gt;
&lt;br /&gt;
No modifiers exist for steles as they do for other foci.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Minimal ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Ascetic]]&lt;br /&gt;
&lt;br /&gt;
[[Ascetic]]s can meditate with nothing- all they need is a wall. This has the advantage of being practically free and it has a reasonable base effectiveness. However, this cannot be increased; if an ascetic pawn has multiple methods they should optimise and use them instead.&lt;br /&gt;
&lt;br /&gt;
'''[[Wall]]:'''&lt;br /&gt;
[[{{Q|Wall|Image}}|64px|left|link=Wall]]&lt;br /&gt;
Walls have a base Meditation Focus Strength of +22%. No other modifiers exist for walls as they do for other foci.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Flame ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Pyromaniac]]&lt;br /&gt;
&lt;br /&gt;
[[Pyromaniac]]s can use fire to meditate. All fires must be lit to add focus. While it requires upkeep, this is a cheap and effective method of meditation- the main drawback being the Pyromaniac.&lt;br /&gt;
&lt;br /&gt;
'''[[Brazier]]:'''&lt;br /&gt;
[[{{Q|Brazier|Image}}|64px|left|link=Brazier]]&lt;br /&gt;
Braziers have a base Meditation Focus Strength of +0% in their unlit state. This increases by +15% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional +2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +31% for a lit brazier surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Campfire]]:'''&lt;br /&gt;
[[{{Q|Campfire|Image}}|64px|left|link=Campfire]]&lt;br /&gt;
Campfires have a base Meditation Focus Strength of +0% in their unlit state. This increases by +12% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional +2%, for a maximum bonus of +16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +28% for a lit campfire surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Torch lamp]]:'''&lt;br /&gt;
[[{{Q|Torch lamp|Image}}|64px|left|link=Torch lamp]]&lt;br /&gt;
Torch lamps have a base Meditation Focus Strength of +0% in their unlit state. This increases by +10% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional +1%, for a maximum bonus of +8%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus +18% for a lit torch lamp surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Dignified ===&lt;br /&gt;
----&lt;br /&gt;
Required: [[Title]]&lt;br /&gt;
&lt;br /&gt;
Dignified meditation is used by nobility. It requires a throne and its effectiveness is based on the throne room's quality.&lt;br /&gt;
&lt;br /&gt;
'''[[Meditation throne]] / [[Grand meditation throne]]:'''&lt;br /&gt;
[[{{Q|Meditation throne|Image}}|64px|left|link=Throne]]&lt;br /&gt;
Both thrones have identical meditation statistics and mechanics. They start with a meditation focus strength of +15%. If it is in a [[Room roles|throne room]] that meets the pawns [[Titles|requirements]], its focus strength is improved by +8%.&lt;br /&gt;
&lt;br /&gt;
Psyfocus gain is further affected by a room's [[impressiveness]], as seen below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basesensitivitybonus|0.15}}&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Impressiveness Value&lt;br /&gt;
! 0&lt;br /&gt;
! 30&lt;br /&gt;
! 60&lt;br /&gt;
! 100&lt;br /&gt;
! 170+&lt;br /&gt;
|- &lt;br /&gt;
! Description at Value&lt;br /&gt;
| Awful&lt;br /&gt;
| Mediocre&lt;br /&gt;
| Slightly Impressive&lt;br /&gt;
| Very Impressive&lt;br /&gt;
| Unbelievably Impressive &lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -5%&lt;br /&gt;
| +0%&lt;br /&gt;
| +4%&lt;br /&gt;
| +8%&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Graph&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=400|height=100|type=line| xAxisTitle = Room Impressiveness | yAxisTitle = Strength Offset (%)|x=0, 30, 60, 100, 170, 200|y=-5, 0, 4, 8, 10, 10|xAxisMin = 0 |  xAxisMax = 200|  yAxisMin = -5 | yAxisMax = 12 |xGrid = |yGrid = }}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''N.B.''' The room impressiveness descriptors only relate to descriptors the room will have at that specific value. The descriptors themselves do not control the value. A room with 50 room impressiveness will be listed &amp;quot;Slightly Impressive&amp;quot; but will give less than +4% psyfocus.&lt;br /&gt;
&lt;br /&gt;
The dignified meditation focus has a maximum of +33% psyfocus / day in an Unbelievably impressive room that meets throne requirements.&lt;br /&gt;
&lt;br /&gt;
=== Void ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
----&lt;br /&gt;
Required: [[Void fascination]], [[Inhumanized]]&lt;br /&gt;
&lt;br /&gt;
Void meditation was added with the Anomaly DLC and is used by pawns who have either become inhumanized or have the Void Fascination trait.&lt;br /&gt;
&lt;br /&gt;
'''[[Void monolith]]:'''&lt;br /&gt;
[[{{Q|Void monolith|Image}}|64px|left|link=Void monolith]][[File: Void_Monolith_Awakened_Valid_Meditation_Spots.png|thumb|right|128px|Valid meditation spot positions for the Awakened monolith]]&lt;br /&gt;
The void monolith has a base Meditation Focus Strength of +30%. When the monolith is in it's &amp;quot;fallen monolith&amp;quot; state (3x3 as shown in the left image), a [[meditation spot]] placed with any part of the monolith within its radius will allow a pawn to use it as a focus object, however once the monolith is in its later stages (Awakened, 5x5) only the 3 squares directly in front of the monolith will allow the pawn to meditate with it as the focus object (see image on right). It appears that no other modifiers exist for the void monolith as they do for other foci.{{Check Tag|Fact Check Needed}} &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Harbinger tree]]:'''&lt;br /&gt;
[[{{Q|Harbinger tree|Image}}|64px|left|link=Harbinger tree]]&lt;br /&gt;
Harbinger trees have a base Meditation Focus Strength of +14%. It appears that no other modifiers exist for harbinger trees as they do for other foci.{{Check Tag|Fact Check Needed}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Holding spot]]:'''&lt;br /&gt;
[[{{Q|Holding spot|Image}}|64px|left|link=Holding spot]]&lt;br /&gt;
Holding spots loaded with a captured [[entity]] have a base Meditation Focus Strength of +16%. The type of entity captured has no affect on this modifier. Empty spots do not offer any meditation focus. It appears that no other modifiers exist for holding spot as they do for other foci.{{Check Tag|Fact Check Needed}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Holding platform]]:'''&lt;br /&gt;
[[{{Q|Holding platform|Image}}|64px|left|link=Holding platform]]&lt;br /&gt;
Holding platforms loaded with a captured [[entity]] have a base Meditation Focus Strength of +16%. The type of entity captured has no affect on this modifier. Empty platforms do not offer any meditation focus. It appears that no other modifiers exist for holding platforms as they do for other foci.{{Check Tag|Fact Check Needed}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
'''[[Psychic ritual spot]]:'''&lt;br /&gt;
[[{{Q|Psychic ritual spot|Image}}|64px|left|link=Psychic ritual spot]]&lt;br /&gt;
Psychic ritual spots have a base Meditation Focus Strength of +8%. For each [[Void sculpture|void sculpture]] in range of the ritual spot, +2% meditation focus is added. This is independent of sculpture quality and stacks up to 6 sculptures. Similarly, for each [[Shard beacon|shard beacon]] in range of the ritual spot, a further +2% meditation focus is added. This can be stacked up to 4 times. Neither the void sculpture nor the shard beacon need to be in range of the meditation spot for the bonus to be in effect, they only have to affect the ritual spot.&lt;br /&gt;
Therefore the maximum psyfocus strength to be acquired from a psychic ritual spot is +28% and requires the ritual spot to be surrounded by 6 void sculptures of any quality and 4 shard beacons. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Other ways to increase psyfocus ==&lt;br /&gt;
Other than meditation, the following methods will increase a pawn's psyfocus:&lt;br /&gt;
* Using [[Go-juice]] instantly refills a psycaster's psyfocus by 15%.&lt;br /&gt;
* [[Ideoligion]] [[rituals]] {{IdeologyIcon}} can select the fully refilling the psyfocus of all participants as a reward for sufficiently high quality outcomes.{{Check Tag|Detail|Specific terms, mechanics, details etc. E.g. what outcomes specifically?}} .&lt;br /&gt;
* The [[Kill-focused]] persona trait grant an instant 20% psyfocus on killing an enemy. Note that psyfocus is gained for directly killing a pawn. This includes killing wild animals, downed hostiles, friendly NPCs, colonists, and even [[Animals#Slaughtering|slaughtering]] colony animals will grant psyfocus as long as the weapon is held in hand whilst doing so. Age and body size do not affect this rate. Excess colony animals, especially from rapidly-breeding animals such as [[chicken]]s, can thus be turned into into massive psyfocus gain, allowing continuous use of utility psycasts such as [[Word of inspiration]] or [[Word of trust]] or high cost combat options such as [[Berserk pulse]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Just claimed artificial structures don't affect nature focus objects.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Psyfocus ritual reward does not recharge psyfocus to max.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Tribal [[babies]]{{BiotechIcon}} becoming [[children]]{{BiotechIcon}} get natural meditation focus.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: [[Children]]{{BiotechIcon}} generated at [[New Tribe|tribal game start]] don't have [[Psyfocus|natural meditation focus]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Balenar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mental_break&amp;diff=181931</id>
		<title>Mental break</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mental_break&amp;diff=181931"/>
		<updated>2026-07-08T01:23:49Z</updated>

		<summary type="html">&lt;p&gt;Balenar: Adding a request for further detail on the insane rambling moodlet(I'll fact check it myself in a couple days if nobody else gets to it)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=1) What are the actual MTBs for breaks? how is frequency calculated? 2) Which breaks are &amp;quot;aggressive&amp;quot; or &amp;quot;violent&amp;quot; and thus affected by [[Dead calm]]/[[Hyper-aggressive]]/[[Aggressive]] - information should be linked to or replicated on [[Genes]] 3) Needs information on non-mood based breaks - e.g. drugs, psychic breakdown, ailments etc. In game times - Days easier to parse than 10000s of ticks. Also needs Biotech mental breaks e.g. Fleeing fire.}}{{About|the mental conditions experienced by unhappy pawn|breaking objects|Max Hit Points}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
A '''mental break''' is a pawn event that may occur when a pawns's '''mood''' drops below the '''mental break threshold'''. Majority types of mental break cause a '''mental state''', during which the pawn will become uncontrollable and shirk work tasks for a short while, or even worse, they will attempt to sabotage the colony. A breaking colonist may be interrupted by arresting or downing them.&lt;br /&gt;
&lt;br /&gt;
A few types of mental break, like catatonic breakdown, run wild, and crisis of belief,{{IdeologyIcon}} do not cause mental state. Some mental states may occur without a mental break, notable examples of sources are [[psychic insanity lance]], [[pyromaniac]] trait, [[gourmand]] trait, [[Alzheimer's]], [[dementia]], [[drug]] withdrawal, and various [[psycast]]s,{{RoyaltyIcon}} some of which enable the player to induce mental states in enemies in battle.&lt;br /&gt;
&lt;br /&gt;
There are three levels of severity for mental break events: '''minor, major,''' and '''extreme'''. Each severity level has a different pool of possible events that may occur at different frequencies. Minor events include hiding in the pawn's room for a day, extreme events include murder. &lt;br /&gt;
&lt;br /&gt;
Colonists, visitors, enemies, tamed, and wild animals all have types of mental breaks.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Mood ===&lt;br /&gt;
[[Mood]] is a visual indicator of how likely your pawn is to have a mental break. It is lowered by negative [[thoughts]] about the pawn's environment and raised by positive thoughts. Mood is found in the [[Needs]] tab of the pawn Inspect pane. &lt;br /&gt;
&lt;br /&gt;
The three mental break severity levels directly correspond to the low mood levels '''Stressed, On edge,''' and '''About to break,''' respectively. Mental break events and frequencies are different for each mood level. &lt;br /&gt;
&lt;br /&gt;
Pawn mood is related to the sum of all the thoughts a pawn has, so minor penalties can quickly add up to large effects on a pawn's stability. Some mental breaks are unavoidable in even the finest, happiest colonies, such as '''Fire Starting Sprees''' by pyromaniac pawns.  &lt;br /&gt;
&lt;br /&gt;
=== Thresholds ===&lt;br /&gt;
{{Main|Mental Break Threshold}}&lt;br /&gt;
A specific pawn's mental break thresholds are affected by various personality [[traits]]. Traits may directly raise or lower mental break threshold, such as [[Steadfast]] or [[Nervous]] respectively. Some traits add permanent negative thoughts, like [[Pessimist]], or conditional negative thoughts, like [[Night owl]]. Multiple traits have an additive effect, but the minor break threshold is capped between 1% and 50%.&lt;br /&gt;
&lt;br /&gt;
The major break threshold is 4/7 of the minor break threshold, while the extreme break threshold is 1/4 of that (1/7 of the minor break threshold). The base mental break threshold stat is 35%, which yields the following:&lt;br /&gt;
* Minor break threshold: 35%&lt;br /&gt;
* Major break threshold: 20%&lt;br /&gt;
* Extreme break threshold: 5%&lt;br /&gt;
&lt;br /&gt;
=== Severity ===&lt;br /&gt;
There are three severity levels of mental break events, each with their own possible events and frequencies.&lt;br /&gt;
&lt;br /&gt;
* Below their base mental break threshold, they will have a minor break in a mean time of 10 days.&lt;br /&gt;
* Below their major break threshold, they will have a major break in a mean time of 3 days.&lt;br /&gt;
* Below their extreme mental break threshold, their mood is ~5% and &amp;quot;About to break.&amp;quot; they will have an extreme break in a mean time of 0.7 days.&lt;br /&gt;
&lt;br /&gt;
=== During ===&lt;br /&gt;
[[File:Colonist icon while Binging on Psychite.png|frame|left|108px|Colonist icon while breaking]]&lt;br /&gt;
While a colonist is experiencing a mental break, their name is displayed &amp;lt;span style=&amp;quot;color:limegreen;&amp;quot;&amp;gt;'''in green'''&amp;lt;/span&amp;gt; in the colonist bar (at the top of the game screen), and you have no direct control over them. They may enter restricted areas, consume restricted food or drugs, attack allies, or destroy objects. [[Arrest]] the misbehaving pawn to interrupt their mischievous actions. The broken colonist has a [[Arrest Success Chance|chance]] based on the arresting pawn's stats to either go berserk, or come quietly and be escorted to the nearest available prison bed - immediately ending their mental breakdown. However, arrest will downgrade their status as a member of your colony to a prisoner. Releasing them will return them to the colony, but replaces the catharsis bonus with a  'was imprisoned' negative thought (-8).&lt;br /&gt;
&lt;br /&gt;
Another more extreme way of ending a mental break is by attacking the offending pawn, such as by beating the pawn with [[Weapons#Melee weapons|blunt-damage melee weapons]] until they are incapacitated by pain, or by inflicting [[brain shock]]. This is the only way to stop a berserk pawn. However, direct violence causes the victim to have a negative opinion of the colonists who beat him up, and you risk killing the pawn if he is already injured. It is ineffective if the pawn feels reduced pain, like those with the [[Painstopper]] implant or high on [[Go-juice]].&lt;br /&gt;
&lt;br /&gt;
The [[word of serenity]] psycast{{RoyaltyIcon}} will instantly end any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break the target is experiencing. This cannot be used on [[babies]]{{BiotechIcon}} or [[children]]{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
While having a break, at the top of the game screen, a colonist will be designated with a small &amp;quot;lightning bolt&amp;quot; icon over their image; yellow for non-aggressive breaks (such as food binge or daze), and red for aggressive ones (such as tantrum or berserk).&lt;br /&gt;
&lt;br /&gt;
=== Aftermath ===&lt;br /&gt;
Once a pawn's mental break ends, they'll revert back to their usual schedule and work and may be drafted again. Their thoughts do not 'reset,' so negative thoughts may still be present. Pawns get the [[Thoughts#Catharsis|'catharsis']] thought, granting a +40 mood for the next 2.5 days. This will generally prevent a pawns from entering a spiral of mental breakdowns in all but the worst scenarios. &lt;br /&gt;
&lt;br /&gt;
Colonists with the [[Tortured artist]] trait will have a constant mood debuff ({{--|8}}) but also have a chance (50%) to receive a creative inspiration after a mental break ends. Note that this does not include the [[#Fleeing fire|Fleeing fire]], [[#Run wild|Run wild]] and [[#Catatonic breakdown|Catatonic breakdown]] breaks.&lt;br /&gt;
&lt;br /&gt;
Colonists may be considered '''guilty''' after particularly destructive breaks and may then be banished or executed with no, or reduced, consequences.&lt;br /&gt;
&lt;br /&gt;
=== Anomalous breaks ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Whenever a mental break happens, there's a chance that an anomalous break will happen over a normal one. If the game attempts to trigger anomalous mental break but is unable to, it will instead attempt to trigger a normal one. [[Creepjoiner|Creepjoiners]] will always trigger an anomalous break, unless none are possible. For every other pawn, the chance for Anomaly break to happen depends on the Anomaly stage.{{Check Tag|Clarification needed|Either links to a page re: what these refer to, or clarification here would be good}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Anomaly stage&lt;br /&gt;
! Chance&lt;br /&gt;
|-&lt;br /&gt;
| Inactive&lt;br /&gt;
| 5%&lt;br /&gt;
|-&lt;br /&gt;
| Stirring&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| Waking&lt;br /&gt;
| 40%&lt;br /&gt;
|-&lt;br /&gt;
| VoidAwakened&lt;br /&gt;
| 60%&lt;br /&gt;
|-&lt;br /&gt;
| Gleaming&lt;br /&gt;
| 60%&lt;br /&gt;
|-&lt;br /&gt;
| Embraced&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| Disrupted&lt;br /&gt;
| 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anomalous breaks trigger void catharsis over regular catharsis. The mental breaks which are considered anomalous are:&lt;br /&gt;
&lt;br /&gt;
* [[#Dark visions|Dark visions]]&lt;br /&gt;
* [[#Insane ramblings|Insane ramblings]]&lt;br /&gt;
* [[#Entity slayer|Entity slayer]]&lt;br /&gt;
* [[#Entity liberator|Entity liberator]]&lt;br /&gt;
* [[#Terrifying hallucinations|Terrifying hallucinations]]&lt;br /&gt;
&lt;br /&gt;
== Minor break ==&lt;br /&gt;
&lt;br /&gt;
=== Food binge ===&lt;br /&gt;
[[File:FoodBinge.png|thumb|right|Food Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to pig out on whatever food they can get their hands on.{{Check Tag|Details|Limits, preference, etc}}&lt;br /&gt;
&lt;br /&gt;
This break can only occur when the map the pawn is currently on contains more than 10 human-edible nutrition in a [[stockpile zone]], however an already ongoing binge will not end if all the food is consumed or otherwise removed. Pawns with the [[Trait#Gourmand|Gourmand trait]] will experience this on average once every 50 days.&lt;br /&gt;
&lt;br /&gt;
Pawns may ignore [[food policy]] restrictions during this binge, and will also disregard whether a food item has been disallowed. Pawns tend to prioritize eating higher-quality food regardless of such restrictions.{{Check Tag|Details|Requires more testing to be more specific}} If there is no food, or only low quality (raw (?)) food available in storage, pawns may travel large distances across the map to eat other food on the map, including [[insect jelly]] that is guarded by hostile [[insectoids]]. This can result in pawns being killed by insect hives.&lt;br /&gt;
&lt;br /&gt;
A binge will end as soon as the affected pawn goes to bed, or after a certain amount of time has passed. Note that if [[wake-up]] is available, the pawn will take it during their break down, extending it to its maximum duration.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.8&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sad wander ===&lt;br /&gt;
[[File:SadWander.png|thumb|right|Sad Wander]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander around aimlessly, eventually recovering on their own. Like the [[Mental break#Psychotic wandering (Daze)|Psychotic wandering (Daze)]] event, but shorter.&lt;br /&gt;
&lt;br /&gt;
Wandering colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger. &lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hide in room ===&lt;br /&gt;
[[File:HideInRoom.png|thumb|right|Hide in Room]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander about in their room, refusing to come out or satisfy their needs.&lt;br /&gt;
&lt;br /&gt;
This break can only occur if the breaking pawn has a bedroom assigned to them.&lt;br /&gt;
&lt;br /&gt;
This break is relatively short, and usually does not put the pawn in harm's way. At worst, the pawn may suffer from mild starvation or exhaustion.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Insulting spree ===&lt;br /&gt;
Causes the pawn [[Social#Insulted|insult]] nearby colonists at random, making moods worse for everyone affected.&lt;br /&gt;
&lt;br /&gt;
Insults can lead to a [[social fight]], which would then lead to the end of the break.&lt;br /&gt;
&lt;br /&gt;
Requires at least two other pathable colonists to occur.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Targeted insulting spree ===&lt;br /&gt;
Causes the pawn to follow and repeatedly [[Social#Insulted|insult]] one other colonist in particular.&lt;br /&gt;
&lt;br /&gt;
This can totally ruin the victim's mood with an up to {{Bad|-33}} mood penalty through 10 stacked insults, which can potentially trigger a mental break in the victim as well.&lt;br /&gt;
&lt;br /&gt;
Insults can lead to a [[social fight]], which would then lead to the end of the break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Crying ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Babies may randomly cry while awake, being more likely to occur under 50% mood. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a random crying surrounding around itself.&lt;br /&gt;
&lt;br /&gt;
Colonist near the baby will experience a negative mood effect &amp;quot;Baby crying&amp;quot; {{Bad|-4}} unless they are a &amp;quot;Psychopath&amp;quot;. Any pawn's opinion of the crying baby will drop by {{Bad|-12}}.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Giggling ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Babies may randomly giggle while awake, being more likely to occur over 50% mood. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a rainbow of colorful drawing around itself.&lt;br /&gt;
&lt;br /&gt;
Colonist near the baby will experience a positive mood effect &amp;quot;Baby giggling&amp;quot; {{Good|+4}} unless they are a &amp;quot;Psychopath&amp;quot;. Any pawn's opinion of the giggling baby will increase by {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Dark visions ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Causes the pawn to mindlessly wander around, spouting utter nonsense about things that only they can see every 20-60 seconds, even if the pawn is incapable of talking. This can cause a negative mood effect of {{Bad|-2}} in nearby colonists, which can stack up to four times. &lt;br /&gt;
&lt;br /&gt;
Upon recovery, the colonist will gain a {{Good|+30}} &amp;quot;Void catharsis&amp;quot;{{Check Tag|Thought template}} thought in place of the regular {{Good|+40}} that other mental breaks have.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Major break==&lt;br /&gt;
&lt;br /&gt;
===Social drug binge===&lt;br /&gt;
{{See also|Mental break#Hard drug binge{{!}}Hard drug binge}}&lt;br /&gt;
[[File:SocialBinge.png|thumb|right|Social Drug Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to drink or smoke their problems away by binging on [[social drugs]] (i.e. [[ambrosia]], [[beer]], [[smokeleaf joint]]s, [[psychite tea]]).&lt;br /&gt;
&lt;br /&gt;
This can only happen if you have social drugs present in your colony.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Teetotaler]] trait will never have this mental break but pawns with [[Ideoligion#Drug_use|Negative drug use]] precept{{IdeologyIcon}} still can, in which case they may get a negative &amp;quot;used drug&amp;quot; moodlet dependent on the precept if they successfully act on the binge.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Psychotic wandering (Daze)===&lt;br /&gt;
[[File:Daze.png|thumb|right|Daze]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander around aimlessly, eventually recovering on their own. The letter informing you of this break refers to it as a &amp;quot;Daze.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Affected colonists can ignore [[food restriction]]s. This can push the colony to collapse, especially with few colonists and without enough automation.&lt;br /&gt;
&lt;br /&gt;
Dazed colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger.&lt;br /&gt;
&lt;br /&gt;
Unlike sad wandering, [[prisoners]] can stage prison breaks whilst in this mental state. They will still wander around aimlessly, but will be able to open doors. They may still attack colonists if caught in melee.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|70000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|90000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1 (See next)&lt;br /&gt;
&lt;br /&gt;
'''Note:''' It has been observed that if a &amp;quot;dazed&amp;quot; colonist falls asleep, the recovery timer appears to pause until they wake up again.{{Check Tag|Verification|Observed in ver 1.3, Jan '22. But not vanilla, a couple dozen mods, so not 100% clear.}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Daze.png|thumb|right|Daze]]&lt;br /&gt;
&lt;br /&gt;
===Psychotic wandering (Daze) Short===&lt;br /&gt;
Identical to the above, but with a shorter minimum time. Combined with the above break, this effectively doubles the chance of getting a &amp;quot;Psychotic Wandering&amp;quot; break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|2500}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|90000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1 (See previous)&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tantrum ===&lt;br /&gt;
Causes the pawn to take out their anger on the structures in the colony, randomly punching at (and possibly destroying) them. The attacks may create [[Filth#Building_rubble|building rubble]] in the process.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Targeted tantrum ===&lt;br /&gt;
Causes the pawn to take out their anger on a single structure or stack of items, punching at them until eventually destroyed. The tantrum will redirect to another structure or stack of items if that structure or stack of items is destroyed or made inaccessible.&lt;br /&gt;
&lt;br /&gt;
Targeted tantrums are significantly more dangerous than the non-targeted variety, as the pawn has a much higher chance of actually destroying things instead of simply damaging them. They are especially dangerous when the pawn targets mortar shells (beware the [[antigrain warhead]]), which explode upon destruction, or if they attack important stacks such as stacks of components or medicine that the colony relies upon.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Bedroom tantrum ===&lt;br /&gt;
Causes the pawn to hide in their bedroom and randomly punch at structures within.&lt;br /&gt;
&lt;br /&gt;
Simply unassigning the bedroom of the colonist by switching the bed to either prisoner or slave will stop them from damaging anything after the first hit.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sadistic rage ===&lt;br /&gt;
Causes the pawn to periodically melee attack prisoners for the duration of the mental break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Corpse obsession ===&lt;br /&gt;
[[File:Corpse obsession.png|thumb|right|Corpse obsession]]&lt;br /&gt;
Causes the pawn to go to a grave or sarcophagus, dig up a corpse and drop it on a high-traffic spot, such as a table in a dining room. The obsession will then end.&lt;br /&gt;
&lt;br /&gt;
This break can only occur if you have a filled grave or sarcophagus. The pawn is required to be capable of [[manipulation]].&lt;br /&gt;
&lt;br /&gt;
While this break is somewhat quick, it can potentially bring &amp;quot;Observed corpse&amp;quot; mood debuffs to whoever sees the corpse, and can trigger a colony-wide &amp;quot;Colonist left unburied&amp;quot; mood debuff if the corpse was of a colonist.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|50000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|70000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.4&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Insane ramblings ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Causes the pawn to mindlessly wander around and spout utter nonsense every 10-15 seconds. Essentially a major variation of the dark visions break.&lt;br /&gt;
&lt;br /&gt;
Much like dark visions, nearby colonists will experience negative thoughts{{Check Tag|What Thought?}}, and the rambling pawn will gain a {{Good|+30}} thought upon recovery.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Entity slayer ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Afflicted pawn will try to execute as many captive [[Entity|entities]] as possible.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Humanity break ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Occurs in place of any mood-related mental break in colonists following an [[Ideoligion]] with the [[Ideoligion#Inhumanizing|Inhumanizing: Required]] precept. The pawn will wander around for some time and after recovery, will receive the [[inhumanized]] permanent hediff that prevents them from experiencing the break instead, among other things. They will gain a permanent {{Good|+8}} thought in place of the standard catharsis thought.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Extreme break==&lt;br /&gt;
&lt;br /&gt;
===Berserk===&lt;br /&gt;
[[File:BerserkScreenshot.png|thumb|right|Berserk]]&lt;br /&gt;
The pawn will lose total control, melee attacking any living creature near them. They will not intentionally kill anything, although unlucky hits may still result in death, instead redirecting to another target once their current target is downed.&lt;br /&gt;
&lt;br /&gt;
Pawns that are [[Work#Incapable_of_work_types|incapable of violent]] can still go berserk. Berserk colonists are able to use doors that are forbidden, and don't close doors behind them (auto-doors included). Berserk prisoners will bash at doors until they break.&lt;br /&gt;
&lt;br /&gt;
Subduing the berserk pawn with bare fists or a blunt weapon poses the least risk of killing them. Once a berserk pawn is subdued, the break is over. They do not need to be arrested, and can be immediately rescued to recover from their injuries. If the berserker is not in danger and can be safely avoided, it can be best to leave them to rampage by themselves until their berserk rage wears off to avoid injuries.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fire starting spree ===&lt;br /&gt;
[[File:Fire Starting Spree.png|thumb|right|Fire Starting Spree]]&lt;br /&gt;
Causes the pawn to go on a fire starting spree, targeting flammable materials and setting them ablaze. &lt;br /&gt;
&lt;br /&gt;
Only [[pyromaniac]]s can suffer this break. It will replace all extreme breaks that they would otherwise suffer, as well as occur randomly, regardless of mood, with an {{MTB}} of 50 days. Pyromaniacs do not gain the Catharsis thought after these random fire starting sprees but will for sprees caused by low mood.&lt;br /&gt;
&lt;br /&gt;
The [[pyrophobia]] gene{{BiotechIcon}} suppresses the pyromania trait entirely, including this mental break.&lt;br /&gt;
&lt;br /&gt;
Fire-starting sprees are very short and can easily be dealt with by having somebody else &amp;quot;babysit&amp;quot; the pyromaniac, putting out fires as the pyromaniac pawn starts them. However, it is worthwhile to consider that they may also target volatile objects such as [[chemfuel]].&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|6000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hard drug binge ===&lt;br /&gt;
{{See also|Mental break#Social drug binge{{!}}Social drug binge}}&lt;br /&gt;
[[File:HardBinge.png|thumb|right|Hard Drug Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to binge on [[hard drugs]] (i.e. [[flake]], [[yayo]], [[go-juice]] and [[wake-up]]).&lt;br /&gt;
&lt;br /&gt;
Hard drug binges are considerably more dangerous for the affected colonist's health than social drug binges, as hard drugs contribute towards [[overdose]]s which are potentially lethal, and can easily lead to an addiction and/or chemical damage. As with social binges, hard binges will either end when the affected colonist goes to bed, or after a certain amount of time has passed. Colonists taking [[penoxycyline]] and [[luciferium]] have nothing to do with the drug binge they are on.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Teetotaler]] trait will never have this mental break but pawns with [[Ideoligion#Drug_use|Negative drug use]] precept{{IdeologyIcon}} still can, in which case they may get a negative &amp;quot;used drug&amp;quot; moodlet dependent on the precept if they successfully act on the binge.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Catatonic breakdown===&lt;br /&gt;
Causes the pawn to enter a ''catatonic breakdown'' state, where they become incapacitated and need to be rescued.&lt;br /&gt;
&lt;br /&gt;
This is one of the least immediately harmful of the extreme breaks as it does not result in injury or damage to colonists or structures. However, the affected colonist will be down for quite a long time, and unable to perform any work. This can be especially detrimental if the colonist performs a vital task in the colony.&lt;br /&gt;
&lt;br /&gt;
Since catatonic breakdown is technically a health condition, usage of the [[healer mech serum]] or [[unnatural healing]]{{AnomalyIcon}} can instantly bring the affected colonist out of the mental break.&lt;br /&gt;
&lt;br /&gt;
Only colonists can experience this mental break. Pawns from other factions, not under the players control, will not. Temporary colonists from [[quests]] or from [[permits]] {{RoyaltyIcon}} can experience this mental break.&lt;br /&gt;
&lt;br /&gt;
This mental break does not trigger the Inspired Creativity [[mental inspiration]] from the [[Tortured artist]] trait.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|300000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Jailbreaker ===&lt;br /&gt;
[[File:Jailbreaker.png|thumb|right|Jailbreaker]]&lt;br /&gt;
&lt;br /&gt;
The pawn will move to the targeted prisoner, and upon reaching them, a [[prison break]] event will trigger. Afterwards, the mental break will be changed to something else.&lt;br /&gt;
&lt;br /&gt;
The pawn can be arrested or downed before reaching the prison cell.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Slaughterer ===&lt;br /&gt;
Causes the pawn to slaughter tamed animals at random.&lt;br /&gt;
&lt;br /&gt;
If you have a lot of tamed animals this usually won't cause major losses, but there's a chance the maddened colonist may decide to butcher a [[bond]]ed animal, a [[boomalope]], or your favorite tamed [[thrumbo]], none of which are &amp;quot;good&amp;quot; outcomes.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.75&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Murderous rage ===&lt;br /&gt;
[[File:Murderous rage.png|thumb|right|400px|Murderous rage]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to select a random colonist or prisoner and melee attack them until they are dead. Once the target is killed the break is over.&lt;br /&gt;
&lt;br /&gt;
This requires intervention from other colonists if the life of the victim is to be saved.&lt;br /&gt;
#This can be interrupted by attempting arrest or [[down]]ing the mentally broken pawn. If an arrest is attempted and fails, it will make the pawn [[berserk]], which may be easier as berserked pawns do not attempt to kill.&lt;br /&gt;
#If the murder target is rescued or otherwise becomes unpathable to the maddened colonist, they will instead select a new victim.&lt;br /&gt;
&lt;br /&gt;
This break can occur in pawns placed temporarily under your control, such as those provided by [[quests]] or from [[permits]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
It is ten times less likely to occur in a colony with a population of two, and it increases linearly to the normal level at a population of seven or more.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Run wild ===&lt;br /&gt;
Causes the pawn to run into the wild and start acting like an animal. While acting like an animal, the pawn will subsist on wild sources of food, usually berry bushes or agave in arid biomes. They may wander across spike traps and randomly trigger them.&lt;br /&gt;
&lt;br /&gt;
Unlike other breaks, this one lasts indefinitely without intervention. The only way to end it is to have another colonist tame the broken colonist and convince them to act like a human again. Taming a wild man is equivalent to taming an animal of 75% wildness, equivalent to an [[elephant]] or [[fox]], and requiring an [[Skills#Animals|Animals]] skill of 7 or greater.&lt;br /&gt;
&lt;br /&gt;
Damaging them until they are downed isn't an advisable option; since they don't belong to your faction anymore, they are at risk of dying upon receiving enough damage to become incapacitated. Using a [[psychic shock lance]] to down them will ignore the [[death on downed]] chance, however there is always the risk of brain damage. If rescued, they have a chance to join you upon recovery.&lt;br /&gt;
&lt;br /&gt;
Upon taming, they will have their usual Catharsis moodlet, and will have their Beauty and Comfort needs set to 50%, while their Outdoors needs is set to 100%.&lt;br /&gt;
&lt;br /&gt;
It is ten times less likely to occur in a colony with a population of two or less, and it increases linearly to the normal level at a population of seven or more. It cannot occur during [[Events#Toxic fallout|toxic fallout]] or [[Pollution#Acidic smog|acidic smog]].&lt;br /&gt;
&lt;br /&gt;
Additionally, it appears that this mental break does not trigger the Inspired Creativity [[mental inspiration]] from the [[Tortured artist]] trait, however more testing is needed.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Given up and leaving ===&lt;br /&gt;
Causes the pawn to decide they've had enough with the colony, and leave entirely.&lt;br /&gt;
&lt;br /&gt;
This can be countered either by arresting the colonist, or incapacitating them by force. Sometimes a pawn can decide to return to the colony after having this break, but before they have left the map. For example, this can happen if the colonist is in the [[labyrinth]],{{AnomalyIcon}} which they cannot leave - the colonist will simply wander around the labyrinth for a while before &amp;quot;deciding&amp;quot; to stay in the colony.&lt;br /&gt;
&lt;br /&gt;
Quest lodgers and [[slaves]] cannot get this mental break. It will never occur if there are seven or less members in the colony, and the commonality increases with colonists, 0.2 at 8, 0.4 at 9, 0.6 at 10, 0.8 at 11 and 1 at 12+&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
&lt;br /&gt;
=== Crisis of belief ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|reason=Confirmation and detail on how the weighting used to choose the replacement ideoligion is calculated - see GetIdeoWeight function}}&lt;br /&gt;
A pawn undergoes a crisis of faith in their [[ideoligion]], losing 50% of their [[Certainty]]. Unlike many forms of Certainty loss, this value is not modified by the pawn's their [[Global Certainty Loss Factor]]. &lt;br /&gt;
&lt;br /&gt;
Should this loss be sufficient to reduce the pawn to 0%, they will instead immediately convert to a different ideoligion. This ideoligion is randomly selected from all ideoligions in the current world, including the player's, with weighting based on the following factors:&lt;br /&gt;
* Every ideoligion has a base value of 1.&lt;br /&gt;
* +1 for each [[faction]] with that ideoligion that is allied to the breaking pawn's faction&lt;br /&gt;
* +1 for each spawned pawn with that ideoligion, on any map, that is the same faction as the breaking pawn&lt;br /&gt;
'''AND EITHER'''&lt;br /&gt;
* +1 for each spawned pawn on the same map from the same faction as the breaking pawn, or from a non-hostile faction.&lt;br /&gt;
'''OR'''&lt;br /&gt;
* +1 for each pawn with the ideoligion currently on a caravan, if the breaking pawn is currently on a caravan.&lt;br /&gt;
The random generator will never return the pawn's current ideoligion.&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Entity liberator ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
The pawn is suddenly allured by a captive [[Entity|entity]], and will free it.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Terrifying hallucinations ===&lt;br /&gt;
[[File:Terrifying Hallucinations Demo.png|thumb|right|Terrifying hallucinations]]&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
The pawn will break down and start to hallucinate, seeing fellow colonists as nightmarish figures and will flee from anyone they perceive as a threat.&lt;br /&gt;
&lt;br /&gt;
Whilst a pawn is in this state, shadowy figures will swirl around the afflicted pawn and they will ramble insane nonsense every 10-30 seconds. Much like other nonsensical rambling mental states, other colonists will be slightly upset by the afflicted pawn's nonsensical gibberish. The break may end when the pawn goes to sleep.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
These mental states aren't mood-related, and have certain circumstances required to trigger them.&lt;br /&gt;
&lt;br /&gt;
=== Confusion ===&lt;br /&gt;
[[File:Confusion.png|thumb|right|Confused and wandering]]&lt;br /&gt;
&lt;br /&gt;
Similar to the 'Sad Wandering' mental state, except confused wandering only occurs on a pawn with Alzheimer's or Dementia, as well as those still woozy or recovering from anesthesia.&lt;br /&gt;
&lt;br /&gt;
This mental state is similar to psychotic wandering in the respect that confused pawns are prone to wandering into dangerous situations, however they do not strip off their equipment. This mental state ends after a certain period of time, or when the affected pawn is downed or killed. All normal thoughts are blocked during this time frame.&lt;br /&gt;
&lt;br /&gt;
It can also occur in animals after their [[bond]]ed master dies.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|3500}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Social fighting ===&lt;br /&gt;
[[File:Social fighting.png|thumb|right|Traders social fighting]]&lt;br /&gt;
&lt;br /&gt;
Social fighting is triggered when one pawn slights or insults another (significantly more likely with insulting than slighting), and the affected pawn gets angered. While very brief and usually only resulting in minor-moderate injury, social fighting can also end up with much worse results including a pawn getting downed, disfigured, or uncommonly even outright killed. Social fighting ends after a very short time, or when one of the fighting pawns gets downed or killed. &lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|1200}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|420}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fleeing in panic ===&lt;br /&gt;
[[File:Fleeing in panic.png|thumb|right|Fleeing in panic]]&lt;br /&gt;
&lt;br /&gt;
This sort of mental break happens when half (rounded up) of a group of non-colonist humans are killed; whether it be hostiles, traders, or the like. Pawns affected by this mental state will attempt to leave the map by any means possible as soon as they realize that they're not going to win whatever battle they got caught up in.&lt;br /&gt;
&lt;br /&gt;
This mental state will end once the affected pawn leaves the map, or when they're killed.&lt;br /&gt;
&lt;br /&gt;
Pawns in this state will run indiscriminately towards the closest edge of the map, completely disregarding any hostiles in the way (such as your colonists firing at them), trying to smash down doors even when there is a clear path out next to them.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fleeing fire ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{stub|section=1|reason=Mechanic details + numbers.}}&lt;br /&gt;
This sort of mental break happens when a pawn with [[Pyrophobia]] gene happens to be near the fire. It will cause them to flee far away from the source of fire.&lt;br /&gt;
&lt;br /&gt;
This mental state will end once he or she no longer see fire within their field of vision.&lt;br /&gt;
&lt;br /&gt;
The affected colonist does not gain the [Catharsis] mood buff from fleeing fire. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Manhunter ===&lt;br /&gt;
{{For|the [[event]] that causes a pack of animals affected by this break to spawn on the map|Events#Manhunter pack}}&lt;br /&gt;
Animals may suffer a manhunter mental break, similar to [[Mental break#Berserk|berserk]]. A manhunter animal will seek out and attack any humans and [[Mechanoids]]. Animal pulser maddened animals will attack mechs on the map it can reach, regardless of faction, but will ignore tamed animals. &lt;br /&gt;
&lt;br /&gt;
Manhunters will not spontaneously attempt to break through obstacles to hunt down pawns, but will attack doors if they see someone go through them. They will cease their attack after a short period, but may still successfully break it down in that time. If strong doors are not available to hide behind, try to get out of line of sight before ducking into a nearby building, be ready to repair the door from the inside, or simply accept that the door is only a temporary barrier.&lt;br /&gt;
&lt;br /&gt;
The mental break can be triggered in several ways:&lt;br /&gt;
* Via the [[Events#Mad (Animal)|Mad Animal]] event. Affects 1 wild animal.&lt;br /&gt;
* Via the [[Events#Psychic Wave|Psychic Wave]] event. Affects all wild animals on the relevant map.&lt;br /&gt;
* Via the use of a [[psychic animal pulser]]. Affects all non-player owned animals on the relevant map.&lt;br /&gt;
* Via the use of [[Manhunter pulse|Manhunter Pulse]]. Affects all animals (including player-owned animals) within the target radius.&lt;br /&gt;
* Via injury inflicted by any human pawn. Chance is controlled by the animal's &amp;quot;Manhunter Chance&amp;quot;, the [[hunting stealth]] of the injuring pawn, and the distance between the pawn and the animal. Affects the injured animal, and in the case of certain herd animals, any nearby animals of the same species.&lt;br /&gt;
* Via a failed taming attempt angering the animal. Chance is controlled by the animal's &amp;quot;Manhunter Chance (Taming)&amp;quot;.  Affects the targeted wild animal.{{Check Tag|Herd?|Can this trigger herd revenge as well?}}&lt;br /&gt;
* Via the death of their [[bond]]ed master.{{Check Tag|Chance?}} Affects any tamed and bonded animal &lt;br /&gt;
&lt;br /&gt;
An animal's manhunting rampage will end after a certain amount of time, upon the animal sleeping, or once [[downed]].&lt;br /&gt;
&lt;br /&gt;
Manhunter animals with [[Scaria]] can not be [[tame]]d without first curing them. Attempts to [[prioritize]] the taming task will result instead in a hint saying ''Animal busy''.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|18000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Manhunter Permanent ===&lt;br /&gt;
Permanent manhunter is randomly applied to animals that are part of a [[manhunter pack]]. Affected animals will never snap out of this mental state under normal circumstances, and completely neglect their own needs. Animals in this state will generally leave the area within a few days.&lt;br /&gt;
&lt;br /&gt;
Some manhunter animals, such as [[boomrat]]s, will typically starve to death due to their hunger rate combined with the typical manhunter animal duration.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|99999999}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Roaming ===&lt;br /&gt;
Introduced in 1.3, farm animals (animal species that cannot be controlled via zones) can randomly get this mental break if they are outside of an enclosed pen. This can cause them to leave the map if not roped in immediately. If they are enclosed in a pen, or if they are roped in by a colonist after a valid pen is placed, this mental break will immediately end.&lt;br /&gt;
&lt;br /&gt;
This does not occur on maps where they have recently been brought in, or on maps the other colonist are raiding in.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|99999999}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Berserk (short) ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A shorter variation of the berserk break that occurs due to buildup of [[Blood rain|blood rage]]. Functions identically to its classic variant.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Manhunter (blood rain) ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A variation of the manhunter mental state that occurs due to buildup of [[Blood rain|blood rage]]. Functions identically to its classic variant.&lt;br /&gt;
&lt;br /&gt;
Whilst it eventually comes to an end after the blood rain comes to an end, it will not stop whilst the afflicted animal goes to sleep, is downed, or collapses due to extreme exhaustion.&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cube sculpting ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Randomly happens in pawns with an interest in the [[Golden cube]], where they will build a sculpture on the ground in the shape of a cube. This may be made of sand, dirt, or miscellaneous scrap, depending on the surface. The break will then immediately end.&lt;br /&gt;
&lt;br /&gt;
It is important to mention that these sculptures are affected by [[quality]], therefore a pawn with an Inspired Creativity [[mental inspiration]] may use their inspiration on a cube sculpture.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|20000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|35000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* [[Arrest]]ed [[prisoner]]s and [[prison]]s are more expensive than random damage of most mental breaks, imprisoning is usually more worth it if the mental break needs to end quickly such as during raids and when something needs to be dealt with immediately.&lt;br /&gt;
* Pawns during a mental break are immune to damage from [[Unnatural darkness]]{{AnomalyIcon}}, however once the mental break ends this immunity subsequently ends as well.&lt;br /&gt;
* [[Wimp]]s are easier to deal with during their mental breaks if avoiding imprisonment, because the lower pain shock threshold makes them be downed with less injury. The [[extra pain]] gene{{BiotechIcon}} can be installed on pawns to add the trait.&lt;br /&gt;
* Pawns with [[artificial body parts]] that are subject to [[brain shock]] can be easily, safely, and instantly downed upon any exposure to [[EMP]]. Note that as of the time of writing, the only parts that apply this effect are from the [[Royalty]] DLC.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Mental break probability is much lower.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Binge mental break added&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Dazed broken pawns will now randomly strip off clothes and drop things.&lt;br /&gt;
* [[Version/0.14.1234|0.14.1234]] - Added new class of “minor” mental breaks. Added minor mental break: food binge.&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added the following mental breaks: Insulting spree, Targeted insulting spree, Tantrum, Bedroom tantrum, Targeted tantrum, Sadistic rage, Corpse obsession, Catatonia, Jailbreaker, Slaughterer, Murderous rage, Run wild.&lt;br /&gt;
* Beta 19/ 1.0  - Overhauled mental break probabilities. Aside from some exceptional cases, all mental breaks are more or less equally probable.&lt;br /&gt;
* 1.1 - the way the different mental break thresholds were calculated was changed. Previously the major break thresholds and minor break thresholds were locked to base threshold + 15% and +30% respectively, with the base threshold at 5% for normal pawns; as a result, the mental break thresholds could be reduced by a maximum of 4% only, leading to the Iron-willed and Steadfast [[traits]] being weaker than expected.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: During food binges, sometimes pawns will use recreational drugs.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the &amp;quot;give up and exit&amp;quot; mental break.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Bloodfeed can be used on pawns in mental states.&lt;br /&gt;
&lt;br /&gt;
{{nav|status levels|wide}}&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Balenar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gauranlen_tree&amp;diff=171523</id>
		<title>Gauranlen tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gauranlen_tree&amp;diff=171523"/>
		<updated>2025-10-31T19:02:32Z</updated>

		<summary type="html">&lt;p&gt;Balenar: Adding the healing rate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Rewrite|reason=Cleanup, format standardization (within reason - unique mechanics may require deviation from standard)}}&lt;br /&gt;
{{infobox main|plant|&lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
| name = Gauranlen tree&lt;br /&gt;
| image = Gauranlen tree.png&lt;br /&gt;
| description = A large, distinctive-looking tree with a unique life-cycle. Each Gauranlen tree contains a small non-conscious dryad queen. The queen births creatures called dryads which guard and tend the tree. In exchange, the tree nurtures its protectors by feeding them directly. From the outside, it appears the dryads are created by the tree directly and act as part of it.&amp;lt;br&amp;gt;It is possible for a person to form a connection with a Gauranlen tree and partially control the dryads it produces.&amp;lt;br&amp;gt;Some say Gauranlen trees are the homes of nature spirits that follow humanity across worlds.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Tree&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 0.25&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| hp = 300&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| beauty = 6&lt;br /&gt;
| beauty outdoors = 6&lt;br /&gt;
| grow days = 10&lt;br /&gt;
| lifespanDaysPerGrowDays = 0&lt;br /&gt;
| harvest work = 800&lt;br /&gt;
| product = wood&lt;br /&gt;
| yield = 35&lt;br /&gt;
| min fertility = 0.05&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
| min grow light = 0&lt;br /&gt;
| nutrition = 2&lt;br /&gt;
| livesin_temperateforest = 0&lt;br /&gt;
| livesin_temperateswamp = 0&lt;br /&gt;
| livesin_tropicalrainforest = 0&lt;br /&gt;
| livesin_tropicalswamp = 0&lt;br /&gt;
| livesin_aridshrubland = 0&lt;br /&gt;
| livesin_desert = 0&lt;br /&gt;
| livesin_extremedesert = 0&lt;br /&gt;
| livesin_borealforest = 0&lt;br /&gt;
| livesin_coldbog = 0&lt;br /&gt;
| livesin_tundra = 0&lt;br /&gt;
}}&lt;br /&gt;
[[File:Gauranlen tree exclusion radius.png|thumb|right|Gauranlen tree exclusion radius]]&lt;br /&gt;
[[File:GauranlenRadius.png|thumb|right|Gauranlen tree seed exclusion radius]]&lt;br /&gt;
The '''Gauranlen  tree''' is a tree added by the [[Ideology DLC]]. It produces and supports [[dryads]]. The tree reaches its largest size after 10 days since planting, although this is purely visual.&lt;br /&gt;
&lt;br /&gt;
They can be eaten by [[alphabeaver]]s but not by [[thrumbo]]s, despite both being [[dendrovore]]s. It is immune to [[Toxic fallout]].&lt;br /&gt;
&lt;br /&gt;
==Growing==&lt;br /&gt;
Gauranlen trees are grown from a [[Gauranlen seed]], which must be harvested from a [[gauranlen pod]]. Gauranlen pods are spawned as an [[event]] that occurs roughly every 60 days (30 days with the [[Ideoligion#Memes|Tree Connection]] meme), or as a successful [[ritual]] reward. Harvesting a pod yields 1-2 Gauranlen seed.&lt;br /&gt;
&lt;br /&gt;
These seeds can be planted on any tile with a fertility stat. It cannot be planted closer than 4 tiles to another Gauranlen tree, or within 1 tile from any other tree or cactus. It also cannot be placed within 1 tile of a [[growing zone]]. However, if planted within 7 tiles of an artificial structure, the tree will experience a greater connection strength decay over time.&lt;br /&gt;
&lt;br /&gt;
Like the [[anima tree]]{{RoyaltyIcon}} and [[polux tree]]{{BiotechIcon}}, but unlike other trees, Gauranlen trees cannot be moved.&lt;br /&gt;
&lt;br /&gt;
Gauranlen trees heal slowly over time. restoring 2 HP every 45 in game minutes&lt;br /&gt;
&lt;br /&gt;
===Gauranlen moss===&lt;br /&gt;
The tree will continuously sprout [[gauranlen moss]] once per day after reaching 60% growth. The moss has a [[beauty]] of {{+|10}}, but serves no other purpose. It can grow on any tile with fertility within a 7.9 tile radius and does not require light. The Tree Connection Ritual will spawn moss in proportion to the ritual quality. Once fully grown Gauranlen moss will not despawn on it's own, even if the Gauranlen tree that spawned it is cut down. Gauranlen moss can be cleared with [[Cut plants]] or with [[Fire]]. If present [[Immature dryad]] will attempt to put out burning Gauranlen moss.&lt;br /&gt;
&lt;br /&gt;
==Linking Ceremony==&lt;br /&gt;
An unconnected Gauranlen tree can produce up to 2 [[immature dryad]]s. For the tree to produce specialized dryads, a colonist must connect with the tree through a connection ceremony.&lt;br /&gt;
&lt;br /&gt;
The ceremony requires at minimum 1 connector capable of Plant Cutting. Spectators will increase the quality of the ceremony, with each spectator over one adding an additional 10% expected ceremony quality. Depending on quality, the connection strength will start between 25% and 45%. For every 2% of expected connection quality, additional tile with gauranlen moss will spawn within 7 tile of gauranlen tree.&lt;br /&gt;
&lt;br /&gt;
Even if connection reaches 0%, the pawn and tree will remain linked. The only way to break this link is for the connected colonist to die or be kidnapped by an enemy. Even if the colonist is [[Resurrector mech serum|resurrected]] or returned to a colony, the connection will be severed. There is a 30-day cooldown between the unlink and relinking.&lt;br /&gt;
&lt;br /&gt;
Once you have linked to a tree, you can select a [[dryads|dryad caste]]. One tree can only have 1 caste of dryads, though you can have multiple dryads of that caste. Note that the connected pawn must have the &amp;quot;Basic&amp;quot; work type assigned to change the dryad caste after you have selected one.&lt;br /&gt;
&lt;br /&gt;
==Connection==&lt;br /&gt;
In order for the tree to produce and sustain dryads, a linked pawn must prune it. Pruning builds up connection with the tree - the amount of connection determines how many dryads are sustained at once. Connection can be viewed by selecting the tree.&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|c_16 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Connection !! 5% !! 25% !! 50% !! 75%&lt;br /&gt;
|-&lt;br /&gt;
!Dryads &lt;br /&gt;
|1 || 2 || 3 || 4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
It is recommended to keep connection strength above the desired threshold, as connection will fall even if pruned. If connection ever falls below the threshold, then dryads will merge back into the tree, and will have to be spawned again.&lt;br /&gt;
&lt;br /&gt;
Regardless of connection strength, there is an 6 day timer between spawning each [[immature dryad]]. This time will tick down even if the tree is unconnected, or if connection strength is too low to support more dryads. Once a dryad has spawned, it will take 5 more days for a dryad to mature into a selected [[dryads|dryad caste]].&lt;br /&gt;
&lt;br /&gt;
===Decay===&lt;br /&gt;
Connection strength decays every day by an amount dependent on the current connection level and the number of nearby artificial buildings.&lt;br /&gt;
&lt;br /&gt;
==== Base daily decay ====&lt;br /&gt;
As long as the Connection strength is above 0.1%, for a given connection strength '''X''' the base decay is given by the following table.&lt;br /&gt;
:{| {{STDT|c_16 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Current Connection || &amp;lt;0.1% || 0.1% to 33% || 33% to 66% || 66%+&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Daily connection loss&lt;br /&gt;
| 0% || 2% + ('''X''' - 0.1%) * 20/329 || 4% + ('''X''' - 33%) * 2/33  || 6%&lt;br /&gt;
|}&lt;br /&gt;
Ignoring the special case, the daily decay is 2% plus 2/33 times the current connection strength, capping at '''6%'''. As the number of bonded dryads is dependent on the Connection strength of the tree, more dryads lead to increased pruning time required .&lt;br /&gt;
&lt;br /&gt;
==== Artificial buildings ====&lt;br /&gt;
''Any'' artificial building in the Gauranlen tree's 7-tile range will increase connection decay by up to {{--|6.24%}} / day. This decay depends solely on the distance to the closest artificial building, not its numbers.&lt;br /&gt;
:{| {{STDT|c_16 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Distance to&amp;lt;br/&amp;gt;tree (cells) || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8+&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Daily loss (%) &lt;br /&gt;
| 6.24 || 5.48 || 4.72 || 3.96 || 3.20 || 2.44 || 1.68 || 0 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pruning ==&lt;br /&gt;
{{Stub|section=1|reason=Does the mandatory wait time between prunings apply to multiple trees or just the one}}&lt;br /&gt;
{{For|how much time a pawn would need to prune|Pruning Speed}}&lt;br /&gt;
Pruning is done to maintain a tree's connection status. It is considered a Plant Cut task in the [[work]] tab, done before any other plant-cut related task. You can adjust how much Connection a pawn will prune to by selecting the tree.&lt;br /&gt;
&lt;br /&gt;
Pruning speed is determined by the [[Pruning Speed]] stat. This stat is based on [[Global Work Speed]] and Plants skill. In addition, the [[Ideoligion#Tree connection|Tree Connection]] [[meme]] gives {{+|25%}} to pruning speed, applied after skills. Tree Connection gives the pruning speed boost through the Gauranlen Connection [[precept]]. Pruning is not impacted by health factors like [[Consciousness]] or [[Manipulation]], so damaged pawns can prune just as well as healthy ones.&lt;br /&gt;
&lt;br /&gt;
There's a {{Ticks/gametime|10000}} mandatory break time between two prunings of a gauranlen tree - this applies even if the first pruning was interrupted, such as by [[draft]]ing, and it cannot be circumvented even if no other option is available to them by their [[work]] types and [[schedule]]. They will instead idle until they the time has elapsed.{{Check Tag|Cooldown per tree?|Is the 4hour cooldown per tree or is it any attempt at pruning}} &lt;br /&gt;
&lt;br /&gt;
When a pawn is connected to multiple gauranlen trees, they prioritize pruning the tree with the biggest difference between desired connection strength and current.&lt;br /&gt;
&lt;br /&gt;
A baseline pawn at Plants 8 will have 100% pruning speed, and will prune at 1%/hr. A pawn of this skill would need to prune for 6 hours per day to maintain 4 dryads. &lt;br /&gt;
&lt;br /&gt;
While pruning, pawns earn XP at about the same rate as normal plant work, but won't have to move, and therefore get more XP/hour.&lt;br /&gt;
&lt;br /&gt;
==Other Ideoligion Interactions==&lt;br /&gt;
In addition to the speed boost, a pawn with Gauranlen Connection precept will get a non-stacking {{+|3}} [[mood]]let for being connected to a tree. When ''not'' connected to a tree, they will get a mood penalty (scaling with colony [[expectations]]).&lt;br /&gt;
&lt;br /&gt;
The gauranlen tree counts as a &amp;quot;super&amp;quot; tree to pawns with the [[Ideoligion#Trees|Trees: Desired precept]], and will give the &amp;quot;amazing tree&amp;quot; thought to such pawns.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
In order to get and sustain 4 dryads, you will have to prune each tree from 3.6 hours (Tree Connection, Plants 20) to 6 hours (Plants 8), before Global Work Speed. This is 3.6 - 6+ hours spent per day just to sustain the dryads. Sustaining 1 tree with 4 dryads is more efficient than 2 trees with 2 dryads, due to 2 trees losing connection faster.&lt;br /&gt;
&lt;br /&gt;
How much benefit you'll get depends on the dryad in question:&lt;br /&gt;
* [[Woodmaker]]: Woodmakers are space-efficient, but not work efficient compared to growing any other tree. Also can survive in extreme cold/heat. &lt;br /&gt;
** If you can't harvest trees, then somewhat competitive with [[fibercorn]]. With Tree Connection, Plants 14 dryads are equal to Plants 14 fibercorn. At higher plants skill, or with a [[Plants specialist]], fibercorn becomes better for wood per work.&lt;br /&gt;
* [[Berrymaker]] &amp;amp; [[Medicinemaker]]: Unless you are unable to grow plants at all, then the dryads are worse than their plant equivalent.&lt;br /&gt;
* [[Barkskin]] &amp;amp; [[Clawer]]: Combat dryads, controlled just like an animal trained to Attack. Unlike animals, dryads can regenerate from all permanent wounds and even [[luciferium]] addiction by resting for 3 days. Both dryads are not great in solo combat, but can work together with colonists. It's a huge time cost, but can be useful.&lt;br /&gt;
* [[Carrier]]: 1 pawn can sustain 4 half-speed haulers for a full waking day, for less than a full day's of work. If you don't need things hauled constantly, then you still have to prune the tree (or face a 5-day minimum penalty).&lt;br /&gt;
* [[Gaumaker]]: Another way to create gauranlen trees. Useful for the Tree Connection moodlet, and only available with Tree Connection.&lt;br /&gt;
&lt;br /&gt;
Because light impacts Global Work Speed, you'll want to place a [[standing lamp]] 8-9 tiles away. Alternately, you can place a [[torch lamp]] anywhere near the tree.&lt;br /&gt;
&lt;br /&gt;
While regular colonists will likely be disappointed by gauranlen trees, their yield depends solely on the pruner's plant skill. They yield the same for pruners that are handicapped, or rather, psychically optimized. Powerful psychic attributes such as blindness and permanent pain are serious burdens to normal work speed, but they don't affect pruning speed at all. Blind and half-concious psycasters are terrible as workers, or even counterproductive, but they can be as nearly productive as normal colonists by pruning gauranlen trees.&lt;br /&gt;
&lt;br /&gt;
'''Using gauranlen trees in grow zones'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As mentioned before, the Gauranlen tree is a tree and requires a 3 by 3 space around it to not be cut down. They can't be placed within 4 tiles of another gauranlen tree, so maximizing area to trees, you can have 4 trees in a 6*6 area(note that an additional 7 tiles from each side cannot have buildings without impeding connection). The ratio of tiles occupied by a tree to tiles occupied by a grow zone is 9:16, making for a 5*5 repeating pattern around each tree. At each protruding corner, where you shouldn't have walls, more grow tiles can be put in (as long as it's arable soil). Thus it is efficient to use the tree in this way if space available is an important factor.&lt;br /&gt;
&lt;br /&gt;
==Destruction==&lt;br /&gt;
The destruction of a connected Gauranlen tree will kill all of its dryads and give a -15 mood to the connected pawn for 10 days. It will also prevent the previously connected pawn from connecting to a different tree until 10 days have passed. It will get selected for cutting using the chop tree drag command, so be careful.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
GauranlenTreeA.png|Gauranlen Tree sprite Variant A&lt;br /&gt;
Gauranlen tree.png|Gauranlen Tree sprite Variant B&lt;br /&gt;
Stump chopped gauranlen.png|[[Chopped gauranlen stump]]&lt;br /&gt;
Stump smashed gauranlen.png|[[Smashed gauranlen stump]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] - Connecting to a Gauranlen tree gives 25-45% connection strength to the connector depending on ritual quality. Psychically deaf pawns cannot connect with Gauranlen trees.&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Gauranlen trees heal slowly over time. When a pawn is connected to multiple gauranlen trees, they prioritize pruning the tree with the biggest difference between desired connection strength and current.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Prevent thrumbos from eating Gauranlen trees.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Pruning is now based on [[Pruning Speed|pruning speed]] stat.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Dryad spawn days reduced from 8 to 6. Reduced dryad transform delay from 6 days to 5 days.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Global work speed not applying to pruning speed.&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]] [[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Balenar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gauranlen_pod&amp;diff=171522</id>
		<title>Gauranlen pod</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gauranlen_pod&amp;diff=171522"/>
		<updated>2025-10-31T18:46:48Z</updated>

		<summary type="html">&lt;p&gt;Balenar: /* Acquisition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Stub|reason=Summary analysis}}&lt;br /&gt;
{{Infobox main|plant&lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
| name = Gauranlen pod&lt;br /&gt;
| image = GauranlenPodA.png&lt;br /&gt;
| description = A small pod that protects a single Gauranlen seed. This seed can be harvested and used to plant a Gauranlen tree.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Wild&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| hp = 100&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| beauty outdoors = 1&lt;br /&gt;
| grow days = 6&lt;br /&gt;
| harvest work = 200&lt;br /&gt;
| product = Gauranlen seed&lt;br /&gt;
| yield = 1&lt;br /&gt;
| min fertility = 0.7&lt;br /&gt;
| fertility sensitivity = 0.15&lt;br /&gt;
}}&lt;br /&gt;
'''Gauranlen pod''' is [[plant]] that when harvested provides a single [[gauranlen seed]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
There are three methods of having a gauranlen pod sprout.&lt;br /&gt;
* Gauranlen Pods can be spawned via a [[Events#Gauranlen_pod_sprout|natural event]], similar to ambrosia sprouts. These occur roughly every 60 [[time|days]], in every [[biome]] except Ice Sheets and Sea Ice.&lt;br /&gt;
** [[Ideoligion#Tree Connection|Tree connection]] will reduce the amount of time for a gauranlen pod sprout event to occur to approximately every 30 days.&lt;br /&gt;
* Gauranlen Pods can be spawned via a [[Rituals|Ritual]]&lt;br /&gt;
** A Gauranlen pod has a 100% of spawning if the outcome of the ritual is fun or unforgettable.&lt;br /&gt;
** A Guaranlen pod ritual can only be done by Ideologies with [[Ideoligion#Nature primacy|nature primacy]] or [[Ideoligion#Tree connection|tree connection]]&lt;br /&gt;
* 3 [[Gaumaker dryad]]s from an already existing [[Gauranlen tree]] can merge to create a new pod nearby&lt;br /&gt;
** this dryad caste is only available to Ideologies with [[Ideoligion#Nature primacy|nature primacy]] or [[Ideoligion#Tree connection|tree connection]]&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Despite the description, it *is* possible to get multiple seeds from a single pod. A pawn with a particularly high [[Plant Harvest Yield]] stat can harvest a second seed from one pod, so it is recommended that you only use your Plants Specialist and / or best farmer to harvest pods whenever available.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
GauranlenPodA.png | Gauranlen pod variant A&lt;br /&gt;
GauranlenPodB.png | Gauranlen pod variant B&lt;br /&gt;
GauranlenPodC.png | Gauranlen pod variant C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Gauranlen pod sprouts can happen even when no tree connector pawns are present. They will occur roughly every 60 days. Roughly every 30 days for tree connectors. Gauranlen pod sprouts can occur on desert or extreme desert biomes, but not ice sheet or sea ice.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Gauranlen pod sprouts now happen much earlier for tree connector ideoligions.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Gauranlen pod seed yield is no longer affected by [[difficulty]]. Fix: Gauranlen moss can spawn over anima grass and Gauranlen pods.&lt;br /&gt;
&lt;br /&gt;
{{Nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Domesticated plants]]&lt;/div&gt;</summary>
		<author><name>Balenar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sentience_catalyst&amp;diff=171521</id>
		<title>Sentience catalyst</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sentience_catalyst&amp;diff=171521"/>
		<updated>2025-10-31T18:41:22Z</updated>

		<summary type="html">&lt;p&gt;Balenar: removed the note about pen animals and fences, expanded on how the wildness reduction affects minimum handling skill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub| reason = Intro, categories, cleanup, mechanical detail - including roaming and pen behaviour}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Sentience catalyst&lt;br /&gt;
| image = SentienceCatalyst.png&lt;br /&gt;
| description = A single-use dose of mechanites used to enhance neural pathways in animals, permanently increasing their trainability and reducing their wildness.&amp;lt;br&amp;gt;The effect does not stack.&lt;br /&gt;
| type = Drug&lt;br /&gt;
| hp = 80&lt;br /&gt;
| marketvalue = 400&lt;br /&gt;
| mass base = 0.2&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| stack limit = 10&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
| tradeTags = ExoticMisc&lt;br /&gt;
}}&lt;br /&gt;
intro text&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Purchasable from Exotic Goods, Shaman Merchants, Slave traders, and [[Trade#Faction base|faction bases]].&lt;br /&gt;
&lt;br /&gt;
Obtained through fishing.&lt;br /&gt;
&lt;br /&gt;
Found in Ancient Stockpiles.&lt;br /&gt;
&lt;br /&gt;
Reward from quests.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Sentience catalysts can be used by colonists on any tamed or wild animal (excluding wild [[human]]s) and are consumed on use. Every animal can receive a sentience catalyst injection, but not more than one. &lt;br /&gt;
&lt;br /&gt;
It lowers the wildness of the targeted animal by 25% which subsequently lowers the minimum handling skill of the animal by 2-3 levels in most cases with the exception of 99% wildness animals like the [[alpha trumbo]] which benefit from a much larger 7 level reduction though this does not affect the revenge chance on failure. It also advances the trainability of the animal by at least a step, e.g. a rhinos trainability goes from intermediate to advanced, meaning unlike its unmodified cousins, it can now rescue, and more importantly, haul. You still have to meet the new handling requirement to tame it, even on an inspiration.&lt;br /&gt;
&lt;br /&gt;
The animal also gains an additional 10% consciousness, affecting further stats.&lt;br /&gt;
&lt;br /&gt;
=== Pen animals ===&lt;br /&gt;
Sentience catalyst removes roaming and fence-blocked status from animals.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Improving an animal's trainability opens up new skills. If your colony uses a pack of trained [[Warg]]s in combat, the catalyst can enable them to haul outside of combat. Pack animals such as [[Muffalo]] can be trained to fight, which is useful for defending your colony, or to protect a caravan when it's ambushed.&lt;br /&gt;
&lt;br /&gt;
Reducing wildness can be useful. If used on a tame animal, it improves the chances of successful training, which can save your animal handler time and food. If used on a wild animal, it may enable a sub-par animal handler to tame that animal. It may be worth keeping a Sentience catalyst around specifically for when a rare [[Thrumbo]] visits your colony: If you happen to have a pawn with an animal handling skill between 7 and 9, and they have inspired taming, you can get a guaranteed pet Thrumbo by using the catalyst. &lt;br /&gt;
&lt;br /&gt;
Boosting an animal's [[Consciousness]] by 10% also improves their [[Moving]] and [[Manipulation]]. This increases their movement speed and chance to hit, making the animal more efficient during combat. It also speeds up hauling somewhat. The improvement is likely most valuable on inherently powerful animals, such as the mighty [[Thrumbo]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Unnatural healing/healer serum removing sentience catalyst. Fix: Sentience catalyst can target wild people. Previously it would provide a permanent consciousness buff even after the wild person was tamed.&lt;br /&gt;
*[[Version/1.6.4566|1.6.4566]] - Sentience catalyst now removes roaming and fence-blocked status from animals.&lt;br /&gt;
{{Nav|questitems|wide}}&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE.&lt;/div&gt;</summary>
		<author><name>Balenar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Inhumanized&amp;diff=171520</id>
		<title>Inhumanized</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Inhumanized&amp;diff=171520"/>
		<updated>2025-10-31T18:26:45Z</updated>

		<summary type="html">&lt;p&gt;Balenar: trimmed down the list of non-tameable animals to simply be examples as odyssey has added many more as well as noting that a sentience catalyst can allow a inhumanized pawns to tame animals above 80% wildness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
The inhumanized hediff removes both the upsides and downsides of comfort, social relationships, beauty, and outdoors, while also providing a permanent mood buff, decreasing pain, and decreasing skill in [[Skills#Animals|animals]], [[Skills#Artistic|art]], and [[Skills#Social|social]].&lt;br /&gt;
&lt;br /&gt;
== Ways to become inhumanized ==&lt;br /&gt;
Pawns from the [[Horax cult]] can spawn already inhumanized but all other pawns must acquire it elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Anomaly ending ===&lt;br /&gt;
When you finish the Anomaly ending, you can choose between two different endings. If you choose the [[Endings#Ending_-_Embrace_the_Void|embrace the void]] ending, a pawn of your choosing becomes inhumanized, among other things.&lt;br /&gt;
===Inhumanization: Required===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Pawns who are part of an [[ideoligion]] with the [[Ideoligion#Inhumanizing|Inhumanizing: Required]] precept and who are not inhumanized have access to the [[Mental_break#Humanity_break|humanity break]] mental break. The first mood-based mental break of non-inhumanized pawns is replaced with the humanity break, which instantly inhumanizes them (beware that [[Frenzy_inducer|frenzy inducer]] overwrites humanity break to the berserk one). Inhumanized pawns can't use the humanity break, whether they became inhumanized before or after they joined your colony. With the Inhumanizing: Required precept, pawns who aren't inhumanized have the {{Thought|desc=I'm ashamed of my humanity. I want to embrace the void but I fear it.|label=Human shame|value=-8|stack=1}} moodlet. Pawns who are inhumanized have the {{Thought|desc=The vibrations of reality pulse into me and soothe everything.|label=Void pleasure|value=+8|stack=1}} moodlet instead.&amp;lt;br/&amp;gt;&lt;br /&gt;
In a sense, this precept is a protection from mental breaks, as all pawns who aren't inhumanized can't use any mental breaks other than humanity break. Pawns who are already inhumanized have a {{+|8}} mood and don't care about a lot of things that normal pawns do, making them harder to break as well.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
{{Stub|section=1|reason=Void focus?}}&lt;br /&gt;
* [[Pain]]: {{Good|-50%}}. Note that this is an offset, not a multiplier.&lt;br /&gt;
* Nullifies all opinions of others.&lt;br /&gt;
* Disables most social interactions.&lt;br /&gt;
* {{Good|{{Temperature|-16||delta}}}} [[Minimum comfortable temperature]]&lt;br /&gt;
* {{Bad|-12}} Animals skill&lt;br /&gt;
* {{Bad|-12}} Artistic skill&lt;br /&gt;
* {{Bad|-12}} Social skill&lt;br /&gt;
* Disables the need for beauty&lt;br /&gt;
* Disables the need for outdoors&lt;br /&gt;
* Nullifies a large number of [[thoughts]]{{Check Tag|Such as?|What all thoughts are negated by Inhumanization?}}&lt;br /&gt;
* Permanent {{Thought|desc=The vibrations of reality pulse into me and soothe everything.|label=Void pleasure|value=+8|stack=1}}&lt;br /&gt;
* Enables void [[Psyfocus#Meditation|meditation focus]].&lt;br /&gt;
* Inhumanized pawns receive no mood debuff for eating [[twisted meat]] raw or as an ingredient in meals. Inhumanization only affects the debuffs for Twisted Meat, so such pawns will still receive the mood penalty if forced to eat Insect Meat, Human Meat, Fungus, Nutrient Paste, or other raw foods without an overriding ideological [[Precept]] or [[Gene]]. &amp;lt;!-- The Inhuman Meme comes with precepts that affect Nutrient Paste and Cannibalism by default, but the Inhumanization precept does not require the entire Inhuman Meme to be chosen to be added to an ideology. --&amp;gt;&lt;br /&gt;
It is possible to remove the hediff with the Brainwipe [[psychic ritual]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Inhumanization significantly narrows the inputs that affect a colonist's mood. Inhumanized pawns no longer have a beauty or outdoors need, meaning that they will happily toil away in cold filthy underground tunnels without complaint. Having no social opinions can lead to a reduction in social fights and mental breaks after a loved one passes away, but also prevents positive thoughts from social ties. The void pleasure buff sits between [[optimist]] and [[sanguine]] in magnitude and generally ensures that Inhumanized pawns are content.&lt;br /&gt;
&lt;br /&gt;
The massive skill penalty to the Social skill makes recruiting and converting prisoners more difficult, as it can be very difficult to keep your [[Ideoligion#Moral_guide|Moral Guide]] from having Inhumanization mental breaks with the {{Bad|-8}} mood penalty from the Inhumanization: Required precept. Inhumanized pawns will also get worse trade prices.&lt;br /&gt;
&lt;br /&gt;
Ranching is significantly more difficult as non-domesticated animals have a [[Minimum Handling Skill]] starting at 4, meaning that an Inhumanized pawn would require an animal skill of 16 to tame animals such as [[Turkey]]s, or [[Wild boar]]s, and a skill of 17 to tame [[Boomalope]]s. Taming animals with a wildness above 80% such as [[Megasloth]]s, [[Thrumbo]]s, and [[Rhinoceros]]es is impossible for Inhumanized pawns without the aid of a [[Sentience catalyst]]{{OdysseyIcon}}. Training already tamed animals is restricted by the same stat, meaning that previously tamed animals with a handling requirement above what your pawns possess will slowly lose skills and eventually become wild animals once more.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Balenar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ailments&amp;diff=170945</id>
		<title>Ailments</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ailments&amp;diff=170945"/>
		<updated>2025-10-23T02:36:30Z</updated>

		<summary type="html">&lt;p&gt;Balenar: Updated the alzheimers section to include the unnatural healing ability from anomaly as a valid way to cure, as well as adding the anomaly dlc icon to death refusal and chronophagy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{rewrite|reason=Cleanup and standardization needed - treatment and stages sections for each required. See [[Template:Heal Option Table]]. Once the table is updated, also add chronophagy to relevant cured ailments}}&lt;br /&gt;
{{About|chronic health conditions|physical damage|Injury|treatable illnesses|Disease}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Ailments''' are [[health]] conditions that cannot be treated completely using medicine alone. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;MTB&amp;quot; stands for &amp;quot;Mean Time Between&amp;quot;, and is how it's presented in the game files.&lt;br /&gt;
&lt;br /&gt;
Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.&lt;br /&gt;
&lt;br /&gt;
Most permanent ailments are curable with body part replacements or usage of the [[healer mech serum]].&lt;br /&gt;
&lt;br /&gt;
{{Heal Option Table}}&lt;br /&gt;
&lt;br /&gt;
== Chronic ==&lt;br /&gt;
Ailments that come with age. Either non-fatal, or progresses extremely slowly towards fatality compared to infectious diseases.&lt;br /&gt;
&lt;br /&gt;
=== Alzheimer's ===&lt;br /&gt;
{{stub|reason = &amp;quot;Forget memory&amp;quot; and &amp;quot;confused wandering&amp;quot; mechanics}}&lt;br /&gt;
A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion.&lt;br /&gt;
&lt;br /&gt;
Alzheimer's progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity from when it first appears.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 12 days'')&lt;br /&gt;
* Forget memory (''MTB of 7 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 9 days'')&lt;br /&gt;
* Forget memory (''MTB of 4 days'')&lt;br /&gt;
* ''0.15%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥50% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 7 days'')&lt;br /&gt;
* Forget memory (''MTB of 2 days'')&lt;br /&gt;
* ''0.5%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || ≥80% severity ||&lt;br /&gt;
* -20% part efficiency&lt;br /&gt;
* Confused wandering (''MTB of 4 days'')&lt;br /&gt;
* Forget memory (''MTB of 0.8 days'')&lt;br /&gt;
* ''1%'' of conditional thoughts nullified&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 33.6 years old to get Alzheimer's, meaning it can first occur at their 34th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Alzheimers chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 33.6, 56, 72, 80, 120&lt;br /&gt;
|y=0, 0, 0.061, 0.12, 0.2, 0.3 &lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* [[Luciferium]]: Luciferium removes one randomly selected condition that it can cure every 900,000 to 1,800,000 [[ticks]] (15 - 30 in-game days). Having fewer luciferium-curable conditions will increase the chance that Alzheimer's is chosen, so it can be worth attempting to address any conditions that can be other means. Even with this however, it can take a significant amount of time. Also note that luciferium is a permanent decision - once taken, further doses are necessary to avoid madness and death. &lt;br /&gt;
* [[Healer mech serum]]: A healer mech serum will instantaneously heal one condition of the pawn, including Alzheimer's. Which condition is chosen depends on a priority order, with Alzheimer's being a moderately high priority. See the serum's [[Healer_mech_serum#Order_of_conditions_treated|condition order]] for details.&lt;br /&gt;
* [[Resurrector mech serum]]: Because the resurrector mech serum will replace a destroyed head with a healthy one, it can be used to heal brain ailments, including Alzheimers. Consistently destroying the head can be difficult. With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will do this reliably and safely, but without it, the best way is allowing colonists or animals to eat sections of the corpse, at the risk of consuming the entire body and permanently losing the pawn. Furthermore, no matter how successful the head removal, there is always the risks normally associated with resurrection, including [[dementia]], [[blindness]], and [[resurrection psychosis]]. Note that pawns will initially be incapacitated due to resurrection sickness.&lt;br /&gt;
* [[Psychic rituals#List of rituals|Death refusal]]{{AnomalyIcon}}: Similar to the [[Resurrector mech serum]], a pawn imbued with death refusal can self-resurrect and replace a destroyed head with a healthy one. This comes with the drawback of the pawn losing experience in their skills that happens upon imbuing the death refusal. Pawns resurrected via this method will also have resurrection sickness and a negative [[Mood|moodlet]] upon being resurrected.&lt;br /&gt;
* [[Psychic rituals#Chronophagy|Chronophagy]]{{AnomalyIcon}}: As pawns younger than 34 cannot get Alzheimer's, reversing age to younger than that in a Chronophagy ritual will remove it.&lt;br /&gt;
* [[Creepjoiner#Unnatural_healing|Unnatural healing]]{{AnomalyIcon}}: a Creepjoiner with unnatural healing replicates the effect of a healer mech serum and so can be similarly used to cure alzheimers at the minor risk of replacing an arm with a flesh tentacle for the cured pawn&lt;br /&gt;
&lt;br /&gt;
=== Asthma ===&lt;br /&gt;
A chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. Unlike other chronic diseases, asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line.&lt;br /&gt;
&lt;br /&gt;
When not treated, it progresses by a rate of 0.25 per day, meaning it will take 2 days to reach full severity (50%).&lt;br /&gt;
&lt;br /&gt;
Good treatment will reduce the rate of progression by up to 0.8, meaning it will regress by 0.55 a day; it can be returned to its initial severity, but cannot be cured completely.&lt;br /&gt;
&lt;br /&gt;
Asthma's severity will fluctuate depending on the quality of treatment received, with a treatment quality of 32% beginning to regress the stages of asthma (the higher, the better).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (minor)''' || ≥ 0% severity  || -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 30% severity || -30% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || ≥ 45% severity || -50% part efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The severity of asthma can be reduced with treatment, which can be given every 420,000 ticks (around 7 days). One treatment applies to both lungs.&lt;br /&gt;
* Asthma can be cured by replacing each affected lung with a [[Lung#Acquisition|healthy replacement]].&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get asthma at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Asthma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 16, 24, 40, 120&lt;br /&gt;
|y=0, 0.048, 0.096, 0.1344, 0.1344&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Asthma can also affect animals, domestic, tamed and wild. Domestic and tamed will notify you that they &amp;quot;need treatment&amp;quot;, although there apparently is no downside for ignoring that request except slowing them down which may be bad for [[Animals#Training|trained]] or [[pack animal]]s. Similarly, asthmatic wild animals on the map can roam and eat indefinitely without treatment. In fact, wild animals with asthma are easier and slightly safer to hunt, because asthma will reduce their [[move speed]] to 81%, and their [[manipulation]] to only 90%, which makes any counter-attack less effective.&lt;br /&gt;
&lt;br /&gt;
=== Bad back ===&lt;br /&gt;
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Bad back''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -10% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A bad back can be cured by installing a [[bionic spine]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 40 years old to get a bad back, meaning it can first occur at their 41st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bad back chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 40, 50, 60, 70, 80, 120&lt;br /&gt;
|y=0, 0, 0.93, 1.395, 1.395, 1.86, 1.86&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cataract ===&lt;br /&gt;
Milky-looking opacity in the eye. Cataracts impair vision.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cataract''' || -50% part efficiency in the affected eye. This results in 50% [[sight]] if both eyes are affected.&lt;br /&gt;
|}&lt;br /&gt;
Cataracts can be cured through the following methods:&lt;br /&gt;
* Replacing the affected eyes with a [[bionic eye|bionic]] or [[archotech eye|archotech]] eye.&lt;br /&gt;
* Use of a [[healer mech serum]] which will heal cataracts in both eyes at once&lt;br /&gt;
* Via [[luciferium]] use. Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.&lt;br /&gt;
* Through the use of the [[biosculpter pod]]'s bioregeneration cycle.{{IdeologyIcon}}&lt;br /&gt;
* Via the [[Scarless]] gene.{{BiotechIcon}} Note that this does not occur instantaneously, but instead at healing instances that occur periodically. See that page for details.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 48 years old to get cataracts, meaning it can first occur at their 49th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cataract chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.1045, 1.1045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Carcinoma ===&lt;br /&gt;
{{Stub|section=1|reason=How do the stages progress/occur and what chances and factors affects them?}}&lt;br /&gt;
A carcinoma (or cancer) is where mutated cells uncontrollably divide to form tumors, which then 'crowd out' normal bodily cells and hinder bodily function in that area. Carcinomas can be surgically removed by a skilled doctor or, in some cases, the affected body part can be removed, either by amputation, transplantation of a healthy body part, or replacement by an [[artificial body part]]. Ordinary treatment will prolong the development of a carcinoma or speed up remission, and can be done by doctors of any skill, though better treatment quality is more effective. &lt;br /&gt;
&lt;br /&gt;
A carcinoma typically starts out at 30% severity. There is a 30% chance that a carcinoma won't cause any pain whatsoever.&lt;br /&gt;
&lt;br /&gt;
A cancer has 3 stages; growing, stable and remission.&lt;br /&gt;
* When growing, it progresses by 0.003 per day, multiplied by a random factor of 0.45 - 1.65.&lt;br /&gt;
* When stable, it neither grows nor regresses on its own. &lt;br /&gt;
* When in remission, it regresses by 0.002 per day, multiplied by a random factor of 0.7 - 1.5.&lt;br /&gt;
&lt;br /&gt;
Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will:&lt;br /&gt;
* grow more slowly when in growing stage&lt;br /&gt;
:* some slow-growing carcinomas (something less than half)&amp;lt;!-- RE &amp;quot;something less than half&amp;quot; - it's .003 x a random factor from .45-1.65, so anything {&amp;lt; (.003 x .9) &amp;lt; .0027} - BUT can't state that's = 40% (10/25) because we don't know if that random &amp;quot;x .45-1.65&amp;quot; is a straight-line %, or a bell curve, or something else. --&amp;gt; may stop or actually regress (very slowly) during their &amp;quot;growing&amp;quot; stage with good treatment&lt;br /&gt;
* slowly regress when stable&lt;br /&gt;
* regress quickly when in remission&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥0% severity ||&lt;br /&gt;
* Little pain (+10%)&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || ≥15% severity ||&lt;br /&gt;
* Moderate pain (+20%)&lt;br /&gt;
* -25% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥40% severity ||&lt;br /&gt;
* Moderate pain (+35%)&lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || ≥60% severity ||&lt;br /&gt;
* Acute pain (+50%)&lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Acute pain (+60%)&lt;br /&gt;
* -90% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || 100% severity ||&lt;br /&gt;
* Affected part is destroyed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated every {{ticks|240000}}&lt;br /&gt;
* The carcinoma will disappear if severity reaches 0.&lt;br /&gt;
* &amp;quot;Excise carcinoma&amp;quot; surgery; this needs 4 medicine of [[medicine|industrial quality]] or above, {{ticks|4500}} of work, and a doctor with a [[medical]] skill of 10 or above. The surgery has a 100% base chance to succeed. If it fails, there is a 25% chance that the patient [[Death|dies]]. Thus, as the maximum [[Doctoring#Success chance|success chance]] is capped at 98%, there is always at least a 0.5% chance of death per attempt.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 22.4 years old to get carcinoma from aging, meaning it can first occur at their 23rd birthday. Carcinomas from other sources, including [[toxic buildup]] and [[nuclear stomach]]s{{RoyaltyIcon}}, can happen at any age. Installed nuclear stomachs create a carcinoma on the torso with an MTB of 120 days.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Carcinoma chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 22.4, 80, 120&lt;br /&gt;
|y=0, 0, 0.11, 0.15&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dementia ===&lt;br /&gt;
Dementia is simply the functionality of the brain declining, and affects all cognitive functions.&lt;br /&gt;
&lt;br /&gt;
It can only be healed with [[luciferium]], [[Unnatural healing]] or a [[healer mech serum]]. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Dementia''' ||&lt;br /&gt;
* Impaired brain function (-15% part efficiency)&lt;br /&gt;
** Effectively -15% [[Consciousness]]&lt;br /&gt;
* Impaired [[Talking]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Talking]] including brain function loss&lt;br /&gt;
* Impaired [[Hearing]] (-25%)&lt;br /&gt;
** Net loss of 40% [[Hearing]] including brain function loss&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Slightly accelerated skill loss&lt;br /&gt;
**5% at level 4&lt;br /&gt;
**15% at level 12&lt;br /&gt;
**25% at level 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 68 years old to get dementia from aging, meaning it can first occur at their 69th birthday. Dementia from other sources including [[toxic buildup]] can happen at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dementia chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 68, 76, 92, 120&lt;br /&gt;
|y=0, 0, 0.93, 9.3, 9.3&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Frail ===&lt;br /&gt;
Generalized loss of muscle and bone density. Note that frail ''can'' stack with bad back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Frail''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -30% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can only be cured with [[luciferium]], a [[healer mech serum]], [[unnatural healing]] ability,{{AnomalyIcon}} the [[Chronophagy]] psychic ritual,{{AnomalyIcon}} implantation of the [[scarless]] gene{{BiotechIcon}}, or with the use of [[biosculpter pod]]'s bioregeneration cycle.{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 50 years old to get frail, meaning it can first occur at their 51st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Frail chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 50, 60, 70, 120  &lt;br /&gt;
|y=0, 0, 1.395, 2.604, 2.604&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Artery blockage ===&lt;br /&gt;
A blockage in one of the critical arteries in the [[heart]]. Heart artery blockages randomly induce [[#Heart attack|heart attacks]]. Artery blockages can be treated by replacing the heart with a [[heart|natural]], [[prosthetic heart|prosthetic]] or [[bionic heart|bionic]] replacement, with a [[healer mech serum]], with [[luciferium]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Artery blockages progress by a base of 0.0007 per day, multiplied by a random factor between 0.5 - 3.&lt;br /&gt;
This means that artery blockages can take anywhere from 7.9 to 47.6 in-game years from onset to become fatal on its own.&lt;br /&gt;
&lt;br /&gt;
Artery blockages can be treated by replacing the heart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 300 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 200 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥40% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 100 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || ≥60% severity ||&lt;br /&gt;
* -35% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 60 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || ≥90% severity ||&lt;br /&gt;
* -60% part efficiency&lt;br /&gt;
* [[#Heart attack|Heart attack]] (''MTB of 30 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 20 years old to get an artery blockage, meaning it can first occur at their 21st birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Artery blockage chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 20, 24, 40, 80, 120  &lt;br /&gt;
|y=0, 0, 0.1, 0.145, 0.16, 0.17&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hearing loss ===&lt;br /&gt;
Inability to hear quiet sounds due to degradation of hair cells in the cochlea.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hearing loss''' || &lt;br /&gt;
* -50% part efficiency (results in 50% [[hearing]] if both ears are affected)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can be partially mitigated with one or two [[cochlear implant]]s&lt;br /&gt;
Can be completely mitigated with a single [[bionic ear]], even if the other ear remains affected.&lt;br /&gt;
A [[Biosculpter_pod|bioregeneration cycle]]{{IdeologyIcon}} can completely cure hearing loss in both ears.&lt;br /&gt;
&lt;br /&gt;
A human pawn must be at least 48 years old to get hearing loss, meaning it can first occur at their 49th birthday&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hearing loss chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.11045, 1.11045&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Acute ==&lt;br /&gt;
Some ailments arise as a result of an acute lack of food or exposure to extreme temperatures. These ailments can only be treated by addressing the underlying cause (e.g. providing food or moving to more comfortable temperatures).&lt;br /&gt;
&lt;br /&gt;
=== Malnutrition ===&lt;br /&gt;
When a pawn's [[Eating|food]] meter reaches 0%, they will begin to suffer from [[malnutrition]], shown on the health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring.&lt;br /&gt;
&lt;br /&gt;
Malnutrition severity without food will advance at an average of 17% per day. There is a variation for each pawn that will vary this by 20% in both directions, meaning a pawn may actually die of malnutrition between 4.9~7.4 days of first having symptoms. There is no stat indicating the specific rate that a pawn may die of malnutrition, but the modified rate is determined for each specific pawn in a given playthrough. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Usually Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (trivial)''' || 0.0 days since hunger hit zero ||&lt;br /&gt;
* -5% [[consciousness]]&lt;br /&gt;
* +50% hunger rate&lt;br /&gt;
* 1.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (minor)''' || 1.2 days since hunger hit zero ||&lt;br /&gt;
* -10% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (moderate)''' || 2.4 days since hunger hit zero ||&lt;br /&gt;
* -20% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (severe)''' || 3.5 days since hunger hit zero ||&lt;br /&gt;
* -30% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 3x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 4.7 days since hunger hit zero ||&lt;br /&gt;
* Unconscious ([[consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 5.9 days since hunger hit zero ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- The duration of the different symptoms are approximate --&amp;gt;&lt;br /&gt;
&amp;lt;!-- The exact limits are 0, 0.2, 0.4, 0.6, and 0.8 severity, with severity increasing by 0.17 per day --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blood loss ===&lt;br /&gt;
{{About|section=1|the effect of already lost blood|the mechanics that cause blood loss|Bleeding}}&lt;br /&gt;
A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but as severity increases, the [[consciousness]] rapidly become debilitating. Extreme blood loss leads to [[death]]. Total blood loss is listed under whole body, with a tooltip showing the percent. &lt;br /&gt;
&lt;br /&gt;
Blood loss can occur when a pawn has untreated [[Injury#Bleeding|bleeding injuries]], has had blood harvested for [[hemogen pack]]s,{{BiotechIcon}} or has been fed on by a [[Bloodfeeder]].{{BiotechIcon}} Blood loss from multiple sources stacks additively. &lt;br /&gt;
&lt;br /&gt;
All pawns recover 33.3% of their blood per day, regardless of [[traits]], [[genes]], [[drugs]], or [[artificial body parts]]. All natural blood recovery is stopped when a pawn is [[bleeding]], even in small amounts. Pawns can also recover through a blood transfusion operation, using 1 [[hemogen pack]]{{BiotechIcon}} to recover 35%. The [[Biosculpter_pod#Medic|biosculpter pod's medic cycle]]{{IdeologyIcon}} will also cure all blood loss, though it should be noted that non-transhumanist pawns would recover completely from blood loss in the same time as the cycle takes to complete anyway. If there is no other reason to use the medic cycle, non-transhumanist pawns should just recover outside of the pod and remain productive for that time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (minor)''' || ≥15% blood loss || &lt;br /&gt;
*{{--|10%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (moderate)''' || ≥30% blood loss || &lt;br /&gt;
*{{--|20%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (severe)''' || ≥45% blood loss || &lt;br /&gt;
*{{--|40%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || ≥60% blood loss || &lt;br /&gt;
*{{--|40%}} [[Consciousness]]&lt;br /&gt;
* [[Consciousness]] 10% max. (Unconsciousness)&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || 100% blood loss || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heatstroke ===&lt;br /&gt;
Heat stroke occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) above their [[maximum comfortable temperature]], and recovery occurs in temperatures less than the maximum comfortable temperature.&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
Pawns additionally take periodic burn damage in temperatures more than 150°C (270°F) above their maximum comfortable temperature.&lt;br /&gt;
====Severity Increase====&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Heat.cs !--&amp;gt;&lt;br /&gt;
The procedure for determining severity growth every 60-tick interval is given by:&lt;br /&gt;
# Take the amount by which the ambient temperature exceeds the pawn's maximum safe temperature (which is the maximum comfortable temperature +10°C).&lt;br /&gt;
# Pass the amount through the curve shown below to obtain the effective temperature excess. Note that for amounts from 0 to 25 °C, this doesn't result in a change.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval (60 ticks, 1 second).&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.000375&amp;lt;/code&amp;gt;, set it to that number. This sets a minimum amount the severity increases by for temperatures in the range of 10 to 15.814°C above the maximum comfortable temperature.&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in heatstroke severity every 60 ticks = max(0.000375, 0.0000645×effective_temperature_curve(&amp;lt;i&amp;gt;ambient_temperature&amp;lt;/i&amp;gt; - (&amp;lt;i&amp;gt;maximum_comfortable_temperature&amp;lt;/i&amp;gt; + 10°C)))&amp;lt;/code&amp;gt;&lt;br /&gt;
::&amp;lt;code&amp;gt;&amp;lt;i&amp;gt;where &amp;lt;/i&amp;gt;effective_temperature_curve()&amp;lt;i&amp;gt; is a post-processing curve with points&amp;lt;/i&amp;gt;: (0, 0), (25, 25), (50, 40), (100, 60), (200, 80), (400, 100), (4000, 1000).&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effective temperature curve&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=600&lt;br /&gt;
|height=150&lt;br /&gt;
|type=line&lt;br /&gt;
|showSymbols=1&lt;br /&gt;
|x=0, 25, 50, 100, 200, 400, 4000&lt;br /&gt;
|y=0, 25, 40,  60,  80, 100, 1000&lt;br /&gt;
|xAxisMax = 1000&lt;br /&gt;
|yAxisMax = 250&lt;br /&gt;
|xAxisTitle = Temperature excess (°C)&lt;br /&gt;
|yAxisTitle = Effective temperature excess&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! Graph&lt;br /&gt;
! style=max-width:20em | Ambient Temperature - Maximum Comfortable Temperature (°C)&lt;br /&gt;
! style=max-width:15em | Growth per 60 ticks&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (ticks)&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (in-game time)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='9'|{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x=10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y=64.0, 64.0, 64.0, 62.0, 46.5, 37.2, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.5, 13.9, 13.3, 12.7, 12.2, 11.8, 11.3, 10.9, 10.6, 10.2, 9.9, 9.6, 9.3, 9.1, 8.9, 8.8, 8.6, 8.5, 8.3, 8.2, 8.0, 7.9, 7.8, 7.6, 7.5, 7.4, 7.3, 7.2, 7.0, 6.9, 6.8, 6.7, 6.6&lt;br /&gt;
|xAxisTitle = Ambient Temperature - Maximum Comfortable Temperature (°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
}} &lt;br /&gt;
|0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - &lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 0.000375 || 160000 || 2.7 days&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 0.000645 || 93023 || 1.6 days&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 0.000967 || 62016 || 1 day&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.003612 || 16611 || 6.6 hours&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.005386 || 11141 || 4.5 hours&lt;br /&gt;
|-&lt;br /&gt;
| 4000 || 0.064339 || 933 || 0.4 hours&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Severity Decrease====&lt;br /&gt;
If the ambient temperature is less than the maximum comfortable temperature, the amount the severity will decrease every 60-tick interval is given by:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in heatstroke severity every 60 ticks = max(0.0015, min(0.015, 0.027×heatstroke_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
This means that as long as the ambient temperature is less than the maximum comfortable temperature, heatstroke recovery is independent of temperature, but severity decreases at its fastest when it is above 50%, and at its slowest below 5.6%. Full recovery from near-100% severity occurs after 151 real-time seconds, or 3.6 in-game hours.&lt;br /&gt;
{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x= 0, 0.024, 0.048, 0.072, 0.096, 0.12, 0.144, 0.168, 0.192, 0.216, 0.24, 0.264, 0.288, 0.312, 0.336, 0.36, 0.384, 0.408, 0.432, 0.456, 0.48, 0.504, 0.528, 0.552, 0.576, 0.6, 0.624, 0.648, 0.672, 0.696, 0.72, 0.744, 0.768, 0.792, 0.816, 0.84, 0.864, 0.888, 0.912, 0.936, 0.96, 0.984, 1.008, 1.032, 1.056, 1.08, 1.104, 1.128, 1.152, 1.176, 1.2, 1.224, 1.248, 1.272, 1.296, 1.32, 1.344, 1.368, 1.392, 1.416, 1.44, 1.464, 1.488, 1.512, 1.536, 1.56, 1.584, 1.608, 1.632, 1.656, 1.68, 1.704, 1.728, 1.752, 1.776, 1.8, 1.824, 1.848, 1.872, 1.896, 1.92, 1.944, 1.968, 1.992, 2.016, 2.04, 2.064, 2.088, 2.112, 2.136, 2.16, 2.184, 2.208, 2.232, 2.256, 2.28, 2.304, 2.328, 2.352, 2.376, 2.4, 2.424, 2.448, 2.472, 2.496, 2.52, 2.544, 2.568, 2.592, 2.616, 2.64, 2.664, 2.688, 2.712, 2.736, 2.76, 2.784, 2.808, 2.832, 2.856, 2.88, 2.904, 2.928, 2.952, 2.976, 3.0, 3.024, 3.048, 3.072, 3.096, 3.12, 3.144, 3.168, 3.192, 3.216, 3.24, 3.264, 3.288, 3.312, 3.336, 3.36, 3.384, 3.408, 3.432, 3.456, 3.48, 3.504, 3.528, 3.552, 3.576, 3.6, 3.624&lt;br /&gt;
|y= 1, 0.985, 0.97, 0.955, 0.94, 0.925, 0.91, 0.895, 0.88, 0.865, 0.85, 0.835, 0.82, 0.805, 0.79, 0.775, 0.76, 0.745, 0.73, 0.715, 0.7, 0.685, 0.67, 0.655, 0.64, 0.625, 0.61, 0.595, 0.58, 0.565, 0.55, 0.53515, 0.5207, 0.50664, 0.49296, 0.47965, 0.4667, 0.4541, 0.44184, 0.42991, 0.4183, 0.40701, 0.39602, 0.38533, 0.37492, 0.3648, 0.35495, 0.34537, 0.33604, 0.32697, 0.31814, 0.30955, 0.30119, 0.29306, 0.28515, 0.27745, 0.26996, 0.26267, 0.25558, 0.24868, 0.24196, 0.23543, 0.22907, 0.22289, 0.21687, 0.21101, 0.20532, 0.19977, 0.19438, 0.18913, 0.18402, 0.17906, 0.17422, 0.16952, 0.16494, 0.16049, 0.15615, 0.15194, 0.14784, 0.14384, 0.13996, 0.13618, 0.1325, 0.12893, 0.12545, 0.12206, 0.11876, 0.11556, 0.11244, 0.1094, 0.10645, 0.10357, 0.10078, 0.09806, 0.09541, 0.09283, 0.09033, 0.08789, 0.08551, 0.0832, 0.08096, 0.07877, 0.07665, 0.07458, 0.07256, 0.0706, 0.0687, 0.06684, 0.06504, 0.06328, 0.06157, 0.05991, 0.05829, 0.05672, 0.05519, 0.05369, 0.05219, 0.05069, 0.04919, 0.04769, 0.04619, 0.04469, 0.04319, 0.04169, 0.04019, 0.03869, 0.03719, 0.03569, 0.03419, 0.03269, 0.03119, 0.02969, 0.02819, 0.02669, 0.02519, 0.02369, 0.02219, 0.02069, 0.01919, 0.01769, 0.01619, 0.01469, 0.01319, 0.01169, 0.01019, 0.00869, 0.00719, 0.00569, 0.00419, 0.00269, 0.00119, 0&lt;br /&gt;
|xAxisTitle = Time (hours)&lt;br /&gt;
|yAxisTitle = Heatstroke severity&lt;br /&gt;
}}&lt;br /&gt;
====Symptoms====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (initial)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* [[Moving]] -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -20% &lt;br /&gt;
* [[Moving]] -30%&lt;br /&gt;
* [[Pain]] +15%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] +30%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermia ===&lt;br /&gt;
Hypothermia occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) below their [[minimum comfortable temperature]]. [[Insectoids]] don't experience hypothermia, but instead get [[hypothermic slowdown]].&lt;br /&gt;
&lt;br /&gt;
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! Graph&lt;br /&gt;
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
! style=max-width:15em | Growth per 60 ticks&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (ticks)&lt;br /&gt;
! style=max-width:15em | Time to 100% severity (in-game hours)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan='8'|{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
| 0 || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - &lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0.00075 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 0.00075 || 80000 || 32.0&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 0.000967 || 62016 || 24.8&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 0.00258 || 23256 || 9.3&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 0.005805 || 10336 || 4.1&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 0.018705 || 3208 || 1.3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (shivering)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
* [[Manipulation]] -8%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* [[Manipulation]] -20%&lt;br /&gt;
* [[Moving]] -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -20% &lt;br /&gt;
* [[Manipulation]] -50%&lt;br /&gt;
* [[Moving]] -30%&lt;br /&gt;
* [[Pain]] +15%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* [[Pain]] +30%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (100%)'''    || =1.00 Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hypothermic slowdown ===&lt;br /&gt;
{{quote|A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.}}&lt;br /&gt;
&lt;br /&gt;
[[Insectoids]] avoid hypothermia and experience hypothermic slowdown instead with similar penalties but avoiding death at 100% and no [[frostbite]].&lt;br /&gt;
&lt;br /&gt;
Slowdown value increases many times above 100% with apparently no upper limit. When defrosting insects this total value is used so defrost time is proportional to total time frozen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Data from Verse/HediffGiver_Hypothermia.cs !--&amp;gt;&lt;br /&gt;
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:&lt;br /&gt;
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.&lt;br /&gt;
# Multiply the excess by &amp;lt;code&amp;gt;6.45e-5&amp;lt;/code&amp;gt; to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.&lt;br /&gt;
# If the growth is less than &amp;lt;code&amp;gt;0.00075&amp;lt;/code&amp;gt;, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.&lt;br /&gt;
Expressed as a formula, this is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in hypothermia severity every 60 ticks = max(0.00075, (&amp;lt;i&amp;gt;degrees_below_comfortable&amp;lt;/i&amp;gt; - 10)*0.0000645)&amp;lt;/code&amp;gt;&lt;br /&gt;
{{Graph:Chart&lt;br /&gt;
|width=200&lt;br /&gt;
|height=200&lt;br /&gt;
|type=line&lt;br /&gt;
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100&lt;br /&gt;
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1&lt;br /&gt;
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
|yAxisTitle = Time to 100% Severity (hours)&lt;br /&gt;
|yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-class=static-row-header style=vertical-align:bottom&lt;br /&gt;
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)&lt;br /&gt;
! style=max-width:15em | Growth per&amp;lt;br&amp;gt;{{ticks|60}}&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 63% severity&lt;br /&gt;
! style=max-width:15em | Real Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
! style=max-width:15em | In-Game Time&amp;lt;br&amp;gt;to 100% severity&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 10  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }}&lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 20  &lt;br /&gt;
| 0.075%   &lt;br /&gt;
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs &lt;br /&gt;
|  {{ticks|{{#expr: (1/(0.00075)) * 60}} }} &lt;br /&gt;
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 25  &lt;br /&gt;
| {{#expr: (25-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs &lt;br /&gt;
| {{ticks|{{#expr: (1/(( 25-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 50  &lt;br /&gt;
| {{#expr: (50-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/(( 50-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 100 &lt;br /&gt;
| {{#expr: (100-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((100-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((100-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|-&lt;br /&gt;
| 300 &lt;br /&gt;
| {{#expr: (300-10)*0.0000645 * 100}}%&lt;br /&gt;
| {{ticks|{{#expr: (0.63/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (0.63/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
| {{ticks|{{#expr: (1/((300-10)*0.0000645)) * 60 round 0}} }} &lt;br /&gt;
| {{#expr: (1/((300-10)*0.0000645)) * 60/2500 round 1}} hrs&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Recovery from hypothermia uses the same process as recovery from heatstroke, which results in complete recovery within 3.6 in-game hours:&lt;br /&gt;
:&amp;lt;code&amp;gt;Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (minor)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
* [[Moving]] -8%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (moderate)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* [[Moving]] -20%&lt;br /&gt;
* [[Manipulation]] -20%&lt;br /&gt;
* Hunger rate -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -40% &lt;br /&gt;
* [[Moving]] -40%&lt;br /&gt;
* [[Manipulation]] -50%&lt;br /&gt;
* Hunger rate -40%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermic slowdown (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max. 10%&lt;br /&gt;
* Hunger rate -95%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vacuum exposure ===&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
{{Recode|section=1|reason=Graph is missing lines for Vacskin Gland and Vacuum Resistance gene}}&lt;br /&gt;
Vacuum exposure occurs when a pawn is subjected to [[Orbit|hard vacuum]] without adequate protection.&lt;br /&gt;
&lt;br /&gt;
The rate of severity growth is directly proportional to the vacuum percentage of the pawn's current tile, and to the difference between 1 and a pawn's [[vacuum resistance]] stat. Vacuum will be 100% outside pressurized rooms; otherwise, it will vary depending on the presence of [[oxygen pump]]s, open connections to other rooms, and so on. The specific algorithm is:&lt;br /&gt;
# Start with a default of 2% per second.&lt;br /&gt;
# Multiply the amount by the tile's current vacuum percentage.&lt;br /&gt;
# Multiply the product by the difference between 1 and the pawn's vacuum resistance.&lt;br /&gt;
Expressed as a formula, the increase of severity every {{ticks|60}} is:&lt;br /&gt;
:&amp;lt;code&amp;gt;Increase in vacuum exposure severity = 0.02 * tile vacuum percentage * (1 - vacuum resistance)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vacuum exposure builds up extremely quickly in pawns without significant vacuum resistance. An unprotected pawn with no resistance will die in just {{ticks|3000}} of exposure to a complete vacuum, making even brief spacewalks a risky prospect.&lt;br /&gt;
&lt;br /&gt;
Pawns recover quickly from vacuum exposure while inside a pressurized area; severity will simply fall at a flat 10% per second until the condition disappears entirely. Affected pawns that reach 100% vacuum resistance while still exposed (such as by equipping a [[vacsuit]]) will keep their current level of exposure until they return to a pressurized tile, but its severity will not increase any further.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; width=&amp;quot;25%&amp;quot; |&lt;br /&gt;
  {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
  |-&lt;br /&gt;
  ! Stage !! Begins at !! Symptoms&lt;br /&gt;
  |-&lt;br /&gt;
  | '''Vacuum exposure (initial)''' || Initial ||&lt;br /&gt;
  * No visible symptoms, doesn't show up in health tab&lt;br /&gt;
  |-&lt;br /&gt;
  | '''Vacuum exposure (initial)''' || ≥15% severity ||&lt;br /&gt;
  * {{Bad|-5%}} [[Consciousness]]&lt;br /&gt;
  * {{Bad|+5%}} [[Pain]]&lt;br /&gt;
  |-&lt;br /&gt;
  | '''Vacuum exposure (mild)''' || ≥30% severity ||&lt;br /&gt;
  * {{Bad|-10%}} [[Consciousness]]&lt;br /&gt;
  * {{Bad|+8%}} [[Pain]]&lt;br /&gt;
  |-&lt;br /&gt;
  | '''Vacuum exposure (moderate)''' || ≥50% severity ||&lt;br /&gt;
  * {{Bad|-20%}} [[Consciousness]]&lt;br /&gt;
  * {{Bad|+10%}} [[Pain]]&lt;br /&gt;
  |-&lt;br /&gt;
  | '''Vacuum exposure (extreme)''' || ≥85% severity ||&lt;br /&gt;
  * [[Consciousness]] max. 10%&lt;br /&gt;
  * {{Bad|+10%}} [[Pain]]&lt;br /&gt;
  |-&lt;br /&gt;
  | '''Vacuum exposure (extreme)''' || 100% severity ||&lt;br /&gt;
  * [[Death]]&lt;br /&gt;
  |}&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; width=&amp;quot;70%&amp;quot; |&lt;br /&gt;
  {{Graph:Chart&lt;br /&gt;
  |width=1000&lt;br /&gt;
  |height=600&lt;br /&gt;
  |type=line&lt;br /&gt;
  |legend=Legend&lt;br /&gt;
  |y1Title=no vacuum resistance [50s]&lt;br /&gt;
  |y2Title=Vacsuit chest only (32%) [73s]&lt;br /&gt;
  |y3Title=Vacsuit helmet only (69%) [161s]&lt;br /&gt;
  |y4Title=Full Recon armour (95%) [16.6min]&lt;br /&gt;
  |y5Title=full Marine and Janissary armour (97%) [27.7min]&lt;br /&gt;
  |y6Title=Full Cataphract armour (98%) [41.6min]&lt;br /&gt;
  |y7Title=Full Vacsuit (99%) [83.3min]&lt;br /&gt;
  |x = 0,50,73.5,161.3,1000,1666.7,2500,5000&lt;br /&gt;
  |y1 = 0,100&lt;br /&gt;
  |y2 = 0,68,100&lt;br /&gt;
  |y3 = 0,31,45.57,100&lt;br /&gt;
  |y4 = 0,5,7.35,16.13,100&lt;br /&gt;
  |y5 = 0,3,4.41,9.68,60,100&lt;br /&gt;
  |y6 = 0,2,2.94,6.45,40,66.67,100&lt;br /&gt;
  |y7 = 0,1,1.47,3.23,20,33.33,50,100&lt;br /&gt;
  |xAxisTitle = Time (s)&lt;br /&gt;
  |yAxisTitle = Vacuum exposure (%)&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pregnancy ==&lt;br /&gt;
{{See also|Animals#Mating{{!}}Mating|Animals#Breeding{{!}}Breeding|Reproduction{{!}}Human pregnancy}}&lt;br /&gt;
{{quote|This creature is gestating offspring. It will give birth if the pregnancy comes to term. If starved or injured, there may be a miscarriage.|Description}}&lt;br /&gt;
&lt;br /&gt;
Tamed, non-[[human]], non-[[insectoid]], non-[[egg]]laying, female [[animals]] have a 50% chance to get pregnant from [[Animals#Mating|mating]]. While this is not an ailment in the traditional sense, it does have mechanical effects. For the first {{ticks|600}} this condition will be invisible, after which point a message will come up mentioning the pregnancy.&lt;br /&gt;
&lt;br /&gt;
Humans can be pregnant only if the [[Biotech DLC]]{{BiotechIcon}} is enabled. They have a different list of symptoms. See [[Reproduction]] for details.&lt;br /&gt;
&lt;br /&gt;
A pregnant animal suffering from [[malnutrition]] of 25% or higher or that is injured may miscarry. Miscarriages are noted by an in-game message. &lt;br /&gt;
&lt;br /&gt;
Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal. &lt;br /&gt;
&lt;br /&gt;
The duration, and thus the severity gain per day, depends on the gestation time of the animal in question.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Early-stage''' || &amp;gt;0 Severity ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 2.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Middle-stage''' || &amp;gt;0.333 Severity ||&lt;br /&gt;
* {{--|15%}} [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Late-stage''' || &amp;gt;0.666 Severity||&lt;br /&gt;
* [[Vomiting]] (''MTB of 5 days'')&lt;br /&gt;
* {{--|30%}} [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''''Birth''''' || 1.0 Severity||&lt;br /&gt;
* Symptoms end&lt;br /&gt;
* Offspring is born&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sterilized ===&lt;br /&gt;
{{Stub|section=1|reason=Missing details, sources, mechanics etc. Are there any other causes in humans?}}&lt;br /&gt;
{{Quote|This creature's reproductive system has been permanently shut down.|Description}}&lt;br /&gt;
[[Animals]] can be sterilized by use of the &amp;quot;Sterilize&amp;quot; [[operation]] to prevent them from being able to reproduce, and the sterilized animal won't attempt to mate with others nor will others attempt to mate with it. [[Egg]] laying animals will stop laying eggs when sterilized. The animal acts as normal in all other ways, including [[milk]] production. &lt;br /&gt;
&lt;br /&gt;
Sterilizing a pregnant animal will not terminate the pregnancy.&lt;br /&gt;
&lt;br /&gt;
The sterilization operation requires [[Medical]] skill of 3 and {{ticks|500}} of work.&lt;br /&gt;
&lt;br /&gt;
Humans with the &amp;quot;Sterilized&amp;quot; health trait can only be healed with a [[healer mech serum]]. Pawns can{{Check Tag|Will?|Is it all failures or just a chance?}} receive the sterilized ailment from a failed vasectomy or IUD insertion.{{BiotechIcon}} It is currently unknown if there are other sources.&lt;br /&gt;
&lt;br /&gt;
== Drug damage ==&lt;br /&gt;
These ailments are caused by excess drug use.&lt;br /&gt;
&lt;br /&gt;
=== Cirrhosis ===&lt;br /&gt;
A degenerative liver disease caused by excessive alcohol consumption.&lt;br /&gt;
An otherwise healthy pawn with cirrhosis will have an [[immunity gain speed]] of 70%, making them extremely vulnerable to disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cirrhosis''' || &lt;br /&gt;
* -60% part efficiency (liver)&lt;br /&gt;
* Slight [[pain]] (+15%)&lt;br /&gt;
* -10% [[Moving]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The easiest method of treatment is the transplantation of a new liver. Due to the extreme vulnerability to disease, even if your colony dislikes organ harvesting it may be worth it to replace the livers of valuable pawns as doctors will struggle to get high enough tend qualities on diseases to counterbalance the decreased immunity gain, often needing a very good hospital plus a very good doctor or glitterworld medicine to do so.&lt;br /&gt;
* Other than transplantation, only [[healer mech serum]], [[unnatural healing]]{{AnomalyIcon}} and [[resurrector mech serum]] can cure cirrhosis.&lt;br /&gt;
&lt;br /&gt;
=== Chemical damage ===&lt;br /&gt;
Permanent damage that occurs as a result of drug overdose or tolerance. There are two variants.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (moderate)''' || &lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
* Always applied to the brain&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (severe)''' || &lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
* Always applied to the kidneys&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Kidney chemical damage can be cured by replacing with a non-damaged [[kidney]] or with a [[detoxifier kidney]]{{BiotechIcon}}&lt;br /&gt;
* Brain chemical damage can only be cured with a [[healer mech serum]] or via [[unnatural healing]]{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==Trauma savant==&lt;br /&gt;
Injuries to the brain can cause increased motor function, but loss of social capabilities.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Trauma savant''' || &lt;br /&gt;
* +50% [[Manipulation]]&lt;br /&gt;
* x0% [[Talking]] and [[Hearing]]&lt;br /&gt;
* Brain damage does not affect part efficiency&lt;br /&gt;
* Nullifies all opinions of other pawns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The chance to receive trauma savant on any physical (non-chemical) [[injury]] to the brain is equal to the percentage of the brain damaged multiplied by 0.12. For an adult human, this represents 1.2% chance per point of damage. Animals can also become trauma savants. &lt;br /&gt;
&lt;br /&gt;
A [[Ghoul|Ghoul]]{{AnomalyIcon}} or a humans with the [[Scarless]]{{BiotechIcon}} gene will not get brain scars from damage to their brain, but they still have a chance to become trauma savants. This makes it possible to voluntarily give the condition to a pawn by repeatedly damaging and healing their brain, although this can be time consuming and expensive. For an adult human, the brain will need to take on average 83 points of damage. Using other methods to heal the brain such as the [[Biosculpter pod#Bioregeneration|Bioregeneration cycle]] of the [[biosculpter pod]]{{IdeologyIcon}} is theoretically possible, but prohibitively expensive. &lt;br /&gt;
&lt;br /&gt;
Currently, the most cost-effective known method to damage the brain is to purposefully fail the surgery to remove a [[Painstopper|painstopper]]. Painstoppers are the cheapest brain implant that can be removed. Attempting to remove it costs only one [[herbal medicine]] and failing will not destroy the implant. Performing the operation outside, on a [[Sleeping spot]] or an [[Ancient bed]],{{IdeologyIcon}} in the dark, with a low level surgeon with lowered Sight and Manipulation will maximize the chance for the operation to fail. If the operation accidentally succeeds, then the patient should be moved to a high quality hospital to reinsert the painstopper, as failure would destroy the implant and greatly increase the overall cost. It takes on average between 50 and 100 failed brain operations for a patient to become trauma savant. &lt;br /&gt;
&lt;br /&gt;
Trauma savant negates the [[consciousness]] penalty from all brain damage, including scars that existed before the condition. On another hand, those brain scars will still lower the brain's health and can potentially still cause pain. Also, Trauma savant will not prevent loss of consciousness from other brain conditions like Dementia. &lt;br /&gt;
&lt;br /&gt;
Trauma savant can be healed with a [[healer mech serum]] or the [[Creepjoiner#Unnatural_healing|Unnatural healing]]{{AnomalyIcon}} ability (or possibly through other means as well). It can also be treated by killing the pawn, [[Skull|removing their skull]]{{IdeologyIcon}} then resurrecting thanks to a [[Resurrector mech serum]] or [[death refusal]]{{AnomalyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==Bliss lobotomy==&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Main|Bliss lobotomy}}&lt;br /&gt;
A whole-body condition that gives a constant +20 mood bonus but imposes a -50% global learning factor penalty. Makes pawn incapable of cooking, construction, plant work, mining, crafting and intellectual. Can generate on [[horax cult|cultist]] raiders or be deliberately induced via a brain surgery at the cost of 2 medicine and 30 [[bioferrite|bioferrites]].&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
These ailments appear in gameplay, and usually wear off on their own (except death-causing ones).&lt;br /&gt;
&lt;br /&gt;
=== Cryptosleep sickness ===&lt;br /&gt;
After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind.&lt;br /&gt;
&lt;br /&gt;
Occurs after having been in a [[ship cryptosleep casket]] or a [[cryptosleep casket]] for any amount of time. The colonists in the &amp;quot;[[Scenario system#Crashlanded|Crashlanded]]&amp;quot; scenario have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cryptosleep sickness''' || &lt;br /&gt;
* Frequent [[vomiting]] (''MTB of 3 hours'')&lt;br /&gt;
* Impaired [[consciousness]] (×80%)&lt;br /&gt;
* Impaired [[moving]] (×90%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
|}&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off after {{ticks|10000}}&lt;br /&gt;
&lt;br /&gt;
=== Food poisoning ===&lt;br /&gt;
Occurs after eating a contaminated meal or occasionally from raw food. The chance of contamination for cooked meals is determined by the [[Cleanliness|cleanliness of the room]] where it was prepared and cook's [[food poison chance]] stat. &lt;br /&gt;
&lt;br /&gt;
[[Corpse]]s have a flat chance of 5% to give food poisoning. Other raw food has a flat chance in between 1% and 4% depending on the type of food — most raw food having a 2% chance. Cooked meals roll two separate probabilities to determine if the food is poisoned. The first checks the [[cleanliness]] of the kitchen used. See the accompanying graph for specifics. Note that cleanliness above -2 prevents this roll from producing poisoned meals. If the cooking station is outdoors, the default chance is 2%. &lt;br /&gt;
&lt;br /&gt;
If the first roll fails to poison the meal, then a second roll is performed, this time based on the [[food poison chance]] of the pawn, controlled entirely by their [[Skills#Cooking|cooking skill]].&lt;br /&gt;
If the second roll indicates that the meal is poisonous, the probability of poisoning the pawn is 100% for that individual meal. However, when the poisonous meal is part of a stack with other meals, the probability is distributed among all the meals in the stack. This distribution reduces the chance of food poisoning from 100% to the ratio of total meals to poisonous meals within the stack. For instance, if a poisonous meal is placed on top of a stack containing three non-poisonous meals, the probability for each meal to poison the pawn becomes 25%. Consequently, even if the original meal was poisonous, there is a possibility that no pawns will experience food poisoning.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot; style=&amp;quot;margin: auto; text-align:center;&amp;quot;&lt;br /&gt;
! Cooking Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Skill&amp;amp;nbsp;Level&lt;br /&gt;
! Chance from Room Cleanliness&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background-color:#F00000&amp;quot; | '''0''' || style=&amp;quot;background-color:#F00000&amp;quot; | '''5.00%''' || rowspan=&amp;quot;10&amp;quot;| {{Graph:Chart|width=400|height=100|type=line|x=-5, -3.5, -2, 0|y=5, 2.5, 0, 0|xAxisTitle=Room Cleanliness|yAxisTitle=Food Poisoning Chance (%)}}&lt;br /&gt;
Chance = ([[Cleanliness|Room Cleanliness]] + 2) * 0.05 / 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Capped between 0% and 5%&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#FF5500&amp;quot; &lt;br /&gt;
| '''1''' || '''4.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#FBA933&amp;quot;&lt;br /&gt;
| '''2''' || '''3.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#E3C933&amp;quot;&lt;br /&gt;
| '''3''' || '''2.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#E3E933&amp;quot;&lt;br /&gt;
| '''4''' || '''1.50%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#C3FF33&amp;quot;&lt;br /&gt;
| '''5''' || '''1.00%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#B6FF00&amp;quot;&lt;br /&gt;
| '''6''' || '''0.50%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#86FF00&amp;quot;&lt;br /&gt;
| '''7''' || '''0.25%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#66FF00&amp;quot;&lt;br /&gt;
| '''8''' || '''0.15%'''&lt;br /&gt;
|- style=&amp;quot;background-color:#00FF00&amp;quot;&lt;br /&gt;
| '''9-20''' || '''0.10%'''&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Symptoms and progress:&lt;br /&gt;
Food poisoning lasts 24 hours with no after-effects. It has 3 stages: the first unpleasant 4 hours, followed by a crippling 16 hours, and finally an unpleasant 4 hours largely similar to the first stage, as described in the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (initial)''' || 0–4 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.3 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* Slower [[Eating speed|eating]] (×50%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (major)''' || 4–20 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.2 days'')&lt;br /&gt;
* Significant [[pain]] (+40%)&lt;br /&gt;
* Impaired [[consciousness]] (×50%)&lt;br /&gt;
* Impaired [[moving]] (×50%)&lt;br /&gt;
* Impaired [[manipulation]] (×80%)&lt;br /&gt;
* Reduced [[blood filtration]] (×85%)&lt;br /&gt;
* Much slower [[Eating speed|eating]]  (×30%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (recovering)''' || 20–24 hours from onset ||&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.4 days'')&lt;br /&gt;
* Some [[pain]] (+20%)&lt;br /&gt;
* Impaired [[consciousness]] (×60%)&lt;br /&gt;
* Impaired [[moving]] (×80%)&lt;br /&gt;
* Impaired [[manipulation]] (×90%)&lt;br /&gt;
* Reduced [[blood filtration]] (×95%)&lt;br /&gt;
* Slower [[Eating speed|eating]]  (×50%)&lt;br /&gt;
|}&lt;br /&gt;
; Treatment and Prevention&lt;br /&gt;
Food poisoning can only be minimized by manipulating the factors that cause it mentioned above. Prevention can only be guaranteed by exclusively consuming meals purchased from traders or by making [[Baby food]] or [[nutrient paste meal]]s as they will never cause food poisoning, or by installing a [[sterilizing stomach|sterilizing]] {{RoyaltyIcon}}, [[nuclear stomach]] {{RoyaltyIcon}} or [[fleshmass stomach]] {{AnomalyIcon}}, or having the [[strong stomach]] gene{{BiotechIcon}} which renders the pawn immune. Note that [[bionic stomach]]s reduce the chance of getting food poisoning by 50% but cannot outright prevent it.&lt;br /&gt;
&lt;br /&gt;
There is no practical treatment for food poisoning, you simply have to let it run its course. [[Healer mech serum]] will cure it (if there is nothing worse to cure), but this costly measure is rarely if ever worthwhile, as food poisoning only affects the pawn for the 24 hour cycle and then leaves them as healthy as they were before.&lt;br /&gt;
&lt;br /&gt;
Because of the high chance of [[vomiting]] at any moment, putting the patient on a temporary diet of [[pemmican]] may be useful. Vomiting interrupts the process of eating, resetting it to the start, but a colonist can more quickly consume several pieces of pemmican between &amp;quot;attacks&amp;quot; that they can eat an entire [[meal]]. This allows the poisoned pawn to more easily avoid malnutrition without feeding them [[raw food]]s that could cause further poisoning.&lt;br /&gt;
&lt;br /&gt;
Because of the penalty to [[blood filtration]] and [[consciousness]], food poisoning in combination with other ailments such as an [[infection]] can be a cause for concern.&lt;br /&gt;
&lt;br /&gt;
=== Toxic buildup ===&lt;br /&gt;
{{Stub|section=1|reason=What is the effect of Toxic Environment Resistance vs Toxic Resistance, tox rain}}&lt;br /&gt;
Primarily occurs with exposure to [[Events#Toxic fallout|toxic fallout]], [[pollution]],{{BiotechIcon}} and [[tox gas]].{{BiotechIcon}}. Prolonged exposure gradually increases the buildup severity. &lt;br /&gt;
&lt;br /&gt;
Alternatively, some attacks cause instantaneous increases in toxic buildup severity, such as [[cobra]] and [[waste rat]] {{BiotechIcon}} bites, the [[venom talon]] {{RoyaltyIcon}}, or [[venom fangs]] {{RoyaltyIcon}}. &lt;br /&gt;
&lt;br /&gt;
A colonist under a roof is protected from toxic fallout, and avoiding interaction with the other sources can prevent buildup from them. If they are exposed to the fallout, they will accumulate Toxic Buildup at a rate of 40% per day. Pollution will accumulate at the same rate, but cannot be mitigated through roofing. When walking through polluted terrain in [[caravan]]s, they will accumulate buildup at 20% per day in Moderately Polluted terrain (50%-75% polluted tiles) and 40% per day in Extremely Polluted terrain (above 75%). Buildup from both pollution as well as toxic fallout can stack, meaning a pawn standing in polluted terrain while a toxic fallout can gain 80%/day.&lt;br /&gt;
&lt;br /&gt;
This buildup severity gained is proportional to the [[Toxic Resistance]] [[stat]] - thus, [[human]]s buildup at the full rate, [[animal]]s at half, and [[insects]] and [[mechanoids]] are immune.{{Check Tag|Body Size?|Buildup severities from Damage types are now inversely proportional to body size, are all sources scaled? Either way, add detail}} Buildup can also be reduced through a variety of of other means including items such as the [[gas mask]] {{BiotechIcon}}, [[detoxifier kidney]] {{BiotechIcon}}, and [[detoxifier lung]] {{BiotechIcon}}, as well as [[genes]]{{BiotechIcon}} such as [[Partial antitoxic lungs]]{{BiotechIcon}} and [[Total antitoxic lungs]],{{BiotechIcon}} or [[Tox resistance]]{{BiotechIcon}} and [[Tox immunity]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
There is, effectively, a multiplier for each pawn on their toxic buildup accumulation from these indirect sources. This can vary between 15% faster buildup or 15% slower buildup than the average rate. There is no stat in the information panel to convey this variation, but it is static for a given pawn. This means that baseliner humans standing in pollution and a toxic fallout, with no Tox Resistance of any sort, can vary from either 68% to 92% buildup per day, rather than a constant 80%.&lt;br /&gt;
&lt;br /&gt;
The buildup severity occurs in stages. The later stages cause permanent [[#Dementia|dementia]] which does not wear off even after toxic buildup subsides. When a pawn affected by toxic buildup [[Death|dies]], there is a chance that its corpse will instantly rot - this chance is equal to the severity.&lt;br /&gt;
&lt;br /&gt;
Once a colonist returns to a safe area, such as a roofed area for toxic fallout, or otherwise stops taking severity increases, their buildup severity will gradually decrease. Once no longer exposed, severity reduces by 8% per day, meaning that it will take up to 12.5 days to eliminate all toxins accumulated in the body. However, colonists that reach high stages of toxic buildup are likely to develop further complications.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (initial)''' || ≥4% severity ||&lt;br /&gt;
* -5% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (minor)''' || ≥20% severity ||&lt;br /&gt;
* -10% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (moderate)''' || ≥40% severity ||&lt;br /&gt;
* -15% [[Consciousness]]&lt;br /&gt;
* [[Vomiting]] (''MTB of 5 days'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 146 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 438 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (serious)''' || ≥60% severity ||&lt;br /&gt;
* -25% [[Consciousness]]&lt;br /&gt;
* [[Vomiting]] (''MTB of 1 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 37 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 111 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || ≥80% severity ||&lt;br /&gt;
* Unconsciousness (Max. [[consciousness]] 10%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.5 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''MTB of 13 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''MTB of 39 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Brain shock ===&lt;br /&gt;
{{quote|&amp;quot;After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses.&amp;quot;  - '''In-game description'''}}&lt;br /&gt;
Occurs when an [[EMP]] effect hits a pawn with the following brain implants:&lt;br /&gt;
* [[Learning assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Neurocalculator]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian half-cycler]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Pilot assistant]] {{OdysseyIcon}}&lt;br /&gt;
It lasts between {{ticks|2500}} and {{ticks|3500}}.&lt;br /&gt;
&lt;br /&gt;
Despite only occurring with implants from the [[Royalty DLC|Royalty]] and [[Odyssey DLC|Odyssey]] DLCs, it is defined in the core code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Brain shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic shock ===&lt;br /&gt;
{{quote|A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off.|In-game description}}&lt;br /&gt;
Occurs when a pawn is hit by the effect of a [[psychic shock lance]] or when exceeding a pawn's [[neural heat limit]]s when psycasting {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
It lasts {{ticks|7500}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Psychic shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic coma ===&lt;br /&gt;
{{quote|&amp;quot;A form of benign coma during which the brain recovers from a psychic overload.&amp;quot;|In-game description}}&lt;br /&gt;
A coma inflicted by certain [[psycasts]]{{RoyaltyIcon}} including:&lt;br /&gt;
* [[Neural heat dump]], lasting 1 day.&lt;br /&gt;
* [[Neuroquake]], lasting 5 days.&lt;br /&gt;
* [[Word of serenity]], lasting 6 hours with duration scaling with [[psychic sensitivity]].&lt;br /&gt;
Note that despite only being caused by psycasts from the [[Royalty DLC]], the hediff itself is defined in Core. &lt;br /&gt;
&lt;br /&gt;
It has the following effects:&lt;br /&gt;
* [[Consciousness]]: {{Bad|10%}} Max.&lt;br /&gt;
&lt;br /&gt;
=== Psychic breakdown ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Unknown whether should remain on [[Psycasts]], whether it should be moved here, or whether a transclusion or template should be used to duplicate it in both places}}&lt;br /&gt;
{{Main|Psycasts#Psychic_breakdown|l1=Psychic breakdown}}&lt;br /&gt;
&lt;br /&gt;
=== Biosculpting sickness ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{quote|&amp;quot;The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking.&amp;quot;|In-game description}}&lt;br /&gt;
Occurs when a pawn is ejected early from a [[biosculpter pod]] either manually or as a result of 24 hours without power.&lt;br /&gt;
&lt;br /&gt;
It lasts between {{ticks|8000}} and {{ticks|12000}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Biosculpting sickness''' ||&lt;br /&gt;
* [[Consciousness]] ×80%&lt;br /&gt;
* [[Moving]] ×90%&lt;br /&gt;
* [[Manipulation]] ×90%&lt;br /&gt;
* [[Vomiting]] (Mtb 0.125 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scanning sickness ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{:Subcore softscanner}}&lt;br /&gt;
&lt;br /&gt;
=== Bio-starvation ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{quote|&amp;quot;This person was in a growth vat which wasn't functioning properly due to lack of power or nutrition feedstock. This has left their body in a state of bio-starvation.&amp;quot;|In-game description}}&lt;br /&gt;
A pawn in a [[growth vat]] with no power or nutrition, will enter [[bio-starvation]], increasing in severity by 50% per day starved, and decreasing 10% per day properly supplied or spent outside the vat. Bio-starvation increases nutrition consumption in a vat by {{bad|+10%}} at all severities, and [[Death|kills]] at 100%. If a bio-starved pawn leaves the vat, a number of status effects will be applied to them. These include:&lt;br /&gt;
* [[Pain]]: {{++|15%}}&lt;br /&gt;
* [[Hunger Rate Factor]] offset: {{++|50%}}&lt;br /&gt;
* [[Consciousness]]: {{--|25%}}&lt;br /&gt;
&lt;br /&gt;
=== Vomiting ===&lt;br /&gt;
{{Stub|section=1|reason=what does it interrupt, what happens when different tasks are underway - e.g. eating cancels the eating task but doesn't waste the meal, explanation that vomiting is expressed as mtb etc}}&lt;br /&gt;
The body attempting to forcefully expunge toxins. Unfortunately for your pawns, this doesn't work in Rimworld.&lt;br /&gt;
&lt;br /&gt;
Vomiting is caused by a wide variety of ailments{{Check Tag|List Needed?}}, some [[Psycasts]]{{RoyaltyIcon}}, or being hit with an EMP while having the [[Sterilizing stomach|Sterilizing]], [[Reprocessor stomach|Reprocessor]], or [[Nuclear stomach|Nuclear]] stomachs{{RoyaltyIcon}} installed.&lt;br /&gt;
&lt;br /&gt;
A pawn that is vomiting will stop in place, face the side, and begin vomiting. The process takes away .05 nutrition over 3-5 ticks{{Check Tag|Verify|I just vaguely recall this from watching it, someone please check my numbers. I also have no idea if body size changes nutrition lost}}, and causes 3-5 piles of [[Vomit]] to appear on the tile they're facing. A pawn lying in a bed will not stand up to vomit{{Check Tag|Details|Does this pause the resting bonus from lying down? Does it wake them up?}}.&lt;br /&gt;
&lt;br /&gt;
Vomiting will interrupt most tasks, including eating, walking, aiming a weapon, or working at a station, but they will resume the task once they stop vomiting{{Check Tag|Mechanics|Do pawns who are actively vomiting still reserve the task they were working on?}}. For this reason, it is recommended that pawns who are afflicted with an ailment that causes frequent vomiting, such as [[food poisoning]], eat foods like [[pemmican]], as a pawn who vomits while in the middle of eating a normal meal will lose all progress towards consuming it (note that the meal is not wasted), but a pawn eating pemmican will still consume part of the stack. Similarly, they should also avoid long tasks that have their progress reset on being interrupted, such as cooking 4x [[lavish meal]]s.&lt;br /&gt;
&lt;br /&gt;
=== Crumbling mind ===&lt;br /&gt;
{{Anomaly|section = 1}}&lt;br /&gt;
{{Spoiler|section = 1}}&lt;br /&gt;
&lt;br /&gt;
The gradual breakdown of the mind. While technically non-fatal, it applies mounting consciousness penalties, and its final stage renders a pawn incapable of nearly all work.&lt;br /&gt;
&lt;br /&gt;
Crumbling mind is caused by two [[Anomaly]] events - The [[Corrupted obelisk]] and the [[Creepjoiner]]. It cannot affect pawns that existed before those events, only ones created by them. It can be detected before ailments show by a surgical inspection.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners with this condition will begin showing symptoms within 2-3.33 days. Duplicated pawns will begin showing them within 12-48 hours. Severity progresses by 33% per day. Progress can be paused through the use of a [[cryptosleep casket]].&lt;br /&gt;
&lt;br /&gt;
Crumbling mind can be cured by a [[healer mech serum]] as well as the [[unnatural healing]] ability so long as it hasn't progressed to the final stage of '''Crumbled mind'''. Once it has, the condition is incurable, short of destroying the colonists brain then resurrecting them with either a [[resurrector mech serum]] or [[death refusal]]. If this strategy is used, remember not to euthanize them or they will be no longer of your faction after resurrection.&lt;br /&gt;
&lt;br /&gt;
Counterintuitively, [[Ghoul|Ghoul infusion]] will not cure Crumbling mind and it will hinder ghoul's combat abilities.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (mild)''' || Initial ||&lt;br /&gt;
* {{Bad|x90%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (moderate)''' || ≥40% severity ||&lt;br /&gt;
* {{Bad|x70%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbling mind (extreme)''' || ≥80% severity ||&lt;br /&gt;
* {{Bad|x60%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Crumbled mind''' || 100% severity ||&lt;br /&gt;
* {{Bad|x60%}} [[Consciousness]]&lt;br /&gt;
* Incapable of [[Work#Incapable of work types|skilled and dumb labor, caring, and intellectual]]&lt;br /&gt;
* Incurable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Surgical ==&lt;br /&gt;
These ailments happen with medical operations.&lt;br /&gt;
&lt;br /&gt;
=== Anesthetic ===&lt;br /&gt;
Used in surgery to make sure that a pawn is unconscious. It can also be administered outside of operations using a medical bill, consuming medicine.&lt;br /&gt;
&lt;br /&gt;
A pawn under anesthesia is unconscious for the first 6 hours, and the worst effects of anesthetic wear off after 12 hours, so arranging operations to be performed some time just before a pawn needs to sleep is recommended if you want them functioning the next work day.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (sedated)''' || 0–6 hours from onset ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max. 1%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (woozy)''' || 6–12 hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×80%)&lt;br /&gt;
* Impaired [[consciousness]] (70% max)&lt;br /&gt;
* Impaired [[moving]] (-20%)&lt;br /&gt;
* Impaired [[manipulation]] (-20%)&lt;br /&gt;
* Impaired [[digestion]] (-20%&lt;br /&gt;
* Impaired [[sight]] (-15%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 0.25 days'')&lt;br /&gt;
* Confused wandering (''MTB of 5 days'')&lt;br /&gt;
* Forget memory thought (''MTB of 5 days'')&lt;br /&gt;
* Improved [[mood]] (+10)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (wearing off)''' || 12+ hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (×95%)&lt;br /&gt;
* Impaired [[consciousness]] (90% max)&lt;br /&gt;
* Impaired [[moving]] (-5%)&lt;br /&gt;
* Impaired [[manipulation]] (-10%)&lt;br /&gt;
* [[Vomiting]] (''MTB of 4 days'')&lt;br /&gt;
* Confused wandering (''MTB of 50 days'')&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off on its own between {{ticks|45000}} to {{ticks|75000}} even if severity has not reached 0%&lt;br /&gt;
** Surgery is unaffected even if it wears off before finished&lt;br /&gt;
&lt;br /&gt;
==== Version history ====&lt;br /&gt;
Prior to 1.1 it lasted only {{ticks|15000}} and did not have any other stages afterwards.&lt;br /&gt;
&lt;br /&gt;
== Resurrection ==&lt;br /&gt;
These may occur after a dose of [[resurrector mech serum]] is applied on a [[Death|dead]] pawn.&lt;br /&gt;
&lt;br /&gt;
=== Resurrection sickness ===&lt;br /&gt;
After-effects of being resurrected by mechanite injection. Artificially-kickstarted body processes take time to rebalance themselves.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection sickness''' || &lt;br /&gt;
* Loss of [[moving]] (×10%)&lt;br /&gt;
* Loss of [[manipulation]] (×10%)&lt;br /&gt;
* [[Vomiting]] (mtb. 0.5 days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Wears off anywhere from {{ticks|90000}} to {{ticks|150000}}&lt;br /&gt;
&lt;br /&gt;
'''Probability:'''&lt;br /&gt;
* 100% chance of being applied&lt;br /&gt;
&lt;br /&gt;
=== Blindness ===&lt;br /&gt;
Mechanites fail to properly repair the eyes, instead causing more damage to it, resulting in blindness.&lt;br /&gt;
&lt;br /&gt;
Blindness from [[resurrector mech serum]] applies to both eyes, resulting in total blindness&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blindness''' || &lt;br /&gt;
* Complete loss of function (-100% part efficiency)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatment:'''&lt;br /&gt;
* Replace eyes with [[bionic eye]]s or [[archotech eye]]s&lt;br /&gt;
&lt;br /&gt;
'''Probability:'''&lt;br /&gt;
* 2% chance when used at 0.1 days or less of decay&lt;br /&gt;
* Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
=== Resurrection psychosis ===&lt;br /&gt;
Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and [[death]].&lt;br /&gt;
&lt;br /&gt;
The severity of the psychosis increases by 0.01 per day, meaning that it will kill in 100 days after resurrection, or 90 days after this ailment becoming visible. Hopefully this gives you enough time to find a [[healer mech serum]] to heal the ailment, find another [[resurrector mech serum]] to attempt the resurrection again once the psychosis has run its course, or build a [[cryptosleep casket]] to give you time to find either serum. There are no other ways to cure the disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (hidden)''' || ≥0% severity ||&lt;br /&gt;
* No visible symptoms, doesn't show up in health tab&lt;br /&gt;
* Can still be cured with [[healer mech serum]] at this stage even if it is not visible.&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (early)''' || ≥10% severity ||&lt;br /&gt;
* Frequent mental breaks (''MTB of 9 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (moderate)''' || ≥25% severity ||&lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* Frequent mental breaks (''MTB of 6 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (advanced)''' || ≥40% severity ||&lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* Frequent mental breaks (''MTB of 3 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (severe)''' || ≥55% severity ||&lt;br /&gt;
* [[Consciousness]] -30%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (total)''' || ≥70% severity ||&lt;br /&gt;
* [[Consciousness]] -40%&lt;br /&gt;
* Extremely frequent mental breaks (''MTB of 0.25 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || ≥85% severity ||&lt;br /&gt;
* Pawn becomes unconscious ([[Consciousness]] max. 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || 100% severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Treatments:'''&lt;br /&gt;
* Healer mech serum&lt;br /&gt;
* Allowing the pawn to [[Death|die]] again, then resurrecting once more (rerolls the disease)&lt;br /&gt;
&lt;br /&gt;
'''Probability of contracting:'''&lt;br /&gt;
* 2% chance when used at 0.1 days or less of decay&lt;br /&gt;
* Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
'''Prevention:'''&lt;br /&gt;
* Freeze corpses immediately after death.  Corpses placed in a [[sarcophagus]] are still affected by the temperature of the room they are in, and can be removed later but are protected from butchering, hungry animals and assuming you build the sarcophagus from something [[Flammability|non-flammable]], [[fire]].&lt;br /&gt;
&lt;br /&gt;
== Heart attack ==&lt;br /&gt;
Heart attacks can randomly occur on any pawn/animal at any time, but they become more frequent as they pass half of their life expectancy (e.g. 40 years in humans), triggered by the [[Events#Birthday|birthday event]]. There must be 2 or more colonists on your colony for this to occur.&lt;br /&gt;
&lt;br /&gt;
The average interval between heart attacks is curved as follows (in days):&lt;br /&gt;
* 0-60% of life expectancy: 99,999,999 - 99,999,999&lt;br /&gt;
* 60-80% of life expectancy: 99,999,999 - 2,500&lt;br /&gt;
* 80-100% of life expectancy: 2,500 - 300&lt;br /&gt;
&lt;br /&gt;
Examples of intervals and chances:&lt;br /&gt;
* 70% of life expectancy (i.e. 56 in humans): 50,001,249.5 days (approx. 0.00000002% per day)&lt;br /&gt;
* 90% of life expectancy (i.e. 72 in humans): 1,400 days (approx. 0.000714% per day)&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
|'''Painful''' || 0% Severity || &lt;br /&gt;
* [[Consciousness]] ×50%&lt;br /&gt;
* [[Pain]] +40%&lt;br /&gt;
|-&lt;br /&gt;
|'''Debilitating''' || 60% Severity || &lt;br /&gt;
* [[Consciousness]] max. 10% (Unconsciousness)&lt;br /&gt;
* [[Pain]] +60%&lt;br /&gt;
|-&lt;br /&gt;
|'''Fatal''' || 100% Severity || &lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Progression ====&lt;br /&gt;
Heart attacks always start at 40% severity.  Each interval the heart attack severity will randomly change by a value between {{---|40%}} to {{++|60%}}. This means that it is possible for a heart attack to recover on its own, but usually (~76% likelihood){{Check Tag|Detail needed|How is this calculated??}} an untreated heart attack progresses to fatal severity. The interval between changes is random, and varies between {{Ticks|500}} and {{Ticks|10000}}.&amp;lt;!-- 5000 x Rand.Range(0.1, 2.0) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Treatment ====&lt;br /&gt;
Like injuries, medicine can be used to treat a heart attack. &lt;br /&gt;
&lt;br /&gt;
Doctors treating heart attacks will administer treatments rapidly, consuming medicine in the process. Each treatment has a chance to succeed, reducing the heart attack severity by {{---|30%}}. Successfully reducing severity below 0% will completely treat the heart attack. &lt;br /&gt;
&lt;br /&gt;
The chance a particular treatment can succeed is 65% multiplied by the [[tend quality]], for an effective maximum of 84.5% with [[glitterworld medicine]].&lt;br /&gt;
&lt;br /&gt;
==== Prevention ====&lt;br /&gt;
Replacing a pawn's heart with either a [[prosthetic heart|prosthetic]] or [[bionic heart]] will completely prevent heart attacks. Note however that while the bionic heart improves the [[blood pumping]] capacity, the  prosthetic heart decreases it, and thus all of the stats and capacities it affects.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] Added with cataracts and bad back&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Added hypothermia, frostbite, heatstroke, and burns from being in areas with extreme temperatures.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Food poisoning and cryptosleep sickness added. Some ailments can now cause vomiting.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Starvation and blood loss are now staged and affect consciousness as they worsen.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age. Heart attacks added.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Carcinoma, asthma, and hearing loss added.&lt;br /&gt;
* [[Version/1.0.0|1.0.0]] - Minor starvation (below 25% severity) no longer causes miscarriages.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pregnant animal is no longer viewed as sick because pregnancy affects its capacities. and thus now sells for the same as one with no health conditions.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Extreme blood loss now reduces consciousness by 40% in addition to setting the capacity's max to 10%. Prior to this, pawns could nonsensically [[Death|die]] by healing from extreme to severe bloodloss if their consciousness was below 40% from other symptoms - extreme would simply max it at 10% but healing to severe would reduce it by 40% to 0% and kill the pawn. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Sterilized animals no longer lay eggs.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Vacuum exposure implemented with [[Odyssey]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>Balenar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Blindsight&amp;diff=170934</id>
		<title>Blindsight</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Blindsight&amp;diff=170934"/>
		<updated>2025-10-23T02:44:48Z</updated>

		<summary type="html">&lt;p&gt;Balenar: Adding a link to the unnatural healing ability as well as correcting minor wording issues (creep joiner &amp;gt; Creepjoiner, power &amp;gt; ability), as well as swapping out &amp;quot;his&amp;quot; with they as biosculpting is not exclusive to male pawns&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
[[File:Blindsight.png|64px]]'''Blindsight''' Is one of the memes added with the [[Ideology DLC]].&lt;br /&gt;
&lt;br /&gt;
It elevates the status of blind pawns and improves the psypowers of blind [[psycast]]ers.&lt;br /&gt;
&lt;br /&gt;
==Advantages==&lt;br /&gt;
&lt;br /&gt;
* Blindsight gives up to +15 mood boost to blind pawns and +30 opinion from other pawns.&lt;br /&gt;
* Increases the [[psychic sensitivity]] of blind pawns by +30% (in addition to the normal bonus to [[psychic sensitivity]] from low [[Sight]] given to all pawns).&lt;br /&gt;
* Allows crafting [[blindfold]]s, which provides protection, cold insulation and +2 mood boost for sighted pawns.&lt;br /&gt;
* Blind pawns stats are unaffected by light and darkness.&lt;br /&gt;
* Blind pawns ignore other pawns beauty status.&lt;br /&gt;
* Blinding greatly decreases the pawn value.&lt;br /&gt;
* Unlocks Medical specialists.&lt;br /&gt;
&lt;br /&gt;
==Disavantages==&lt;br /&gt;
&lt;br /&gt;
* Blindsight gives down to -6 mood penalty to non-blinded pawns and -5 opinion from other pawns.&lt;br /&gt;
* Blinded and blindfolded pawns are severely limited on the number of activities they can perform effectively.&lt;br /&gt;
* Blind pawns ignore rooms beauty status.&lt;br /&gt;
* Disables the Darkness meme.&lt;br /&gt;
&lt;br /&gt;
==Blind psysense: Strong==&lt;br /&gt;
&lt;br /&gt;
[[File:Blindpsysense.png]]&lt;br /&gt;
&lt;br /&gt;
This precept increases the user [[psychic sensitivity]] when blind:&lt;br /&gt;
&lt;br /&gt;
* Blind bonus: +30% psychic sensitivity.&lt;br /&gt;
&lt;br /&gt;
Regardless of this precept, each point of sight bellow 50% gives the user +1% psychic sensitivity.&lt;br /&gt;
That means you normally get:&lt;br /&gt;
&lt;br /&gt;
* Sighted wearing [[blindfold]]: +30% psychic sensitivity.&lt;br /&gt;
* Total blindness: +50% psychic sensitivity.&lt;br /&gt;
&lt;br /&gt;
And with this precept:&lt;br /&gt;
&lt;br /&gt;
* Total blindness: +80% psychic sensitivity.&lt;br /&gt;
&lt;br /&gt;
==Blinding ritual==&lt;br /&gt;
&lt;br /&gt;
[[File:BlindingRitual.png]]&lt;br /&gt;
&lt;br /&gt;
If satisfying or spectacular, this ritual will give the pawn a psylink upgrade{{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
You can repeat the ritual by recovering the pawn sight, that means you can effectively trade [[Bionic eye]]s, [[Healer mech serum]]s and [[Resurrector mech serum]]s for psychic powers. The Creepjoiner ability [[Unnatural healing]]{{AnomalyIcon}} will also heal an eye every 6 days, using this to repeat the ritual is likely the cheapest source of psylink upgrades available currently.&lt;br /&gt;
&lt;br /&gt;
You can also heal the pawn eyes in a [[Biosculpter pod]] if they follow a non-Blindsight ideoligion. Together with the Transhumanist's &amp;quot;Biosculpting: Accelerated&amp;quot; this is one of the most efficient ways to farm psychic powers because the pawn doesn't have to be in the Blindsight ideoligion to be the Target of a Blinding ritual.&lt;br /&gt;
&lt;br /&gt;
==Affected activities==&lt;br /&gt;
&lt;br /&gt;
Before blinding a pawn, it is important to consider what activities are affected by [[sight]].&lt;br /&gt;
&lt;br /&gt;
Activities that are not affected by blindness:&lt;br /&gt;
&lt;br /&gt;
* [[Taming]], Training, [[Social]], [[Hauling]], Cleaning and Meditation.&lt;br /&gt;
&lt;br /&gt;
Activities that are slower with blindness:&lt;br /&gt;
&lt;br /&gt;
* Hunting, Cooking, [[Crafting]], [[Art]] and [[Research]].&lt;br /&gt;
&lt;br /&gt;
Activities that have lower yield with blindness:&lt;br /&gt;
&lt;br /&gt;
* Mining, Butchering, Plants, Milking and Shearing.&lt;br /&gt;
&lt;br /&gt;
Activities that might result in failure with blindness:&lt;br /&gt;
&lt;br /&gt;
* [[Construction]] and Medical.&lt;br /&gt;
&lt;br /&gt;
Pawns dedicated to cleaning, hauling, socializing and mediating are the ideal pawns to blind.&lt;br /&gt;
&lt;br /&gt;
If you are only taming and training without milking or shearing anything then animal handlers are also a good option to blind.&lt;br /&gt;
&lt;br /&gt;
Hunters, cookers, crafters, artists and researchers can be blinded with only a reduction in work speed.&lt;br /&gt;
&lt;br /&gt;
Builders and doctors are the worse options to blind since they can result in losing expensive materials, bionics and lives.&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
Blinding overall provides more benefits than wearing a blindfold but compromises the pawn fighting abilities while a blindfold can be taken out during a raid. Therefore, full blindness is better suited for pure [[psycast]]ers or pawns carrying [[weapons]] with forced miss radius such as [[EMP grenades]]. Alternatively, careful shooters pawns, shooting specialists and [[Gunlink]]s can help overcome the accuracy lost.&lt;br /&gt;
&lt;br /&gt;
Blinding is particularly useful in [[slaves]]. Blind slaves add very little wealth to your colony and are fairly harmless in case a rebellion happens. They can effectively use [[EMP grenades]], [[EMP launcher]]s and [[Smoke launcher]]s since those weapons don't have an aim penalty from blindness and also don't increase slave rebellion chance. Also, the extra cold insulation from blindfolds might just be enough to allow them wear [[Slave body strap]]s on cold biomes. They will have increased psychic sensitivity and don't use psy powers if they rebel, therefore, the nobles of the [[empire]] which already have some psy powers make really good candidates for blind slavery with support combat roles.&lt;br /&gt;
&lt;br /&gt;
Since blinding is not ideal for a lot of pawns, Blindsight is better used together with another [[Ideoligion]]. That way, you can have a few blinded pawns enjoying the benefits of their blindness without affecting much their activities while the rest follows another ideoligion that doesn't includes Blindsight and therefore are not sad for not being blind. For example, it might be worth it to have a &amp;quot;blind worker&amp;quot; Ideoligion for cookers, crafters, cleaners and haulers and a &amp;quot;sighted elite&amp;quot; Ideoligion for those who need to keep their sight. Only your starting Ideoligion and the ancient's Ideoligion can have Blindsight.&lt;br /&gt;
&lt;br /&gt;
Blind pawns are unaffected by light and darkness, so ideally you should fight in darkness so your enemies get a move penalty and you don't. Consider keeping a Sun Blocker active for a permanent fight advantage if it doesn't hurt your energy and food production.&lt;br /&gt;
&lt;br /&gt;
Blind pawns ignore pawns beauty status, so you can give them [[Stoneskin gland]]s without penalty to opinion.&lt;br /&gt;
&lt;br /&gt;
Blind pawns ignore rooms beauty status, so you won't get negative [[mood]] buffs for dirty rooms, but you also won't get positive mood buffs for beautiful rooms.&lt;br /&gt;
&lt;br /&gt;
It is not a good idea to blind medical specialists, but they can still wear blindfolds while not doctoring and act as psycasters during combat. Unlike pawns incapable of violence, medical specialists can equip an [[Eltex staff]] if you give them before assigning the role.&lt;br /&gt;
&lt;br /&gt;
Even if you don't want to blind anyone, Blindsight is still a useful meme that gives access to medical specialists and the blinding ritual which can be used to farm psychic powers.&lt;br /&gt;
&lt;br /&gt;
[[Category:Meme]]&lt;/div&gt;</summary>
		<author><name>Balenar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Blindsight&amp;diff=170895</id>
		<title>Blindsight</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Blindsight&amp;diff=170895"/>
		<updated>2025-10-22T01:47:30Z</updated>

		<summary type="html">&lt;p&gt;Balenar: updates the note about the psylink upgrade from blinding rituals to mention that a satisfying or spectacular ritual both work, and adds the royalty icon as the psylink upgrade is exclusive to that dlc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
[[File:Blindsight.png|64px]]'''Blindsight''' Is one of the memes added with the [[Ideology DLC]].&lt;br /&gt;
&lt;br /&gt;
It elevates the status of blind pawns and improves the psypowers of blind [[psycast]]ers.&lt;br /&gt;
&lt;br /&gt;
==Advantages==&lt;br /&gt;
&lt;br /&gt;
* Blindsight gives up to +15 mood boost to blind pawns and +30 opinion from other pawns.&lt;br /&gt;
* Increases the [[psychic sensitivity]] of blind pawns by +30% (in addition to the normal bonus to [[psychic sensitivity]] from low [[Sight]] given to all pawns).&lt;br /&gt;
* Allows crafting [[blindfold]]s, which provides protection, cold insulation and +2 mood boost for sighted pawns.&lt;br /&gt;
* Blind pawns stats are unaffected by light and darkness.&lt;br /&gt;
* Blind pawns ignore other pawns beauty status.&lt;br /&gt;
* Blinding greatly decreases the pawn value.&lt;br /&gt;
* Unlocks Medical specialists.&lt;br /&gt;
&lt;br /&gt;
==Disavantages==&lt;br /&gt;
&lt;br /&gt;
* Blindsight gives down to -6 mood penalty to non-blinded pawns and -5 opinion from other pawns.&lt;br /&gt;
* Blinded and blindfolded pawns are severely limited on the number of activities they can perform effectively.&lt;br /&gt;
* Blind pawns ignore rooms beauty status.&lt;br /&gt;
* Disables the Darkness meme.&lt;br /&gt;
&lt;br /&gt;
==Blind psysense: Strong==&lt;br /&gt;
&lt;br /&gt;
[[File:Blindpsysense.png]]&lt;br /&gt;
&lt;br /&gt;
This precept increases the user [[psychic sensitivity]] when blind:&lt;br /&gt;
&lt;br /&gt;
* Blind bonus: +30% psychic sensitivity.&lt;br /&gt;
&lt;br /&gt;
Regardless of this precept, each point of sight bellow 50% gives the user +1% psychic sensitivity.&lt;br /&gt;
That means you normally get:&lt;br /&gt;
&lt;br /&gt;
* Sighted wearing [[blindfold]]: +30% psychic sensitivity.&lt;br /&gt;
* Total blindness: +50% psychic sensitivity.&lt;br /&gt;
&lt;br /&gt;
And with this precept:&lt;br /&gt;
&lt;br /&gt;
* Total blindness: +80% psychic sensitivity.&lt;br /&gt;
&lt;br /&gt;
==Blinding ritual==&lt;br /&gt;
&lt;br /&gt;
[[File:BlindingRitual.png]]&lt;br /&gt;
&lt;br /&gt;
If satisfying or spectacular, this ritual will give the pawn a psylink upgrade{{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
You can repeat the ritual by recovering the pawn sight, that means you can effectively trade [[Bionic eye]]s, [[Healer mech serum]]s and [[Resurrector mech serum]]s for psychic powers. The creep joiner power &amp;quot;Unnatural Healing&amp;quot;{{AnomalyIcon}} will also heal an eye every 6 days, using this to repeat the ritual is likely the cheapest source of psylink upgrades available currently.&lt;br /&gt;
&lt;br /&gt;
You can also heal the pawn eyes in a [[Biosculpter pod]] if he follows a non-Blindsight ideoligion. Together with the Transhumanist's &amp;quot;Biosculpting: Accelerated&amp;quot; this is one of the most efficient ways to farm psychic powers because the pawn doesn't have to be in the Blindsight ideoligion to be the Target of a Blinding ritual.&lt;br /&gt;
&lt;br /&gt;
==Affected activities==&lt;br /&gt;
&lt;br /&gt;
Before blinding a pawn, it is important to consider what activities are affected by [[sight]].&lt;br /&gt;
&lt;br /&gt;
Activities that are not affected by blindness:&lt;br /&gt;
&lt;br /&gt;
* [[Taming]], Training, [[Social]], [[Hauling]], Cleaning and Meditation.&lt;br /&gt;
&lt;br /&gt;
Activities that are slower with blindness:&lt;br /&gt;
&lt;br /&gt;
* Hunting, Cooking, [[Crafting]], [[Art]] and [[Research]].&lt;br /&gt;
&lt;br /&gt;
Activities that have lower yield with blindness:&lt;br /&gt;
&lt;br /&gt;
* Mining, Butchering, Plants, Milking and Shearing.&lt;br /&gt;
&lt;br /&gt;
Activities that might result in failure with blindness:&lt;br /&gt;
&lt;br /&gt;
* [[Construction]] and Medical.&lt;br /&gt;
&lt;br /&gt;
Pawns dedicated to cleaning, hauling, socializing and mediating are the ideal pawns to blind.&lt;br /&gt;
&lt;br /&gt;
If you are only taming and training without milking or shearing anything then animal handlers are also a good option to blind.&lt;br /&gt;
&lt;br /&gt;
Hunters, cookers, crafters, artists and researchers can be blinded with only a reduction in work speed.&lt;br /&gt;
&lt;br /&gt;
Builders and doctors are the worse options to blind since they can result in losing expensive materials, bionics and lives.&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
Blinding overall provides more benefits than wearing a blindfold but compromises the pawn fighting abilities while a blindfold can be taken out during a raid. Therefore, full blindness is better suited for pure [[psycast]]ers or pawns carrying [[weapons]] with forced miss radius such as [[EMP grenades]]. Alternatively, careful shooters pawns, shooting specialists and [[Gunlink]]s can help overcome the accuracy lost.&lt;br /&gt;
&lt;br /&gt;
Blinding is particularly useful in [[slaves]]. Blind slaves add very little wealth to your colony and are fairly harmless in case a rebellion happens. They can effectively use [[EMP grenades]], [[EMP launcher]]s and [[Smoke launcher]]s since those weapons don't have an aim penalty from blindness and also don't increase slave rebellion chance. Also, the extra cold insulation from blindfolds might just be enough to allow them wear [[Slave body strap]]s on cold biomes. They will have increased psychic sensitivity and don't use psy powers if they rebel, therefore, the nobles of the [[empire]] which already have some psy powers make really good candidates for blind slavery with support combat roles.&lt;br /&gt;
&lt;br /&gt;
Since blinding is not ideal for a lot of pawns, Blindsight is better used together with another [[Ideoligion]]. That way, you can have a few blinded pawns enjoying the benefits of their blindness without affecting much their activities while the rest follows another ideoligion that doesn't includes Blindsight and therefore are not sad for not being blind. For example, it might be worth it to have a &amp;quot;blind worker&amp;quot; Ideoligion for cookers, crafters, cleaners and haulers and a &amp;quot;sighted elite&amp;quot; Ideoligion for those who need to keep their sight. Only your starting Ideoligion and the ancient's Ideoligion can have Blindsight.&lt;br /&gt;
&lt;br /&gt;
Blind pawns are unaffected by light and darkness, so ideally you should fight in darkness so your enemies get a move penalty and you don't. Consider keeping a Sun Blocker active for a permanent fight advantage if it doesn't hurt your energy and food production.&lt;br /&gt;
&lt;br /&gt;
Blind pawns ignore pawns beauty status, so you can give them [[Stoneskin gland]]s without penalty to opinion.&lt;br /&gt;
&lt;br /&gt;
Blind pawns ignore rooms beauty status, so you won't get negative [[mood]] buffs for dirty rooms, but you also won't get positive mood buffs for beautiful rooms.&lt;br /&gt;
&lt;br /&gt;
It is not a good idea to blind medical specialists, but they can still wear blindfolds while not doctoring and act as psycasters during combat. Unlike pawns incapable of violence, medical specialists can equip an [[Eltex staff]] if you give them before assigning the role.&lt;br /&gt;
&lt;br /&gt;
Even if you don't want to blind anyone, Blindsight is still a useful meme that gives access to medical specialists and the blinding ritual which can be used to farm psychic powers.&lt;br /&gt;
&lt;br /&gt;
[[Category:Meme]]&lt;/div&gt;</summary>
		<author><name>Balenar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Titles&amp;diff=170770</id>
		<title>Titles</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Titles&amp;diff=170770"/>
		<updated>2025-10-13T21:19:20Z</updated>

		<summary type="html">&lt;p&gt;Balenar: Noting that the titles above archon can be obtained through arresting empire pawns and adding alternative ways to remove the sleep need to the note about a circadian half cycler not negating the need for a bedroom&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Rewrite|reason=Restore lost content from major rewrite ([https://rimworldwiki.com/index.php?title=Titles&amp;amp;oldid=110606 see old])}}&lt;br /&gt;
'''Titles''' are a mechanic introduced in the [[Royalty]] DLC, representing power and prestige from the [[Empire]]. &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Summary == &lt;br /&gt;
Titles are obtained by spending '''Honor''', the currency of the Royalty system. Honor is offered as a [[quest]] reward, or can be purchased from Royal Tribute Collector caravans in exchange for either [[gold]] or [[prisoners]]. &lt;br /&gt;
&lt;br /&gt;
Titles come with demands. From the title of Acolyte onwards, the title holder will start to demand certain apparel, a proper throne room, and more prestigious bedrooms. There are also limits on [[recreation]]. Empire guests and colonists with certain [[traits]] will be ''conceited'' and have more demands. In exchange, the empire will grant increasing levels of [[Psylink]], and give you access to [[#Permits|Permits]].&lt;br /&gt;
&lt;br /&gt;
Titles are retained if you become [[goodwill|hostile]] to the [[empire|empire faction]], though using permits is disabled until relations are restored. Titles can be renounced at the pawn's Bio screen.&lt;br /&gt;
&lt;br /&gt;
'''Special Traits:'''&lt;br /&gt;
* [[Ascetic]]s do not have royal demands, overriding the clothing and bedroom needs entirely. They'll need a throne in an enclosed room, but do not care if throne requirements are unmet. However, their throne room's Impressiveness will affect their mood, positively or negatively. Note that Ascetics will need to meet throne requirements to get their title, and that the [[Psyfocus#Dignified|meditation effectiveness]] of the throne remains improved by meeting the title requirements.&lt;br /&gt;
* Pawns with the [[Nudist]] and [[Cannibal (Trait)|Cannibal]] traits prefer being nude or eating human meat over their title requirements.&lt;br /&gt;
* [[Slaves]]{{IdeologyIcon}} can be given Honor, and will rank up as usual, with the same clothing and room requirements. However, they are unable to use permits, and slavery overrides conceited pawns' inability to work. There is a bug where slaves in a [[caravan]] can use their permits.{{Check Tag|Check for 1.4}}&lt;br /&gt;
&lt;br /&gt;
=== Conceited pawns ===&lt;br /&gt;
{{Stub|section=1|reason=When can they eat low-class food.}}&lt;br /&gt;
Pawns that are guests from, or are recruited from, the [[Empire]] faction, and those with the [[Greedy]], [[Jealous]], or [[Abrasive]] traits, are Conceited and will have greater royal demands. If [[Abrasive]] has been overridden by the [[Kind instinct]] gene{{BiotechIcon}} after they have a title they will still be conceited, but if they receive the gene before their first title then they will not be conceited even if the gene is removed later.{{Check Tag|Inc. post rank up?|Does this persist if they rank up without the gene?}}&lt;br /&gt;
&lt;br /&gt;
Starting at [[Acolyte]] and getting more severe with each rank, conceited nobles will refuse to do work of certain types, and will normally only eat certain types of food.{{Check Tag|Clarification needed| Will they eat it if fed given it as a prisoner? Will they eat it if fed it as a patient?}} Conceited nobles that eat food not in their allowed list will receive {{Thought|desc=That meal was below my station. My title's formal requirements should always be respected.|label=Ate low-class food|value=-8|duration=1}}. Note that conceited pawns will only automatically eat low-class food if they are starving. Also note that [[hemogen pack]]s{{BiotechIcon}} count as food for this purpose, even when being consumed for [[hemogen]]{{BiotechIcon}} and not [[saturation]].&lt;br /&gt;
&lt;br /&gt;
Conceited nobles have higher expectations then normal pawns, starting at [[Acolyte]] if their expectations would be lower they replace their regular [[Mood#Expectation moodlets|expectation moodlets]] with moderate expectations. Each additional title they get makes their minimum expectations one higher up to royal expectations at [[Archon]] and above.&lt;br /&gt;
&lt;br /&gt;
The game will show a popup warning if you attempt to give a conceited pawn royal honor.&lt;br /&gt;
&lt;br /&gt;
===Honor===&lt;br /&gt;
Honor is a direct reward for empire [[quest]]s that gives access to the empire's titles. Selling gold,  prisoners, or  [[slave]]s{{IdeologyIcon}} to a [[royal tribute collector]] also gives Honor. The pawn that does the selling gets the honor.&lt;br /&gt;
[[Skills#Social|Social]] skill or other social factors do not affect honor gain, but the pawn has to be [[Incapable|capable]] of Social in order to initiate trade.&lt;br /&gt;
&lt;br /&gt;
*Selling [[prisoner]]s or slaves gives 3 honor per pawn. They must be able to walk while being sold, but no other qualities matter. This gives the regular penalties for selling humans.&lt;br /&gt;
**It is possible to use the [[painblock]] psycast to temporarily make a pawn mobile, then rescue the now-Empire pawn for a [[goodwill]] boost.&lt;br /&gt;
*[[Gold]] gives 0.015 point of Honor per gold item, rounded down. Therefore, the amount of gold per honor:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gold Spent !! Honor || Equiv. Market Value&lt;br /&gt;
|-&lt;br /&gt;
! {{icon Small|gold}} 67 &lt;br /&gt;
| 1 || {{#expr: {{Q|Gold|Market Value Base}}*67}}&lt;br /&gt;
|-&lt;br /&gt;
! {{icon Small|gold}} 134 &lt;br /&gt;
| 2 || {{#expr: {{Q|Gold|Market Value Base}}*134}}&lt;br /&gt;
|-&lt;br /&gt;
! {{icon Small|gold}} 200 &lt;br /&gt;
| 3 || {{#expr: {{Q|Gold|Market Value Base}}*200}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bestowing ceremony ==&lt;br /&gt;
{{see also|Quests#Noble_Ceremony{{!}}Quests}}&lt;br /&gt;
The lowest title, Freeholder, is automatically 'purchased' as soon as a pawn earns their first point of Honor. Any further titles must be obtained through the bestowing ceremony.&lt;br /&gt;
&lt;br /&gt;
A colonist with enough honor for a new title can accept the received quest to invoke the [[Empire#Bestower|bestower]], a ceremonial priest-like figure who arrives by [[shuttle]] with a retinue of guards. To accept the quest, the pawn to be bestowed must have a throne room that meets the requirements, even if they themselves do not care about it. There is no room requirement for Freeholder and Novice ranks. The bestowing ceremony will be performed in the throne room assigned to the pawn to be bestowed upon. If the throne room no longer meets requirements, or is unassigned from the pawn, then the quest will fail and the bestower will return home. If no such room is available, the bestower will instead attempt to find a [[party spot]] and failing that pick a social gathering spot.{{Check Tag|Confirm Social Spot|Party spot is right, needs more testing to verify whether they target social gathering spots}} The ceremony itself gives the psylink upgrade and title. The bestower carries 2 [[psylink neuroformer]]s; if you wish, you may [[down]], arrest, or kill the bestower to steal them. Bestowers will leave if they are exposed to dense{{Check Tag|Detail needed|Define: Dense}} [[tox gas]] or [[rot stink]].&lt;br /&gt;
&lt;br /&gt;
If the quest fails for any reason except promotion to a higher rank, it will reoccur after a period of time.{{Check Tag|How long}}&lt;br /&gt;
&lt;br /&gt;
If you receive enough honor to qualify for a higher title, then the lower title's bestowing ceremony will be skipped entirely. Note that this can result in lost opportunities to gain honor from the skipped ceremonies, but you will still receive all of the missed psycasts that you would have gotten if you hadn't skipped the lower titles.&lt;br /&gt;
&lt;br /&gt;
The ceremony is considered a [[ritual]] and its outcome affects colonist mood. It can also grant extra honor based on ritual quality, up to a maximum of 3 honor at &amp;gt;90% quality. Quality is determined by participant count and room impressiveness. This is independent from the actual outcome.&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Ritual Quality&lt;br /&gt;
!0%&lt;br /&gt;
!30%&lt;br /&gt;
!60%&lt;br /&gt;
!90%&lt;br /&gt;
|- &lt;br /&gt;
!Honor Gained&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
BestowingCeremony.jpg|A bestower granting the Archon rank to a pawn.&lt;br /&gt;
BestowingCeremonyDeparture.jpg|Bestower and guards leaving on shuttle after granting a title.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inheritance ===&lt;br /&gt;
Titles from Acolyte onwards are able to be inherited. Heirs are automatically assigned, with additional weight towards spouses. They can be changed from a [[comms console]]; in order for heirs to actually change, you must complete a monument [[quest]]. Failure to complete the quest in time gives a [[goodwill]] penalty and causes no change.&lt;br /&gt;
&lt;br /&gt;
When a noble dies, the heir will automatically gain the Freeholder title, if they didn't already have honor. They must begin a bestowing ceremony to obtain their proper rank. Should the noble be [[Resurrector mech serum|resurrected]], the title is lost, even if the bestowing ceremony hasn't begun yet.&lt;br /&gt;
&lt;br /&gt;
== Titles ==&lt;br /&gt;
For a full list of titles and their requirements, see the [[#Table of requirements|Table of requirements]].&lt;br /&gt;
&lt;br /&gt;
*'''Freeholder (1 honor):''' The Imperial title of freeholder is used by the Empire to signifies a fully-respected individual. Most Imperial citizens earn it while young through volunteer work or military service. The title is also offered to outsiders who act with honor in the eyes of the Empire.&lt;br /&gt;
*'''Novice (7 honor):''' The Imperial title of novice is held by those who have recently been initiated into the ranks of the psychic cult. It gives the holder the right to use low-level psychic abilities as part of their learning. This title is often held by senior soldiers, warskiff pilots, spies, advisors, diplomats, intrusion operatives, and other key individuals. Many important people spend their entire lives as novices.&lt;br /&gt;
*'''Acolyte (13 honor):''' The title of acolyte is the first title of senior learners in the psychic cult, and encompasses a wide range of practical positions. Some acolytes are purely students, learning to lead troops, manage societies, or use psycasts in specialized schools. Others come from wealthy families and might own city buildings or farm complexes. During wartime, an acolyte might lead a platoon of troops, captain a small frigate, or serve their liege as an advisor.&lt;br /&gt;
*'''Knight/Dame (21 honor):''' The title of knight is held by agents of the psychic cult who have fully passed their training, but who have not ascended to higher leadership roles. Many knights never advance further, and spend their lives as respected warriors, advisors, or commanders. In war, some knights lead troop companies and assault squadrons, while psychic-focused knights engage in espionage, sabotage, and battlefield psychic combat.&lt;br /&gt;
*'''Praetor (31 honor):''' The title of praetor is denotes{{Sic}} a member of the psychic cult who carries out field mission in a more senior role than a mere knight. During peacetime, a praetor will usually manage a city district, asteroid sector, or agricultural region. During war, they take authority over the smallest independent combat units - terrestrial troop cohorts, or space-borne destroyers or combat groups.&lt;br /&gt;
*'''Baron/Baroness (45 honor):''' The title of baron is the lowest of the psychic lords who can act as a semi-independent ruler. Most barons are subordinate to a higher lord. In the Empire, a baron will typically own a city sector, mining colony, or similar outfit. At wartime, a baron may captain a capital ship in name, or control a regiment of troops.&lt;br /&gt;
*'''Archon (65 honor):''' The title of archon is middle rank among the independent members of the psychic cult. In peacetime, an archon may rule to a city or colony. A successful archon might have a small personal fleet, possibly including capital ships.&lt;br /&gt;
&lt;br /&gt;
===Unobtainable===&lt;br /&gt;
&lt;br /&gt;
These titles cannot be obtained through honor without the use of mods, though it is possible to recruit a pawn that already has the title through arresting quest pawns or via [[Skip abduction]].&lt;br /&gt;
&lt;br /&gt;
*'''Dominus:''' The Imperial title of dominus is the highest of the middle-ranked independent rulers. In the Empire, domini control provinces, mega-cities, or moons. At war, a dominus can field a division-level force, or a fleet with capital ships and dozens of support craft.&lt;br /&gt;
*'''Consul:''' The Imperial title of consul is a lower level of high nobility. In the Empire, consuls control planets. At war, a consul can usually field an army-sized force of multiple divisions, supported by several fleets. Some command from a super-capital ship or control space-based megastructures. (Note: Consul is only obtainable if Stellarch is converted to your colony as a colonist.)&lt;br /&gt;
*'''Stellarch:''' The Imperial title of stellarch represents dominion over an entire star system. In the Empire, since interstellar travel times are years long, stellarchs rule their systems with a great degree of independence. They each swear fealty to the Emperor, but since the Emperor may be many light-years away, a stellarch may go years or decades without interacting with him.&lt;br /&gt;
*'''Emperor/Empress:''' The Imperial title of emperor indicates sovereign dominion over the entire Empire, all its peoples, planets, and fleets. All other lords swear fealty to a high lord, while the Emperor swears fealty to no one. However, even the Emperor depends on the support of lower nobles to remain in power. (Note: The emperor is never seen in the normal game.)&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
For a full list of requirements per title, see [[#Table of requirements|Table of requirements]].&lt;br /&gt;
&lt;br /&gt;
=== Thrones and Bedrooms ===&lt;br /&gt;
Titles of Acolyte and above require a throne room and separate bedrooms. Both rooms must be fully [[floor]]ed, and higher ranks will require all fine floors. As with non-titled pawns, couples can share a bedroom without penalty, regardless of either partners level of nobility. Unlike non-titled pawns however, nobles will object to sharing a room with a [[baby]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Any number of nobles can share a throne room, though they need individual thrones. Ways to remove a pawns sleep need such as [[Circadian half-cycler]], [[Traits#Body_mastery|Body Mastery]] or the [[Never sleep|Never sleep gene]] does not negate the desire for a bedroom, though pawns won't sleep in it. &lt;br /&gt;
&lt;br /&gt;
As the titles increase in honor, so does the minimum requirement. Greater titles have an increasing minimum # of floor tiles, Impressiveness, and require specific furniture.&lt;br /&gt;
&lt;br /&gt;
For the purposes of the throne room requirement, they cannot have beds, workstations, ritual buildings from [[Ideology]] {{IdeologyIcon}}, or any building under the [[Biotech]] {{BiotechIcon}} or [[Anomaly]] {{AnomalyIcon}} tabs. However, they can function as Impressive recreation and dining rooms, giving your entire colony a mood buff. The [[meditation throne]] itself also functions as a chair, but the [[grand meditation throne]] can only be used for meditation and [[television]] watching.&lt;br /&gt;
&lt;br /&gt;
[[Ascetic]] pawns do not have to meet bedroom requirements at all. They won't care if their throne doesn't meet requirements. However, they must have a suitable throne room to actually receive their title, and they will have reduced [[psyfocus]] from a throne if requirements aren't met.&lt;br /&gt;
&lt;br /&gt;
=== Clothing requirements ===&lt;br /&gt;
Nobles of a rank that desire clothing will experience a {{--|4}} &amp;quot;''Want &amp;lt;TITLE&amp;gt;-specific apparel''&amp;quot; [[thought]] to their mood if any of their requirements are not met. For ranks that require a specific [[quality]], a separate stacking a {{--|4}} &amp;quot;''Want &amp;lt;TITLE&amp;gt;-quality apparel''&amp;quot; thought is applied if the items worn are not of the required quality.&lt;br /&gt;
&lt;br /&gt;
Clothing requires that a noble is ''covered'' in suitable apparel, i.e. that all body parts have an associated apparel. For example, Archons (and below) can suffice with a [[cape]] and any suitable headgear, or the combination of headgear and [[formal shirt]], [[formal vest]] / [[corset]], and [[prestige robe]].&lt;br /&gt;
&lt;br /&gt;
The [[Nudist]] trait{{Check Tag|Precept?|Do the nudist precepts override this requirement as well?}} overrides the clothing requirement, and Ascetic pawns ignore it.&lt;br /&gt;
&lt;br /&gt;
===Food requirements===&lt;br /&gt;
Conceited nobles will refuse to eat certain foods, with fewer items being acceptable as the ranks increase. In general, all conceited nobles can eat [[lavish meal]]s, [[milk]], and other delicacies like [[insect jelly]] and [[chocolate]]. Ranks lower than Baron can eat [[fine meal]]s normally. If a noble is starving, then they will eat the meal at a {{--|7}} mood penalty. Non-conceited nobles have no such restrictions.&lt;br /&gt;
&lt;br /&gt;
Conceited [[Cannibal (Trait)|Cannibal]] nobles can eat [[human meat]] without penalty, and gain the normal positive moodlets from doing so. However, they still refuse to eat improper meals that include human meat, and when eating said meals, they will ''not'' get the benefit from the Cannibal trait. [[Sanguophages]] {{BiotechIcon}} and other Hemogenic nobles can bloodfeed, but can't consume [[hemogen pack]]s.&lt;br /&gt;
&lt;br /&gt;
===Work restrictions===&lt;br /&gt;
Conceited nobles will refuse to do certain work types; the restriction increases with each title. Conceited pawns up to Archon will continue to do Doctor, Warden, Art, and Research work, but higher ranks can't do anything outside of combat. Non-conceited nobles have no such restrictions, as are nobles who are [[slaves|enslaved]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
===Psylink===&lt;br /&gt;
{{Main|Psycasts}}&lt;br /&gt;
Every title, from Novice onward, grant an increase of 1 [[Psylink]] level. If a pawn already matches their title's respective level (from [[psylink neuroformer]]s or [[anima tree]] linking), then no new levels will be given.&lt;br /&gt;
&lt;br /&gt;
The bestower will implant a [[psylink neuroformer]] during the noble's bestowing ceremony, but they come with two. It is possible to arrest the bestower for an extra level, but this makes the empire faction hostile to you. If they are [[downed]] for other reasons (like [[heatstroke]]), you will still lose [[goodwill]].&lt;br /&gt;
&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Nobles that have reached Acolyte or higher will gain access to '''Permits'''. One permit is awarded for every title from Acolyte onwards, for a maximum of five permits for Archons. Higher titles will give access to stronger permits. These can include item drops, immediate support, or even direct bombardments. Permits have a cooldown; if used during it, there is an Honor cost. A pawn can't demote themselves to use a permit again.&lt;br /&gt;
&lt;br /&gt;
Once picked, permits stay with your pawn, and can't be freely changed. You can return all permits and re-assign them again; this costs 8 honor ''and'' the costs of any permit currently in cooldown. New permits won't have a cooldown, as the cost has been paid.&lt;br /&gt;
&lt;br /&gt;
You can't use permits if the [[empire]] faction is hostile from you. [[Slave|Enslaved]]{{IdeologyIcon}} nobles and guests from the [[Empire]] are also unable to use permits. If an NPC noble is captured, they will come with randomly assigned permits.&lt;br /&gt;
&lt;br /&gt;
Permits are lost when titles are, such as upon revocation and death, inheritance, and resurrection.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Permit Name !! Prerequisite !! Cooldown&amp;lt;br&amp;gt;(Days) !! Honor Cost&amp;lt;Br&amp;gt;&amp;lt;small&amp;gt;(to ignore cooldown)&amp;lt;/small&amp;gt; !! Description !! data-sort-type=number | Equiv. Value&lt;br /&gt;
|- id=&amp;quot;Call transport shuttle&amp;quot;&lt;br /&gt;
|'''Call transport shuttle''' || data-sort-value=3|Knight/Dame || 40  || 8 || Call a one-way [[shuttle]] for your own use, which will transport colonists, items, and animals up to 70 tiles away.&amp;lt;br&amp;gt;The shuttle can hold a total of 1000kg on a loaded map, but as of 1.2.2900 it ignored this weight limit for [[caravan]]s. || ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call laborer team&amp;quot;&lt;br /&gt;
|'''Call laborer team''' || data-sort-value=2|Acolyte ||  60  || 4 || Call a group of 4 [[Empire#Laborer|laborers]] to assist you for 4 days. They are fully controllable, and their equipment can be changed freely. They are always incapable of violence, animals work, social and research; sometimes other tasks are restricted by backstories. Each laborer death nominally causes a loss of 12 goodwill but this is not actually applied as of 1.4.3704. When downed or killed, laborers deduct [[Raid_points#Adaption_factor|adaptation days]] as if they were full colonists. Useful for menial labor, but also no worse in combat than any other violence-incapable meat shield, with the added advantages of being perfectly expendable and occasionally having [[Empire#Xenotypes|robust or pain-resistant xenotypes]]. || ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call laborer gang&amp;quot;&lt;br /&gt;
|'''Call laborer gang''' || data-sort-value=6|Count&amp;lt;br&amp;gt;[[#Call laborer team|Laborer Team]]|| 60 || 8 || As ''Call laborer team'', but twice the headcount.&amp;lt;br&amp;gt;Loses access to laborer team.|| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call aerodrone strike&amp;quot;&lt;br /&gt;
|'''Call aerodrone strike''' || data-sort-value=3|Knight/Dame || 45 || 6 || Call a single-impact aerodrone strike at a target position. 45 tile range, 3 tile miss radius, 8 tile explosion radius, 50 [[Damage types#Bomb|Bomb damage]], {{ticks|120}} warmup time. || {{icon Small|silver||{{Q|Doomsday rocket launcher|Market Value Base}}}}{{ref label|Equiv|*}}&lt;br /&gt;
|- id=&amp;quot;Call aerodrone salvo&amp;quot;&lt;br /&gt;
|'''Call aerodrone salvo''' ||  data-sort-value=4|Praetor &amp;lt;br&amp;gt; [[#Call aerodrone strike|Aerodrone Strike]]|| 60 || 8 || Call an extended salvo of aerodrone strikes around a target position. 45 tile range, 8 tile miss radius, 6 tile explosion radius, 50 [[Damage types#Bomb|Bomb damage]], {{ticks|120}} warmup time. 6 rounds with {{ticks|60}} between them.&amp;lt;br&amp;gt;Loses access to aerodrone strike|| {{icon Small|silver||{{Q|Orbital bombardment targeter|Market Value Base}}}}{{ref label|Equiv2|*}}&lt;br /&gt;
|- id=&amp;quot;Call trooper squad&amp;quot;&lt;br /&gt;
|'''Call trooper squad''' || data-sort-value=2|Acolyte  || 40 || 4 || Call a group of 4 light [[Empire#Trooper|troopers]] to aid you in battle, who can't be controlled. They will refuse to attack pawns that are not enemies to the Empire.|| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call janissary squad&amp;quot;&lt;br /&gt;
|'''Call janissary squad''' || data-sort-value=4|Praetor || 50 || 6 || Call a group of 4 professional [[Empire#Janissary|janissaries]] to aid you in battle. As troopers otherwise.|| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call cataphract squad&amp;quot;&lt;br /&gt;
|'''Call cataphract squad''' || data-sort-value=6|Count/Countess&amp;lt;br&amp;gt; [[#Call Janissary Squad|Janissaries]] || 60 || 8 || Call a group of 4 heavy [[Empire#Cataphract|cataphracts]] to aid you in battle. As troopers otherwise.&amp;lt;br&amp;gt;Loses access to janissary squad.|| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Steel drop&amp;quot;&lt;br /&gt;
|'''Steel drop''' || data-sort-value=2|Acolyte || 45 || 4 || Call for a drop of 250 [[steel]]. || {{icon Small|silver||{{#expr:{{Q|steel|Market Value Base}}*250}}}}&lt;br /&gt;
|- id=&amp;quot;Glitterworld medicine drop&amp;quot;&lt;br /&gt;
|'''Glitterworld medicine drop''' || data-sort-value=5|Baron/Baroness || 45 || 8 || Call for a drop of 5 [[glitterworld medicine]]. || {{icon Small|silver||{{#expr:{{Q|glitterworld medicine|Market Value Base}}*5}}}}&lt;br /&gt;
|- id=&amp;quot;Silver drop&amp;quot;&lt;br /&gt;
|'''Silver drop'''  || data-sort-value=3|Knight/Dame || 45 || 6 ||Call for a drop of 500 [[silver]]. || {{icon Small|silver||500}}&lt;br /&gt;
|- id=&amp;quot;Food drop&amp;quot;&lt;br /&gt;
|'''Food drop''' || data-sort-value=2|Acolyte  || 45 || 4 || Call for a drop of 20 [[packaged survival meal]]s.|| {{icon Small|silver||{{#expr:{{Q|packaged survival meal|Market Value Base}}*20}}}}&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Equiv|*}} Roughly equivalent to a [[Doomsday rocket launcher]]&lt;br /&gt;
:{{note|Equiv2|*}} Inferior, but most closely equivalent, to an [[Orbital bombardment targeter]]&lt;br /&gt;
&lt;br /&gt;
===Speeches===&lt;br /&gt;
{{Quote|Initiate a speech from the throne. '''&amp;lt;PAWN NAME&amp;gt;''' will go to '''&amp;lt;PAWN POSSESSIVE&amp;gt;''' throne and call all colonists to listen to a speech there. If all goes well, listeners will feel inspired, and gain respect for '''&amp;lt;PAWN NAME&amp;gt;'''. If it goes poorly, the speech will do social damage. The outcome depends on '''&amp;lt;PAWN NAME&amp;gt;''''s social abilities.|In-Game Description}}&lt;br /&gt;
&lt;br /&gt;
At Praetor rank, Nobles gain the ability to give speeches. This ability is manually triggered by the player. These speeches have a cool down, require an assigned throne, and cannot happen while another gathering is happening. Speeches last {{ticks|10000}} or 4 in-game hours. &lt;br /&gt;
&lt;br /&gt;
A speech grants attendees a [[Mood#Gatherings|moodlet]] and changes the listener's opinion of the speaker, both proportional to the success of the speech:&lt;br /&gt;
*A &amp;quot;Terrible Speech&amp;quot; will grant a -12 negative mood to attendees and a -30 opinion of the speaker. &lt;br /&gt;
*An &amp;quot;Uninspiring Speech&amp;quot; will grant a -4 negative mood to attendees and a -15 opinion of the speaker. &lt;br /&gt;
*An &amp;quot;Encouraging Speech&amp;quot; will grant a +4 positive mood and a +20 opinion of the speaker. &lt;br /&gt;
* An &amp;quot;Inspirational Speech&amp;quot; grants a +8 to mood and a massive +40 opinion of the speaker. Each listener has a 5% chance of getting an [[inspiration]].&lt;br /&gt;
&lt;br /&gt;
Both [[Skills#Social|Social skill]] and [[Social Impact]] can greatly improve success, but the exact relationship is unknown. Wear [[top hat]]s, [[coronet]]s, and other royal items that increase social impact.&lt;br /&gt;
&lt;br /&gt;
The cooldown between uses of the speech ability varies by rank. At Praetor rank this cooldown is {{ticks|1200000}} or 20 in-game days.  At Baron rank this cooldown is {{ticks|900000}} or 15 in-game days. At Archon rank or higher, this cooldown is {{ticks|600000}} or 10 in-game days.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
A rank of Knight/Dame is required to trade with an empire [[faction base]] or trade caravan.&lt;br /&gt;
&lt;br /&gt;
A rank of Baron/Baroness or higher is required to trade with the empire's [[comms console|trade ships]].&lt;br /&gt;
&lt;br /&gt;
=== Decrees === &lt;br /&gt;
{{stub|section=1|reason=Needs more info. Also, link is effectively dead}}&lt;br /&gt;
{{Main|Decree}}&lt;br /&gt;
Nobles will sometimes issue a &amp;quot;decree&amp;quot; quest as part of a mental break, or at random if conceited{{Check Tag|Verify}}. Decrees demand things such as producing, harvesting, or killing some number of a certain thing, or constructing a monument. The quest gives no reward except for a positive moodlet of +6 &amp;quot;Decree satisfied&amp;quot; for 15 days to the noble when fulfilled. If the quest's deadline is not met, the noble who issued it gets a negative &amp;quot;Decree ignored&amp;quot; moodlet starting at -5 and increasing linearly to -15 over the course of 15 days. A noble can issue more decrees before the current one is fulfilled, though only the oldest &amp;quot;Decree ignored&amp;quot; applies at a time.&lt;br /&gt;
&lt;br /&gt;
Dying, being kidnapped, or renouncing a title ends any current decrees as of 1.1.2579.  Decrees are also forgotten after 80 days if unfulfilled.&lt;br /&gt;
&lt;br /&gt;
== Table of requirements ==&lt;br /&gt;
{| {{STDT|sortable c_19 align-right}}&lt;br /&gt;
|-&lt;br /&gt;
! Obtainable Titles !! Royal Honor Required (total) !! Psylink Level !! {{Good|Capable|noFormat=1}}/{{Bad|Incapable|noFormat=1}} of&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Only if Noble is [[Titles#Conceited_pawns|Conceited]]&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New restrictions in Bold)&amp;lt;/sub&amp;gt; !! Throne Room Requirements&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt; !! Bedroom Requirement&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt; !! Food Requirements&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Only if Noble is [[Titles#Conceited_pawns|Conceited]]&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(Lost next tier in ''italic'')&amp;lt;sub&amp;gt; !! Clothing Requirement&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(Lost next tier in ''italic'')&amp;lt;sub&amp;gt; !! New Abilities with this Rank&lt;br /&gt;
|- id=&amp;quot;Freeholder&amp;quot;&lt;br /&gt;
! Freeholder &lt;br /&gt;
| 1 || 0 || {{Good|'' Any ''|noFormat=1}} || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|- id=&amp;quot;Yeoman&amp;quot;&lt;br /&gt;
! Novice&lt;br /&gt;
| 6 (7) || 1 || {{Good|'' Any ''|noFormat=1}} || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|- id=&amp;quot;Acolyte&amp;quot;&lt;br /&gt;
! Acolyte &lt;br /&gt;
| 6 (13) || 2 || {{Bad|'''Cleaning'''|noFormat=1}} || '''Area 24, Throne, all floored, Brazier x2'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| '''Area 16, all floored, Double bed''' || [[Fine meal]], ''[[Packaged survival meal]]'', ''[[Simple meal]]'', ''[[Pemmican]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||  One of: '''[[Top hat]]/[[Ladies hat]], [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]'''; AND&amp;lt;br&amp;gt;One of: '''[[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]]''' || 1 Permit Point&lt;br /&gt;
|- id=&amp;quot;Knight&amp;quot; &lt;br /&gt;
! id=&amp;quot;Dame&amp;quot; | Knight/Dame &lt;br /&gt;
| 8 (21) || 3 || {{Bad|Cleaning, '''Haul'''|noFormat=1}} || '''Area 30''', '''Impressiveness 60''', Throne,  all floored, Brazier x2, '''Column x2''', '''Harp''' &amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Harpsichord or Piano suffice, All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| '''Area 24''', '''Impressiveness 40''', all floored, Double bed, '''End table, Dresser''' || [[Fine meal]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || One of: [[Top hat]]/[[Ladies hat]], [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND&amp;lt;br&amp;gt;One of: [[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]] ||  1 Permit Point &amp;lt;Br&amp;gt; Trade with Empire Caravan/Settlements&lt;br /&gt;
|- id=&amp;quot;Praetor&amp;quot;&lt;br /&gt;
! Praetor &lt;br /&gt;
| 10 (31) || 4 || {{Good|'' Cook, Construct, Smith, Handle, Tailor, Craft, Doctor, Warden, Hunt, Art, Research ''|noFormat=1}}&amp;lt;br/&amp;gt; {{Bad|Cleaning, Haul, '''Plant cut''', '''Grow''', '''Mining'''|noFormat=1}} || '''Area 40''', '''Impressiveness 90''', Throne,  all floored, Brazier x2, '''Column x4''', Harp &amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Harpsichord or Piano suffice, All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| Area 24, '''Impressiveness 50''', all floored, Double bed, End table, Dresser || ''[[Fine meal]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || One of: ''[[Top hat]]/[[Ladies hat]]'', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND&amp;lt;br&amp;gt;One of: [[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]]&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;'''(All apparel must be at least Normal [[quality]])'''&amp;lt;/sub&amp;gt;||  1 Permit Point &amp;lt;Br&amp;gt; Give speech once per 20 days&lt;br /&gt;
|- id=&amp;quot;Baron&amp;quot;&lt;br /&gt;
! id=&amp;quot;Baroness&amp;quot; | Baron/Baroness &lt;br /&gt;
| 14 (45) || 5 || {{Good|'' Doctor, Warden, Hunt, Art, Research ''|noFormat=1}}&amp;lt;br&amp;gt; {{Bad|Cleaning, Haul, Plant cut, Grow, Mining, '''Cook''', '''Construct''', '''Smith''', '''Handle''', '''Tailor''', '''Craft'''|noFormat=1}} || '''Area 60''', '''Impressiveness 120''', '''Grand Throne''', '''all [[fine floor|''fine'' floored]]''', Brazier x2, Column x4, '''Drape x2''', '''Harpsichord''' &amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Piano suffices, All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| '''Area 30''', '''Impressiveness 70''', all floored, '''Royal bed''', End table, Dresser, '''Drape''' || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||One of: '''[[Coronet]]''', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND EITHER&amp;lt;br&amp;gt;Two of: [[Formal shirt]], '''[[Formal vest]]/[[Corset]]'''; OR&amp;lt;br&amp;gt;One of: [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]].&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(All apparel must be at least Normal [[quality]])&amp;lt;/sub&amp;gt;||  1 Permit Point &amp;lt;Br&amp;gt; Trade with Imperial orbital traders &amp;lt;Br&amp;gt; Speech cooldown reduced to 15 days &amp;lt;Br&amp;gt; Expectations replaced with Noble Expectations if Conceited&lt;br /&gt;
|- id=&amp;quot;Archon&amp;quot; &lt;br /&gt;
! Archon &lt;br /&gt;
| 20 (65) || 6 || {{Good|'' Doctor, Warden, Hunt, Art, Research ''|noFormat=1}}&amp;lt;br&amp;gt; {{Bad|Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft|noFormat=1}} || '''Room area 80''', '''Room impressiveness 160''', Grand throne, all [[fine floor]]ed, Brazier x2, '''Column x6''', Drape x2, '''Piano'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| Area 30, '''Impressiveness 80''', '''All [[fine floor|''fine'' floored]]''', Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||One of: ''[[Coronet]]'', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND EITHER&amp;lt;br&amp;gt; All of: [[Formal shirt]], [[Formal vest]]/[[Corset]], '''[[Prestige robe]]'''; OR&amp;lt;br&amp;gt;One of: ''[[Cape]]'', [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]].&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(All apparel must be at least Normal [[quality]])&amp;lt;/sub&amp;gt;||  1 Permit Point  &amp;lt;Br&amp;gt; Speech cooldown reduced to 10 days&amp;lt;Br&amp;gt; Expectations replaced with Royal Expectations if Conceited&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;table c_19 align-right&amp;quot;&lt;br /&gt;
! NPC Titles !! Psylink Level !! Incapable of !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements !! Clothing Requirement&lt;br /&gt;
|-id=&amp;quot;Dominus&amp;quot; &lt;br /&gt;
! Dominus&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Area 80, Impressiveness 160, Grand throne, all [[fine floor]]ed, Brazier x2, Column x6, Piano&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Area 30, Impressiveness 80, all [[fine floor]]ed, Royal bed, End table, Dresser, Drape &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | One of: '''[[Stellic crown]]''', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]]; AND EITHER&amp;lt;br&amp;gt; All of: [[Formal shirt]], [[Formal vest]]/[[Corset]], '''[[Prestige robe]]'''; OR&amp;lt;br&amp;gt;One of: [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]].&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(All apparel must be at least Normal [[quality]])&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-id=&amp;quot;Consul&amp;quot; &lt;br /&gt;
! Consul&lt;br /&gt;
|-id=&amp;quot;Stellarch&amp;quot;&lt;br /&gt;
! Stellarch&lt;br /&gt;
|-id=&amp;quot;Emperor&amp;quot; &lt;br /&gt;
! id=&amp;quot;Empress&amp;quot; | Emperor/Empress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The royal favor icon is reminiscent of the head of the [[eltex staff]] carried by the [[Empire#Pawns|Bestower]]. This is fitting, since the bestower grants the received titles to the pawn.&lt;br /&gt;
If the map is polluted enough,{{Check Tag|How polluted?}} the bestower will come with a gas mask instead of their usual headgear.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
These are only provided as easily comparable examples - they are not considered ideal or efficient.&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Room example Acolyte Throneroom.png|'''Acolyte Example Throne Room '''&lt;br /&gt;
File:Room example Knight Throneroom.png|'''Knight Example Throne Room '''&lt;br /&gt;
File:Room example Praetor Throneroom.png|'''Praetor Example Throne Room '''&lt;br /&gt;
File:Room example Baron Throneroom.png|'''Baron Example Throne Room '''&lt;br /&gt;
File:Room example Count Throneroom.png|'''Archon Example Throne Room '''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Room example Acolyte Bedroom.png|'''Acolyte Example Bedroom '''&lt;br /&gt;
File:Room example Knight Bedroom.png|'''Knight Example Bedroom '''&lt;br /&gt;
File:Room example Praetor Bedroom.png|'''Praetor Example Bedroom '''&lt;br /&gt;
File:Room example Baron Bedroom.png|'''Baron Example Bedroom '''&lt;br /&gt;
File:Room example Count Bedroom.png|'''Archon Example Bedroom '''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
{{Stub|section=1|reason=Record old title names and flavor after 1.5.4241 change}}&lt;br /&gt;
* [[Royalty DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - [[Resurrector mech serum]] now removes royal titles, to prevent duplicating titles.&lt;br /&gt;
* [[Version/1.1.2571|1.1.2571]] - Baron can now do Animals, Count can now do commoner work and instead is now only unable to do same as Baron, plus Animals.&lt;br /&gt;
* [[Version/1.1.2575|1.1.2575]] - Added the ability to renounce the title from the bio tab.&lt;br /&gt;
* [[Version/1.1.2579|1.1.2579]] - Mechanics were changed from all Nobles having hard restrictions, to only some. Dying, being kidnapped, or renouncing a title now ends decrees.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Rename esquire to acolyte. Adjust some title descriptions.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Added permits system, previous ally summon abilities subsumed into it with new abilities added. Speech duration: 5hrs -&amp;gt; 4hrs. Inspiring Speeches have 5% chance to inspire each attendee. Titles no longer gained instantly nor neuroformers drop podded in - both replaced with Bestower and Bestowal Ceremony. Renamed royal favor to honor. New visual effects for all orbital bombardments - you can now see and hear incoming projectiles and other details are improved. Fix: LOS calcs for purpose of royal aid don't match LOS for guns.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Removed full-map light up effect of all strikes. Added new permits: Steel drop, Glitterworld medicine drop, Silver drop, Food drop. Renamed Orbital Strike and Orbital Salvo permits to Aerodrone Strike and Aerodrone Salvo (for fiction coherence reasons). Increased warmup time for aerodrone permits by 1 second. Titles no longer instantly transferred to heirs upon death of noble - now triggers bestower quest for the heir. Added new noble compatible clothing: Beret, Cape, Eltex Skullcap, and Stellic Crown. Stellarch and other non-rewardable title holding pawns now get any permits. NPC nobles now purchase random permits on generation. &lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Throne speeches have been re-tooled into [[rituals]].&lt;br /&gt;
* Prior to 1.4 - Higher tier instruments can now be used in place of lower tier instruments to meet the requirements of lower rank nobles. E.g. a piano can be used to fulfil the need a praetor's need for a harp. Previously, the exact instrument had to be used. &lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Resurrected pawns with titles that were inherited lose all permits associated with the lost titles.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Permit shuttle fails when sent to a worksite.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - [[Mechlord suit]] and [[Mechlord helmet|helmet]] now satisfies royal title requirements.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Bestowers will leave if they are exposed to dense tox gas or rot stink.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Permits not reset when royal pawn dies, has title inherited, then is resurrected&lt;br /&gt;
* [[Version/1.5.4241|1.5.4241]] - Re-flavor royal titles.&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Balenar</name></author>
	</entry>
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